Sin of Wrath, Variant (5e Class)
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Sin of Wrath[edit]
Embodiments of Wrath[edit]
A seemingly human man stands atop a hill, waiting as the horde of orcs charge him. One of their Shamans launches a Fireball, but the human simply strikes it with his blade and sends it careening back. Much to the dismay of the orcs, it seems even larger than when the shaman cast it in the first place.
A Sin of Wrath is a demon who, for one reason or the other, has left the Blood War to live on the Material Plane. They wield the power of dark, Abyssal flames and have a unique ability to counter spells fired at them. Some fight against their nature, trying to maintain a calm and composed demeanor, while others give in to their rage, burning all who dare offend them.
Most have little to no memory of their time in the Blood War, gaining more and more details as they continue on. This is a defence mechanism, as even if they give in to their anger, most Sins of Wrath left due to disillusionment in the cause and just want to leave their old life behind.
Creating a Sin of Wrath[edit]
- Quick Build
You can make a Sin of Wrath quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose some kind of sword.
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
- Proficiencies
Armor: light, medium, and heavy armor
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Survival, Intimidation, Perception, Athletics, and Religion
- Equipment
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
- (a) Chain Shirt or (b) Scale Mail
- If you are using starting wealth, you have 5d4 x 10 in funds.
Level | Proficiency Bonus |
Features | Demonic Healing | Martial Arts |
---|---|---|---|---|
1st | +2 | Martial Arts,Fighting style, Demonic Healing | 1d6 | 1d4 |
2nd | +2 | Unarmored Defense, Full Counter | 1d6 | 1d4 |
3rd | +2 | Path of Wrath, Demonic Senses, Demonic origin | 1d6 | 1d4 |
4th | +2 | Ability Score Improvement | 1d8 | 1d4 |
5th | +3 | Extra Attack, Hell blaze | 1d8 | 1d4 |
6th | +3 | Demonic Marks | 1d8 | 1d6 |
7th | +3 | Day of Wraith, Darkness | 1d10 | 1d6 |
8th | +3 | Ability Score Improvement | 1d10 | 1d6 |
9th | +4 | controlled fire blast | 1d10 | 1d6 |
10th | +4 | Berserk | 1d12 | 1d6 |
11th | +4 | Sacred Treasure Lostvayne | 1d12 | 1d8 |
12th | +4 | Ability Score Improvement, Demon Summoner | 1d12 | 1d8 |
13th | +5 | Restored Power | 1d12 | 1d8 |
14th | +5 | Improved Mark | 1d12 | 1d8 |
15th | +5 | Upgraded Full Counter, Extra Attack (2) | 2d8 | 1d8 |
16th | +5 | Ability Score Improvement, Assault Mode | 2d8 | 1d10 |
17th | +6 | Rebirth Power | 2d8 | 1d10 |
18th | +6 | Revenge counter | 2d12 | 1d10 |
19th | +6 | Ability Score Improvement | 2d12 | 1d10 |
20th | +6 | True Form, Max Full Counter | 2d20 | 1d10 |
Some of your Sin of Wrath features force the target to make a saving throw, which it's calculated as it follows:
Sin of Wrath Attack Modifier: Proficiency + Strength
Sin of Wrath DC: 8 + Proficiency + Strength
Martial Arts[edit]
At 1st level, you are trained in hand to hand combat, making even your fists as a weapon.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons you are proficient with.
- Your unarmed attacks deal 1d4 damage, the die increases at 6th, 11th, and 16th levels.
Fighting style[edit]
You may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Unarmored Defense
While you are not wearing armor, you gain a +2 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Demonic Healing[edit]
At 1st level your demonic origins made your regeneration improve, giving you the Demonic Healing. The Demonic healing is a bonus action that allows you to use your regenerative power a number of times per long rest equal to triple of your constitution modifier (minimum 1). You can expend two uses to reattach a missing limb. This does not heal you, but it does restore the limb to full functionality. It can't regrow limbs, only sew severed ones back on.
Unarmored Defense[edit]
Starting at 2nd level While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Dexterity modifier. You can use a shield and still gain this benefit.
Full Counter[edit]
At 2nd level you learn Full Counter as a reaction, Full Counter enables its user to reflect Spells and magic attacks aimed at him back at the enemy, but with more than double the power; therefore, the stronger the opponent's powers are, the stronger the user's power becomes. When you are targeted with a spell or magical 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.
