Deadly Sin (5e Class)

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The Seven Deadly Sin[edit]

The Seven Deadly Sins「七つの大罪, Nanatsu no Taizai」 are the strongest and cruelest order of Holy Knights in the Kingdom of Liones. They were formed by seven brutal criminals, who had all been convicted for grievous crimes and had carved the symbols of seven beasts onto their bodies.

Your Sin[edit]

Have you ever sinned? Not some small sin like petty theft or killing a stranger, but a sin that has marked you and your very existence. Have you let your Wrath get the best of you and as a result, countless innocent people have suffered? Or have you abandoned your only family and community in their time of need due to the envy of others? Did you let your greed get the best of you and as a result, the one you cared about most met their end? Was your sin so awful it could fall under the categories of the Seven Deadly Sins?

Pride, Greed, Lust, Wrath, Gluttony, Envy, and Sloth. If your sin is so terrible that you have earned the title as one of the Seven Deadly Sins, you are hated worldwide and there are wanted posters in every bar. As a result, you have found your way into a power that will help defend against the constant bounty hunters and if you truly regret your sin, possibly lead others toward forgiveness.

Creating a Sin[edit]

il_570xN.1194660611_ca4o.jpg
As a result of your sin, a tattoo has appeared on a place chosen by you on your body representing the sin you commited
Quick Build

You can make a Sin quickly by following these suggestions:

If your sin is Pride or Envy, Strength should be your highest ability score followed by Constitution.

If your sin is Wrath or Greed, your highest ability score should be Dexterity followed by Charisma.

If your sin is Sloth, your highest ability score should be Wisdom followed by Dexterity.

If your sin is Gluttony or Lust, your highest ability score should be Intelligence followed by Dexterity.

Then, choose the Outlander background and the rest is up to you.


Class Features

As a The Seven Sins you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Seven Sins level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Seven Sins level after 1st

Proficiencies

Armor: Light and Medium armor
Weapons: Simple Melee and Martial Melee Weapons
Tools: Brewer's Supplies
Saving Throws: Strength and Contitution if your sin is Pride or Envy, Dexterity and Charisma if your sin is Wrath or Greed, Wisdom and Dexterity if your sin is Sloth, and Intelligence and Dexterity if your sin is Gluttony or Lust
Skills: 2 skills of your choice

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 1 simple weapon or (b) 1 martial weapon
  • (a) Any light armor or (b) Any medium armor
  • (a) A dungeoneer's pack or (b) A explorer's pack
  • A trinket
  • A shield
  • If you are using starting wealth, you have 5d4 in funds.

Table: The The Seven Sins

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Unique Spellcasting Ability, Sin Ability
2nd +2 Power Sense 2
3rd +2 Sin Ability 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Ability Score Improvement 4 2
7th +3 Sin Ability 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Sin Endurance 4 3 2
10th +4 Ability Score Improvement 4 3 2
11th +4 Sacred Treasure 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Extra Attack (2) 4 3 3 1
14th +5 Ability Score Improvement 4 3 3 1
15th +5 Sin Ability 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Extra Attack (3) 4 3 3 3 1
18th +6 Sin Ability 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Ultimate Sin Ability 4 3 3 3 2

The Seven Deadly Sins' Features and Abilities[edit]

Spellcasting Ability[edit]

At 1st level, due to your natural magic affinity you do not need to prepare spells. Any type of spell that your sin grants you will always be prepared, in addition your spellcasting focus can be your weapon. Your spell slots will regenerate every short rest or long rest.

Your spellcasting attack modifier = your spellcasting stat modifier + your proficiency bonus

Your spellcasting save DC = 8 + your spellcasting stat modifier + your proficiency bonus

Depending on your sin choice, you may get one of the following benefits:

Pride You will have access to every spell that deals fire damage and in addition to every smite spell. You can only cast spells between 6 am and 6 pm, but your spells can double their proficiency bonus for attack rolls. Strength is your spellcasting modifier.

