Sin of Wrath, 4th Variant (5e Class)

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The Sin of Wrath

This class is based off of one of the characters of the Nanatsu No Taizai/The Seven Deadly Sins, Meliodas, The Dragon Sin and is primarily a fighting class with demon powers from your heritage. This class comes with a constant struggle of trying to contain your evil nature.

Creating a Wrath

Quick Build

You can make a Wrath character quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Solider background. Third, choose a martial weapon, two simple weapons and no armor.

Class Features

As a Sin of Wrath you gain the following class features.

Hit Points

Hit Dice: 1d12 per Sin of Wrath level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Sin of Wrath level after 1st


Armor: Shield and heavy armor
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose three from Acrobatics, Survival, Intimidation, Perception, Athletics, Religion, persuasion, and stealth.


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

  • (a) a Broadsword or (b) a Long sword or (c) one martial melee weapon
  • (a) one martial melee weapon or (b) two simple weapons
  • (a) dungeons pack or (b) explorers pack
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Sin of Wrath

Level Proficiency
Features Demonic Regen Martial Arts
1st +2 Demon Blood, Fighting Style,Full Counter 1d6 1d4
2nd +2 Demonic Regen,Unarmored Defense 1d6 1d4
3rd +2 Reckless Attack 1d6 1d4
4th +2 Ability Score Improvement 1d8 1d4
5th +3 Sacred Treasure Lostvayne 1d8 1d4
6th +3 Extra Attack, Full Counter Level 2 1d8 1d6
7th +3 Hell Blaze 1d10 1d6
8th +3 Ability Score Improvement 1d10 1d6
9th +4 Demonic Rage,Assault Mode 1d10 1d6
10th +4 Extra Attack(2) 1d12 1d8
11th +4 Power Restore 1d12 1d8
12th +4 Ability Score Improvement 1d12 1d8
13th +5 Hell Blaze Level 2 1d12 1d8
14th +5 Full Counter Level 3 1d12 1d8
15th +5 Extra Attack (3) 2d8 1d8
16th +5 Ability Score Improvement 2d8 1d10
17th +6 Sacred Treasure Release 2d8 1d10
18th +6 Revenge counter 2d10 1d10
19th +6 Ability Score Improvement 2d10 1d10
20th +6 Full Commandment, Full Demonic power, Hell Blaze Mastery, Extra Attack(4) 2d10 1d10

Fighting Style

Choose one from below- This starts at first level and you can not have more than one, unless you work something out with your DM.

Brace for Attack- Always on your guard, you gain a bonus of +1 to AC, only works while conscious.

Light Weapon Handling- While wielding a one handed weapon, you get +2 to hit, does not work with Duel Wielding.

Double the Damage- While Dual Wielding each time you roll a 19 or 20 you may make an extra attack with your off-hand weapon, once per turn.

Dragon Slayer- While fighting any monster when dual wielding, you can add your ability modifier to the second attack.


Demon Blood- Having demonic heritage you are granted the following benefits:

• You have Darkvision if your race did not have Darkvision, up to 60ft.

• You gain resistance to necrotic and fire damage but attacks with radiant damage or posses holy properties have advantage to hit you.

• Your base speed becomes 40ft.

Mark of The Dragon - You have the mark of a Dragon, as seen in The Seven Deadly Sins, somewhere on your body. Anywhere is fine as long as it's reasonably visible. Come up with an event where your character let loose their wrath and would be branded as such. They could still be on the run or absolved of the crime, your choice.

Cursed- You have been cursed by the Demon King and do not age and if you die your soul return to your body. However, when you would make a death saving throw you only have one instead of three. If you succeed the death saving throw you are considered stabilized and unconscious. If you fail the death saving throw you can't be revived by magical or non magical means except for this feature. When you die your soul returns to your body 1d4 hours later at which point you must make a con save throw DC17 and if failed your alignment must shifts towards chaotic evil, the amount of shift is based on you and your DM.

Age - I would say at least 100 but that's just me, minimum age is probably 25 because before you start the campaign you have already been branded with the mark and have been cursed, but whatever age floats your boat.

Lost Power -Part of your power was sealed off from you and is contained until you reach a state of controlled wrath or otherwise mental maturity that time will be controlled by the DM.


Demonic Regen- You can use your demon blood to your advantage by using your bonus action to regen hp the amount of times equal to your constitution modifier and regens by completing a short rest. You regain an amount of hp equal to what says in the table + your constitution modifier.