- Counter vanish
At 15th level, you learn a variant of your fullcounter ability. As an reaction, you can nullifiy completely a spell by erasing it. This can be done an amount of times equal to your Strength or Dexterity 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.
Path of Wrath[edit]
At 3rd level, you must follow a path of wrath. You must choose between Magical Prodigy or Demonic Knight, both detailed at the end of the class description. Those paths will grant you features at 3rd level, and at 6th, 9th, 12th and 17th level.
Demonic Senses[edit]
Starting at 3rd level your Demonic power has improved your senses, so now you can no longer be surprised while you are not unconscious, and gain advantage on saving throws against fear or charm effects.
Demonic Origin[edit]
At 3rd level, as you grow in power your demonic heritage starts revealing itself once more.
•You gain Darkvision up to 60 ft, if your race already possess Darkvision, it increases by 30ft.
•You will gain advantage against Poison and Disease saving throws, as well as resistance to fire and Necrotic damage.
•You stop aging and cannot be magically aged.
•Your movement speed increases by 10 feet.
•Each time you die, your soul gets pulled down to the Abyss. You must make a DC 17 Wisdom saving throw or your character alignment becomes more evil and then after a month you will come back from the dead.
Ex: (Lawful Good>Neutral Good>Chaotic Good>Chaotic Evil)
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 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]
Beginning at 5th level you can attack twice instead of once, whenever you take The Attack action on your turn. At 15th level you can attack three times instead of twice.
Hell Blaze[edit]
At 5th level, as a bonus action, you remember how to make Black flames erupt from your weapon dealing a extra 2d8 fire damage. This only lasts for 1 minute. If an immortal is harmed by these flames, they will be rendered mortal and can be killed for the remainder of the flames duration. Creatures with fire immunity now have fire resistance and creatures with fire resistance now take full fire damage.
Demonic Marks[edit]
At 6th level your Demonic Mark manifests itself, showing a manifestation of your true form. Activating one of your Demonic Marks is a bonus action and will last for 1 minute. You may choose one of the following marks to benefit from:
- Black Claws
You gain a set of claws made of dark matter that deals 2d10 + Strength or Dexterity slashing damage. (This ability can be used with Hell Blaze)
- Black Cocoon
You wrap yourself in your dark flames, granting you a +2 to your AC. While using this Demonic Mark, your movement speed is reduced by 10 feet, as the cocoon hampers your mobility.
- Black Punch
You focus your demonic powers into your fist, you can use this move to deal 2d12 + Your unarmed strike bludgeoning damage and force your target to make a strengh saving throw or be pushed back 15 feet and fall prone on a failure, or on a success the target takes half damage and doesn't fall prone.
- Dark Wings
You create dark demonic wings from inside you that grants you 50 flying speed.
You can only use this marks a number of times equal to your proficiency bonus per short or long rest.
Day of Wraith[edit]
Starting at 7th level, you are now able fire from the palm of your hands with your demonic energy. You gain the ability to cast Lightning Bolt as much as your Constitution modifier before having to take a long rest.
Darkness[edit]
At 7th level as a free action, due to your abyssal nature you can cast the Darkness spell a number of times equal to your Constitution modifier. You can see in this darkness and have advantage on attack rolls for the duration of the spell.
Controlled Fire Blast[edit]
At 9th level, when you activate Hell Blaze you can instead create a fire blast, and may launch it at a target within 120 feet. The target must make a Dexterity saving throw (DC= 8 + Proficiency Bonus + Strength modifier) or take 6d10 + Strength modifier fire damage and be set on fire for one minute. Targets on fire take 1d4 fire damage at the start of their turn. At the end of their turn, they may make a DC 15 Medicine check to put out the flames and end the effect early. Creatures with fire immunity now have fire resistance and creatures with fire resistance now take full fire damage.
Berserk[edit]
At 10th level as a free action, you can go berserk by letting some of your demonic powers consume you. Black flames start emitting from your body, granting you a +2 Strength and +2 Dexterity scores. For the next minute, you gain 30 temporary hit points and gain a bonus to damage rolls equal to your proficiency bonus. This can only be done once per long rest.