Envy You will have access to every spell that deals bludgeoning damage as well as any spell that results in any kind of manipulation of the earth (consult dm to see what qualifies). Strength is your spellcasting stat

Wrath You will have access to every spell that deals necrotic damage or spells that result in darkness of some kind, such as darkvision or darkness (consult dm to see what qualifies). Charisma is your spellcasting stat

Greed You will have access to every spell that results in the debuffing of enemies, such as hex, or the buffing of yourself/allies, such as freedom of movement (consult dm to see what qualifies). Charisma is your spellcasting stat

Sloth You will have access to every spell that deals radiant or force damage as well as all healing spells (consult dm to see what qualifies for healing spells). Wisdom is your spellcasting stat

Gluttony You will have access to every conjuration spell and transmutation spell (consult dm to see what qualifies as conjuration spells). Intelligence is your spellcasting stat

Lust You will have access to every enchantment and illusion spell. Intelligence is your spellcasting stat.

Power Sense[edit]

At level 2 you gain the ability to sense the abilities and power of enemies and friends. If someone is within 60 feet of you, you can spend your Bonus action examining him. You will be told what his Strength or dexterity is (whichever is higher), what their constitution is, and lastly, if they are a spellcaster, then their Wisdom, Charisma, or Intelligence (whichever they use for spellcasting), and their level/challenge rating.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

When you reach level 5, your character can make one additional attack when you take the attack action. You can make a third attack at level 13 and a fourth attack at level 17

Sin Endurance[edit]

When you reach level 9, your character becomes accustomed to the life of an outcast. As a result if you fail a saving throw, you can instead choose to succeed. You can do this up to a maximum of 3 times per long rest.

Sacred Treasure[edit]

When you reach level 11, you are granted a magical item of immense magical power called a sacred treasure that suits your abilities. When wielding this weapon, you also deal extra damage die for every attack you make. Your Sacred Treasure cannot be destroyed.

If your sin is Pride, you are gifted with the Divine Axe Rita. This ax can only be lifted by you between 6 am and 6 pm and others cannot lift it. You can summon it to your hand during this time and it will travel any distance or dimension to come to your hand instantly. This weapon deals a 2d6 force damage and uses your strength modifier. Its ability is called Charge and Fire. It absorbs the immense heat coming off of you from your magical ability and stores it for later use (you can choose whether to stop the heat or not). You can by using your action release the stored heat and choose a target within 60 feet. This will instantly deal damage to that target equal to 5 times your level or the heat stored (whatever is lowest) and it cannot be reduced in any way. It will leave a crater 10 feet radius and 20 deep on the spot of the attack.

If your sin is Envy, you are gifted the War Hammer Gideon. This hammer is large enough for you to use and deals a 2d6 force damage and uses your strength modifier. Its special ability is called lightning rod. Using your reaction, you can redirect any attack or spell into the earth, leaving a crater that is considered difficult terrain every time you use it.

If your sin is Wrath, you are gifted with the Demon Sword Lostvayne. This dagger deals a 1d8 and uses your dexterity modifier. Its special ability is called Physical Clone and using your bonus action, you can create up to 6 clones of yourself that have each have 1 hit points and temporary hit points equal to your level. These clones will last for 3 rounds. These clones are also equipped with the same equipment as you including this weapon, but these will disappear if the clone dies or despawns. If you create one clone, this clone has stats equal to 75% of yours rounded down. If you create 2 clones, these clones have stats equal to 50% of yours rounded down. If you create 3 or more, the stats equal 35% of yours rounded down. Each clone will take its turn after yours in the order they were created and you control what they do on their turns. These clones cannot create more clones.

If your sin is Greed, you are gifted with the Holy Staff Courechouse. This staff had a melee/ ranged attack of 60 feet and deals a 2d8 plus your dexterity modifier. Its special ability is called Drain. Using your bonus action, you can instantly drain a +2 modifier from an opponent's stats of your choosing and give it to yourself. You gain hitpoints as if your constitution modifier was originally that value and your max hit points increase to if your constitution modifier was originally that value. This change reverts back after 10 minutes and you can only do this once a day.

If your sin is Sloth, your Spirit Spear Chastiefol evolves. Using your action, your spirit spear becomes True Spirit Spear Chastiefol, and it grows bigger and turns golden. All of its attacks now deal additional damage equal to your level for every hit and in addition, they all gain an extra hit dice. In addition, your Form One can damage enemies in a 20 by 20-foot radius every time it attacks in this mode. You can only do this once per day and this transformation only lasts for ten minutes.