Unarmored Defense

Starting at 2nd level While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Full Counter

− At second level you gain the ability to use Full Counter level 1 which for your character means you can reflect an attack directed at you, back to the attacker. You may choose to be able to reflect magical attacks or melee attacks.

To reflect a magical attack it must be visible. You can not reflect attacks that incur effects or change the environment. Reflected spells incur the same effects as if they were casted on the intended target to the caster themselves.

Physical attacks may be reflected in any way including projectiles yet the damage returned does not include effects from attacks that incur bonus status ailments, i.e. you can not inflict bleeding or poison on a returned attack if the attack would have given you those effects otherwise. When you are targeted with a spell or ability, you can use your reaction to reduce the amount of damage equal to 3 x your Sin of Wrath level + your con modifier + your Strength modifier and you send the attack back at the sender. The DM rolls damage and then multiplies it by two this ignores resistances and immunities. Counter vanish (Variant of full counter) nullifies magic erasing it Can be done a number of times equal to your Constitution modifier

At 5th level, add 1d8 damage, 3d8 at 9th level, 4d8 at 11th level, and 5d8 at 15th level. At level 20 you can add 6d12 damage. This additional damage is not doubled.

Reckless Attack

Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but the attack rolls against you have advantage until your next turn.

Extra Attack

Beginning at 5th level you can attack twice instead of once,whenever you take The Attack action on your turn.

At level 10 gain another extra attack, At level 15 gain another extra attack, At level 20 gain another extra attack

Demonic Rage

When you are in a big fight. you can activate this ability, regardless of whose turn it is. You cast your emotions aside and give in to your inner power at the cost of possibly losing control to your Demonic blood. When you rage you can't cast full counter or any other magic and you must make every attempt to destroy any threat that would seek to harm your allies. This ability is counted as a bonus action if on your turn and uses your reaction if on another's turn, and you must have a clear line of sight on the attacker. At the end of each of your turns when raging you must make a con save starting at DC 5 and increasing by 2 every turn. To stop Demonic rage all enemies must be dead or unconscious. If you fail the con save your demon blood temporarily takes over and you must attack everyone around you as if they are your enemy. You also gain +1 to AC per level of Demonic Rage. (Manifestations are considered natural weapons, and you add your Strength modifier. Ax can not be combined with extra attack, Claws can)

At level 1 you gain +3 to attack and damage rolls. As dark energy surrounds your body. You gain the ability to manifest your demonic blood as giant claws that bypass resistance to necrotic damage and deal 1d8 slashing and 1d6 necrotic.

You gain the ability to manifest your demonic blood as a giant ax on your character's dominant hand that can sweep enemies in front of them, this counts instead of an attack roll this considered a 15ft cone dex save DC15, if save half damage. Does 1d10 slashing and inflicts 1d6 bleeding. The claws now do 2d8 slashing and 1d6 necrotic. Switching between weapons counts as a bonus action.

Your form shifts and your aura grows darker and dark purple wings appear on your back that have a flying speed of 40 ft. Claws now do 3d8 slashing and 2d6 necrotic while the ax does 2d10 slashing and 2d6 bleeding damage, Dex save DC16.

Hell Blaze

As you tap into your demonic ancestry you are now able to access Hell Blaze, this allows you to, as a bonus action, engulf your weapon with a purple flame that stops all personal and enemy regeneration and deals 1d6 necrotic damage and remains on your weapon for 1d4 + con modifier rounds of combat. Can cast once per long rest.

At level 2 you are now able to engulf your weapon as well as another weapon of your choosing, provided you are within 15ft of the weapon, and it now deals 2d6 necrotic damage and on a successful attack target must make a con save to not be set on fire, DC 8 + con + proficiency. Targets on fire take 1d6 fire damage for 1d6 rounds of combat. However, only the Hell Blaze on your weapon stays for the 1d4 + con, the other weapon only lasts until the next successful attack. Can cast twice per long rest.

At Hell Blaze Mastery you are now able to engulf three weapons when you cast this as a bonus action, additionally Hell Blaze on your weapons now deal 3d6 necrotic but the other two weapons still deal 2d6 necrotic damage and only last until the next successful attack. Can cast three times per long rest.

Sacred Treasure Lostvayne

Sacred Treasure Lostvayne is a +3 weapon which deals 1d10 damage. As you hunger for power your demonic blood can now sense a powerful artifact lost to the ages, one that suits your magic extremely well. When you find this weapon it will have five holes in it regardless of what type of weapon, you decide, and it allows you to make create up to four clones of yourself. The clones will equal your Strength, Dex, Con divided by the amount of clones made, minimum of tone. All clones have an AC of 12 and a minimum of six for ability scores. Clones take their action on your turn.