Sacred Treasure Lostvayne[edit]
At 11th level, 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 five clones of yourself. The clones stats will equal your Strength, Dex, Con divided by the amount of clones made, (minimum of 1). 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 five clones and make six 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 five 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 six times, all with advantage and also the enemy must make a wisdom saving throw as they are engulfed by your demonic presence DC 20, if they succeed they make an attack on you with advantage and your turn end. If they fail they are considered terrified. They move speed well be reduced for 0 in they next turn.
Demon Summoner[edit]
At 12th level, your natural higher rank in the devil's hierarchy allows you to summon demons to aid you in battle. You can cast Summon Greater Demon as a 6th level spell once per day. It follows all the same rules as the spell, except that you can't lose control of it and that it only lasts for 10 minutes.
Restored Power[edit]
At 13th level after so much time has passed, your full power has finally been restored into your demonic body. Your Strength, Constitution and Dexterity ability max becomes 30.
Improved Mark[edit]
At 14th level, your marks have evolved into a new improved version.
- Black Claws
You have a set of claws that deal 4d8 + Strength slashing damage.(This ability can be used with Hell Blaze)
- Dark Wings
You have wings that grant you a flying speed of 100 feet.
- Black Cocoon
You wrap yourself in your dark flames, granting you a +4 to your AC. While using this Demonic Mark, you move at half your movement speed, as the cocoon hampers your mobility.
- Black Fist
You focus your demonic powers into your fist, you can use this move to deal 4d12 + Your unarmed strike bludgeoning damage and force your target to make a Strength saving throw or be pushed back 15 feet and fall prone on a failure, or on a success he takes half damage and doesn't fall prone. You can only use this a number of times equal to your proficiency bonus per long rest.
Assault Mode[edit]
At 16th level, you gain the power to tap into your inner darkness. You can activate assault mode for 1 minute letting your darkness form around you, also giving you the following benefits:
- You gain immunity to necrotic damage but become vulnerable to radiant damage.
- You gain a +2 to ac while in this form.
- You will deal a extra 2d12 necrotic damage on all your attacks.
- You gain Resistance to non magical piercing and slashing damage.
- If you are using a weapon, its colour becomes dark red instead of its normal tint giving it a +2 to hit and in damage.
- You gain a +2 in your Dexterity, Constitution and Strength score.
Rebirth Power[edit]
At 17th level, when you die, you have to make a DC 20 wisdom saving throw or your alignment becomes Chaotic Evil, as the taint of the Abyss corrupts your soul once again. In addition, you can resurrect yourself as if the spell True Resurrection had been cast upon you. This can only be done once per day. If you die in between this period, you die unless brought back by a True Resurrection or Wish spell.
Revenge Counter[edit]
At 18th level you know your ultimate attack; very devastating but at the cost of your own life. You can use you action to no longer use any of your features, not even your feats. Your AC becomes 4 for 4 turns. When you are hit with an attack you take the damage and store it. On your 4th turn, you can choose to send all of the damage you had taken back at the opponent, multiplying it by 3.
True Form[edit]
Finally, at 20th level you have learned how to enter your True Form once per day, which last for 2 minutes. You are 10 ft tall and considered a large creature, you have black horns on your forehead, and your eyes glow red. You get +4 to Strength and con also a +4 to Dexterity. While in this form, all creatures within 600 ft of you must make a DC 22 Wisdom save or become frightened of you until they are 1,500 ft away from you, all creatures within 30 feet of you are paralyzed. You also have advantage on all attack roles, and saving throws, and all creatures have disadvantage on attack roles against you. You also max all damage dice and double the damage. The damage is also magical for overcoming resistances. You also permanently have all of your demonic marks active for the duration without having to use a bonus action, your claws do 4d12 damage, and your push attack's DC is 20 and deals 2d12 damage and now knocks back creatures 50 ft, your black cocoon no longer halves your speed and it is +6 to your AC. This form takes a huge toll on your body and once the 2 minutes are over you must make a DC 25 con saving throw, if you fail you are incapacitated for 1d4+4 days. It doesn't matter if you succeed or fail you suffer a 3rd level of exhaustion.
Paths of Wrath[edit]
Magic Demon[edit]
- Born in Flames
Devil Knight[edit]
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Sin of Wrath class, you must meet these prerequisites: Strength 13
Proficiencies. When you multiclass into the Son of Wrath class, you gain the following proficiencies: Martial Weapons
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