If your sin is Gluttony, you are granted the Morning Star Aldan, which appears as a dark, floating, crystal orb that will never leave your side. You can now cast scrying at will without needing the material components and you look through your Morning Star Alan. A creature that you want to scry will automatically fail the saving through and it cannot sense the sensor in any way short of the Wish Spell. In addition, your mage teleport now has infinite range and you can travel across the planes.

If your sin is Lust, you are gifted with the Twin Bow Hermitt. Every time you perform an attack or cast a spell, these two luminescent bows will appear beside you and grant a +2 to all of your attack rolls or the DC against an opponent's check caused by you. In addition, you can now fire rewrite light to 3 separate targets at once. You also cannot be given disadvantage on any ranged spell attacks.

Ultimate Sin Ability[edit]

At Level 20 your experience in battle has unlocked powerful abilities relevant to your sin.

Pride

The One Harnessing the full power of the sun at its highest point you are able to utilize the power of The One. Can only be activated from 12:00 pm to 1:00 pm can be activated using a bonus action. While in this state, you are immune to all damage. Any saves you would have to make in this form are made with advantage and are given a plus two modifier. All attacks count as critical hits and all enemies automatically fail your saving throws. However, this form only lasts for one minute and afterwords you are given three levels exhaustion. You cannot access this form for another 3 days.

Envy

Drole's Dance You activate droles dance, you gain +3 to your strength and dexterity scores, while in this state add an extra damage die to all of your features. You gain proficiency in acrobatics, if you already have proficiency then you gain expertise. This lasts until the end of of combat or if you fall unconcious.

Wrath

Assault Mode Once this is activated, alignments no longer matter, this lasts for 2 minutes, you gain a +5 to strength, dexterity and constitution and speed is doubled. After this ends you must succeed a wisdom saving throw DC of 20 or stay enraged at every creature, and your modifiers are negated until snapped out of enraged.

Greed

Hunter's Fest You absorb every creature who is in combat Strength scores, they're modifiers are negated, for every creature within a 60 feet radius of you, you get a +1 bonus per creature. You gain advantage on strength saving throws. This lasts for 3 minutes after which you gain the 5th level of exhaustion.

Sloth

Disaster You gain the full power of the fairy king, you gain a +2 to Intelligence, Wisdom and Charisma. You also gain the power over nature itself. You gain these techniques to use as many times as double your proficiency.

Promotion - You can make a critical hit on a 17-20.

Glutonny

Perfect Cube You activate a cube made completely out of magic, you can place it anywhere even around yourself, and you can dismiss it as a bonus action. The cube has an AC of 20 a HP of 100.

Lust

Self Destruct As a fail safe, you can choose to self destruct yourself for one full turn, you must wait a full round until you explode. Every creature within a 100 foot radius in all directions must succeed a dexterity saving throw equal to 10 + you're intelligence modifier + your wisdom modifier. On a fail they take 10d12 radiant damage and 5d10 force damage, and half as much on a success. After you self destruct you can only be brought back to life with a true resurrection or a wish spell.

The Seven Deadly Sins[edit]

The Lion Sin of Pride[edit]

Magical Ability, Sunshine[edit]

One with the Sun[edit]

At first level, you become blessed by the Sun through a type of magic called Sunshine. Your size, health, stats, and magic ability become dependent upon the time of day, where you are your strongest at noon and your weakest during the night. At sunrise and sunset, your stats are normal. Use the following equation to determine what each stat (not modifier), size, and the amount of damage your attacks deal. Round down if not a whole number. However, your Intelligence and Wisdom modifiers are unaffected. You gain hit points from the increase in constitution as your max hit points go up but you do not loose hit points unless the value would exceed your maximum hit points,

     Changed value = Original Value (2)^(((-2 x H) + 12)/12) + 2
     H = number of hours till/past noon (whichever is smaller) (This number is always positive).

In addition, starting at 7 am to 11 am, you gain 2 bonus armor class every 2 hours. Starting at 1 pm to 5 pm you lose 2 bonus armor class every 2 hours. Lastly, between 6 am and 6 pm, you begin emitting enormous heat around you. Between 6 am to 9 am and 3 pm to 6 pm, all creatures within 5 feet of you take fire damage equal to your level every turn. Between 9 am to 3 pm, all creatures within 10 feet of you take fire damage equal to double your level every turn. This damage bypasses resistance and immunity.