You are able to unlock the first of Lostvayne's secrets, the Six Signs of Death. You surround an enemy with your four clones and make five attacks rolls at the target and perform the following damage calculation, however you can not gain advantage past the first attack. You attack first and then the clones attack. Can be preformed with Lostvayne once every long rest.

1 hit-1d10

2 hits- 2d10

3 hits- 3d10

4 hits- 4d10

5 hits- 5d10

6 hits- 6d10

Sacred Treasure Release

With your training and demon heritage you have unlocked the true secret of Lostvayne. With your four clones you are now able to form a pentagram formation around a large or smaller enemy and perform one of the following once every long rest:

Demonic Shadow-You consume the clones to create a shadow clone of the enemy that fights for you. The shadow has 3/4 of the stats. Takes a full action to perform.

Demonic Overlord-Consume your clones to temporarily increase your Demonic Presence to strike five times, all with advantage and also the enemy must make a consitution saving throw as they are engulfed by your demonic presence DC 18, if they succeed they make an attack on you with advantage. If they fail they are considered terrified and bow to your power. They will obey your command for 1d4 rounds of combat.

Power Restore

As you hunger for power grows stronger you have the drive to seek out and reclaim your power. Once you find your power you must make a Constitution saving throw DC 17, if successful you can choose to take back your power or reject it. If you choose to reclaim the power and make the save you are restored with no consequences, but if failed you must shift alignment to Lawful-Evil or Chaotic Neutral as the demon blood overwhelms you. You can now max two stats of your choosing to 25 and get an immediate bonus of +1 to the two you chose, also your lowest stats become 12.

Power Rejection- However, if you succeed on the con save you can decide to destroy your power. However, you can choose to reject the old wrathful power and fight the manifestation of it, CR determined by DM, you alone must fight it without using any demonic power and no one else can interfere. Your old power manifests as a copy of yourself except completely evil and has your stats. You can use any weapon or magic, but nothing demonic, however you can use full counter. If you are defeated the power rushes inside you and you get the stats above but shift to chaotic evil immediately as demonic power now centers around you leaks from your very core.

If successful you get an even greater boon of +2 to all stats and your max stats cap at 24, also your alignment skews lawful and you are still able to use all your demonic powers like before with all con save DC's reduced by 1.

Assault Mode

You are nearing the pinnacle of your demon ancestry, now you are able to cast Assault Mode as a bonus action once every long rest. Assault Mode lasts for 1 minute. You gain a boon of +2 to Strength, Dex, Con and AC, which is not restricted by caps. Additionally every successful attack in this form cause enemies to take an additional 1d10 necrotic damage and when you transform your aura becomes completely evil temporarily and enemies must make a DC 16 con save otherwise be frightened by you, additionally you have +2 on attack and damage rolls additionally you have advantage on intimidation checks. You also get a flight speed of 140 feet

Revenge Counter

You can activate this ability if you are in your normal state as a bonus action, your AC becomes five for a number of turns and you are unable to use any magic. After the end of at least the second turn, you make an attack on the nearest enemy activating the technique, you, your target, and anything else in a 15ft radius takes the damage you received during the turns times the number of turns, I.E. four turns equals four times the damage, it must be you and you can't use a Lostvayne clone. When detonated, make a con save DC17, if fail calculate damage normally, if success you are dropped down to one hit point but are considered immobilized for three turns.

Full Demonic Heritage

You have now reached the pinnacle of bringing out your Demon Ancestry. Assault mode is now a free action and you are no longer at risk of losing control of yourself unless you fail three con saves in a row. Every one of your attacks brims with demonic energy as every strike now casts Hell Blaze at rank 1 and deals a minimum 2d8 necrotic damage. You have achieved your dream, but there is one more challenge.

Full Commandment Power

Legend has it that the Demon King has a set of ten warriors directly under him that operate to his authority. You can use your demonic power to summon a Legendary warrior and face them in a duel, if you win you are granted their title and their commandment, a rare power granted solely from the Demon King. If you fail and are slain your soul becomes permanently tainted and your alignment can not shift from chaotic evil.


Prerequisites- To qualify for multi classing into the Wrath class, you must meet these prerequisites: STR: 18, Con: 16, and an incident where your wrath takes control, and have demon blood by transplant.

Proficiencies. When you multi class into the Wrath Class, you gain the following proficiencies: Str and Con saving throws, Intimidation.

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