Super Slash[edit]

At third level, you gain the ability to channel your Sunshine magic into a melee weapon swing. You can charge your weapon with the fury of the sun and you swing it downwards causing a blinding light and a powerful shock-wave. Your range on this attack is 20 feet and your target instantly takes 4d8 + your strength modifier + your proficiency bonus radiant damage that ignores resistance and immunity (the damage doubles at level 7, triples at level 12, and quadruples at level 16). This move can only be used between 6 am and 6 pm and you can only use it to a number equal to your proficiency bonus. Takes one action to charge.

Aura Release[edit]

At seventh level, you have further tapped into the suns blessing. Now, for 10 minutes during the night, you can use your action to transform and treat it as if it was 8 AM. You can only do this once every long rest.

Prideful Presence[edit]

At the fifteenth level you are consumed by the thought of being the strongest creature to walk the earth only pride in your strength remains and because of it you ignore petty emotions that would be below you. You are immune to being frighten and from being charmed. Along with that you have advantage on intimidation checks as well as any checks made to intimidate you must be made with disadvantage. All these effects only apply during 6am to 6pm.

Divine Spear[edit]

At the seventeenth level your strength seems to swell with every inch of your body. With this strength your unarmed attacks are greatly increase. Any unarmed attacks now use 2 d10 as well as your strength modifier.

The Serpent Sin of Envy[edit]

Magical Ability, Creation[edit]

Giant Combat[edit]

At first level, you begin to unlock your giant heritage. You are proficient in unarmed strikes and you use a 1d6 + your strength modifier for them (this increases to a 1d10 at level 10). These punches damage a 15 by 15 foot radius and the leave a 5 by 5 foot crater that counts as difficult terrain. These craters go away after 1 day.

Double Hammer[edit]

At third level, you begin to tap into the magic of your giant heritage called Creation. You gain the ability to summon 2 giant rock fists that will smash and crush an opponent within 60 feet of you. Make a ranged spell attack but double your proficiency bonus for the attack. If it succeeds, your opponent takes 3d6 + your strength modifier + your proficiency bonus force damage and are restrained (damage increases to a 5d6 at level 8 and to a 7d6 at level 13). They only way they can escape is with a strength (athletics) check with disadvantage against your spell save DC. For every turn the opponent is restrained they take an additional 1d6 + your strength modifier force damage but their AC is 2 points higher (damage increases to a 1d10 at level 8 and to a 2d6 at level 13). You can do this a number of times equal to double your proficiency bonus

Earth Skewer[edit]

At seventh level, you further progress your creation magic and using your action, you can cause jagged spikes to come up from the ground and smash and skewer your opponent. When you use this ability, giant earth pillars and spikes come up in a 30 by 30 foot area around you that deal 2d6 + your strength modifier bludgeoning damage and 2d6 + your strength modifier piercing damage. All enemy creatures must make a dexterity saving throw, taking half damage on a success. This area becomes difficult terrain and this attack can hit flying creatures. You can do this a number of times equal to double your proficiency bonus.

The Dragon Sin of Wrath[edit]

Demonic Speed[edit]

At first level, you begin to unlock your demonic heritage. You can cloak any simple melee weapon in a dark aura which drastically increases your speed and precision when using it using a bonus action. This aura gives this weapon a +2 to both attack and damage rolls. In addition, you can attack twice with this weapon. In addition, while wielding this weapon you gain a +5 to your movement speed

Demon Mark Release[edit]

At third level, your demonic heritage becomes more apparent. As a bonus action, you can activate or deactivate your demonic mark. This grants a +1 bonus to all saving throws, ability checks, attack rolls, damage rolls, and your AC. In addition, if you are not wearing armor, you gain an AC equal 12 plus your dexterity modifier + your charisma modifier and your movement speed increases by 10. However, while under the demon mark, your alignment shifts one place toward Chaotic Evil (consult dm on what changes).

Full Counter[edit]

At seventh level, you unlock your magic called Counter. As a reaction to taking damage from any attack that is both physical and magical, you can revert the damage back to the original attacker. This damage is unavoidable. This damage is also doubled and ignores resistance and immunities. You must be using a weapon of some kind to use this ability.

Revenge Counter[edit]

At 15th level, you unlock a magic that, in many ways resembles, full counter. after taking multiple strikes of magical damage, you can revert the damage back to an enemy of your choosing. This damage is unavoidable. This damage is also tripled and ignores all resistance and immunities. You must be using a weapon of some kind to use this ability.

The Fox Sin of Greed[edit]

Magical Ability, Snatch[edit]

At first level, you gain an ability called Snatch, in which you can draw on an opponent that you can see Physical abilities and temporarily steal them for yourself. As an action, you can choose an enemy and then choose an Strength, Dexterity, or Constitution. Then you can add a +2 to the modifier that you chose and the opponent adds a -1 to that same modifier. This lasts until the end of combat and you can keep drawing from that same stat on the same enemy as long as the enemy doesn't have a -5 modifier in that stat and isn't unconscious. You can only draw from one type stat at a time and to choose another state, you will lose the previous buff. Once combat ends all modifiers are returned to their original stat.

In addition, as a facet of Snatch, you can make yourself invisible and undetectable, effectively stealing ones perception of yourself. This ability, Zero Sign, is effective over all distances as long as the affected creature is not already aware of your presence. This eliminates any passive perception, checks made to identify you, and scrying effects. This may target an amount of enemies equal to your proficiency bonus for as long as they remain unaffected by you and at the point the spell ends.

Fountain of Youth[edit]

At third level, you take a drink from the fountain of youth. As a result, while you are not wearing armor, your unarmed defense becomes 10 + your dexterity modifier + your charisma modifier. You also stop aging and while you can be knocked unconscious, you can no longer die. While you are not wearing armor, you heal your level in hitpoints every round. In addition, your body will always remain intact.

Banishing Kill[edit]

At seventh level, you rush forward, delivering a powerful strike to anyone within your vicinity. You make 1 melee attack, and before the attack you can move up to 20 feet (this does not provoke opportunity). This attack has a range of 20 feet, and anyone within 20 feet of you when you use this attack will take 4d10 damage plus your dexterity modifier (this damage increases to 6d10 at level 13 and 8d10 at level 17). You can do this a number of times equal to double your proficiency bonus.

Fox Hunt[edit]

At fifteenth level, you may use a technique best used in conjunction with a far-reaching weapon. Boasting pinpoint accuracy, the technique allows to swiftly grab hold of an object within sight and pull it towards yourself, seemingly bypassing any obstructions. Used as a bonus action, if a Large or smaller creature were to be pulled with this through an object they take damage as if falling speed is affecting them, until reaching your hand where the target is grappled successfully and takes the feet travelled amount of damage.

Crazy Hunt[edit]

At 18th level, you are able to to extract the vital organs of multiple enemies simultaneosly. Make an unarmed strike attack, the hit creature must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d12 force damage. In addition, any creature behind the targets body in a 30ft cone must make a Dexterity saving throw. A creature takes 6d12 force damage on a failed save, or half as much damage on a successful one. This ability can be used a number of times equal to half your proficiency bonus rounded up.

The Grizzly Sin of Sloth[edit]

Magical Ability, Disaster[edit]

「災厄ディザスター Dizasutā」: This ability essentially grants the player the authority to rule over the Fairy King's Forest and allows the player to exercise complete control over life and death by altering and controlling matter at a molecular level. For example, the player can turn a shallow scratch into a fatal wound, a minor poison into a lethal toxin, and a small benign growth into a cancerous tumor that can devour a body whole. It also gives the player complete control over nature, allowing the player to manipulate various flora, letting it flourish or perish in moments. This ability will come at level 4.

Spirit Spear Chastiefol, Form 1: Chastiefol[edit]

At first level, you can summon a giant spear that you can control with hand movements as an action. This spear can be used to attack up to a range of 120 feet. It deals 1d8 + your Wisdom modifier force damage, you are proficient with these spear attacks, and it uses your Wisdom modifier for attack rolls. This damage increases to 2d8 at level 5, and 3d8 at level 13. This spear has a movement speed of 60 feet, but it can be grappled. However, you can make a Nature(Wisdom) saving throw instead for it to escape and you can make this throw as a bonus action. If you somehow manage to lose possession of your spear, you can just resummon it or summon a new one, destroying the original one.

Spirit Spear Chastiefol, Form 5: Increase[edit]

At third level, as a bonus action, you can transform your spear into a swarm of miniature kunais and you can use a bonus action to transform it back into your spear. Every kunai is individually controlled by your character. These kunais can attack 3 separate targets in one attack, dealing 1d4 + your wisdom modifier force damage for each attack. You are proficient in these types of attacks and it uses your wisdom modifier for attack rolls. If all 3 attacks are targeting 1 target, you gain advantage on 2 of the attack rolls.

Spirit Spear Chastiefol, Form 4: Sunflower[edit]

At seventh level, you can transform any of your forms into a giant sunflower which will spring out from the earth somewhere near you within 15 feet. this sunflower takes up a 10 by 10 foot area. This sunflower can attack in 2 ways. The first way is where the sunflower's petals are open, allowing the sunflower to shoot out beams of light at a rapid rate. In a 45 foot cone stemming from the sunflower, make a ranged spell attack for every creature within the cone. If it hits, the creature will take 4d8 plus your wisdom modifier force damage (this damage increases to an 7d8 at level 15). The second form of attack is where the petals fold in to create one single opening. This will create a 5 by 60 foot line that deals 6d8 force damage + your wisdom modifier (this damage increases to 9d8 at level 15). All creatures within the line must make a dexterity saving throw, taking half damage on success. In addition you can switch between your kunais, your spear, and you sunflower as a free action.

The Boar Sin of Gluttony[edit]

Magical Ability, Infinity[edit]

At first level, you no longer need to concentrate on spells, and any spell that requires concentration just lasts for its maximum duration or when you choose to end it. In addition, you make choose 4 cantrips from any spell class and you may learn them. They will count as Sin cantrips for you and you use your intelligence modifier when casting them. Lastly, your spell slot table changes to the wizard spell slot table.

Mage Teleport[edit]

At third level, you gain a specialized teleport. This teleport is instantaneous and has a range of 50 miles. Within these 50 miles, you can teleport to any location you choose. If you have already been to the location, you can pick an exact point in which to teleport to. If you have seen the location, such as through a picture, you can teleport to its general location, within 50 feet of where you want to go to. If you are just aware of the location, you will teleport to it but you will end up 100 feet away from the general location of where you want to go. In addition, you can take up to 5 people with you when you teleport. You can teleport a number of times equal to your proficiency bonus every long rest.

Magical Ability, Infinity Improved[edit]

At seventh level, your magical ability is increases. Now your spells can last as long as you want, increasing the time span to infinity. If your spell has a duration that isn't instantaneous, the spell will last for infinity, unless it gets dispelled. In addition you can now cast misty step as free action and it will not consume a spell slot.

The Goat Sin of Lust[edit]

Magical Ability, Invasion[edit]

At first level, you gain the minor illusion and the friend's cantrips. Your minor illusion can create both a sound and an image and it can move and change. In addition, you can make it so that only specific people can see the image. For the friend's cantrip, you can make them feel any emotion toward anyone. It will work in combat, but it won't prevent them from attacking someone should they choose to, however it may provide disadvantage or advantage. In addition, the individual will not be affected in anyway shape or form once the cantrip ends unless they were aware that you used the cantrip on them. Lastly, your spell slot table changes to the wizard spell slot table.

Mind Reader[edit]

At third level, you can use your action to launch a magical pink dagger at someone, using your intelligence modifier for your attack roll. You are proficient in this attack. If you successfully hit with it, you gain access to all of their memories and personal information as well as their emotions. If you choose to, you can recall one of these images to the person you struck with the attack, and as a result, they lose their reaction, bonus action, and movement speed next turn.

Rewrite Light[edit]

At seventh level, you gain the ability to temporarily rewrite people's memories. Make a ranged spell attack and if you hit, you can alter the someones memories for 5 minutes to something of your choice. Their actions will change according to how their memories were changed. After these five minutes, the target's memories will return to normal and they will know that you have altered them. This effect will only last for 2 rounds if used in combat.

Multiclassing[edit]

Prerequisites. You can not multiclass into or out of this class


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