Wrath, Deadly Sin (5e Class)

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Deadly Sin, Wrath[edit]

Chances are, you have heard the saying, "Calm before the storm", or "It's the quiet ones you have to watch out for". Original in its concept back in 2004, the Nine Deadly Sins came to life in my RPG called "Castle Slaves". Each Deadly Sin had their own realm and effect that they have on the realms they rule over. They must go through a series of transformations before they become a deity of that particular Sin and only if they are chosen which is very rare. The steps are that the Mists call the person of choosing and curse them with a bestial form called a Ligrothian, and each Ligrothian has their own special feats and abilities. After being cursed, they must travel into the Domains of the Nine Sins and there, they find out if they are worthy or not. If they are found worthy, the person selected is met by two Aspect Sins that talk the person into accepting the curse and become and Aspect themselves of that Sin. An Aspect is about like that of a demigod, but they still have flaws and the control over their abilities are limited.

Finally, if they end up running in to one of the rare Deadly Sin deities, they must prove themselves capable of handling the responsibility of being a deity. If they pass this test, then they become the god of that particular Deadly Sin. However, unlike the celestial deities, the Deadly Sins roam their Domains and often use their abilities to influence the people into gaining their worship. The more people that worship them, the stronger they become. However, one of these Deadly Sins is the Gatekeeper to the Realm and is considered to be the most powerful of the Nine Deadly Sins, that of Wrath.

Deadly Sin, Wrath[edit]

Playing Wrath over the years has led to many interesting ideas, plots, and groundbreaking storylines that make the role of deity that much more exciting and playable. Instead of starting off as a fully powered Deity, in this, you must earn your power. There is control that you must gain, and you cannot just pop off in a fit of rage and destroy everything. Much more rides on your decisions than that of a normal person, a typical class. When played properly, a deity character not only has the reason to be around the normal everyday person, but also reason to go on their own quests. Taking up the class of Wrath, shows that the Deadly Sin is there to keep the balance between both the deities and the people. Wrath has to find out how the people live, how they worship, how they choose who to worship, and so much more. He is an active deity that must strive to keep the balance of neutrality and the power of the Deadly Sins in check.

Creating the Deadly Sin, Wrath[edit]

There need to be several things you need to answer for yourself before taking this particular class. First, Wrath is not just something to pick out so you can get revenge on the villain that killed your mother, father, or other person you cared about. That is a fighter, barbarian and the paladin for those situations. The deity form of Wrath is built when a character has had so much trauma, pain, and rage that it is normal for them to be angry. However, they also have to be neutral. What happened to your character that would have caused such a deep desire for rage and balance that you would be approached?

Does it make you more powerful? Yes, but to what extent? Not all deities are created equal. Also are you ready for the drawbacks of being the Deadly Sin of Wrath? Wrath is not one quick to anger and must remain calm even when you want to rage out. Wrath must be in control of themself at all times. He is also not immortal unless some condition allows him immortality. When the Sin of Wrath dies, a new person is chosen, and the process begins all over again. Wrath also keeps the balance of the land and has also been known as the Land's Healer thanks to elemental control so things can be made anew after destruction.

Quick Build

You can make the Deadly Sin, Wrath, quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Wrath background. Third, choose Explorer's Pack, Wrath's Crown Piece, Book, Ink, and Ink pen. Wrath does keep a journal to keep a record of things going on that need to be balanced in the world around them.

Class Features

As a Deadly Sin, Wrath you gain the following class features.

Hit Points

Hit Dice: 1d8 per Deadly Sin, Wrath level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Deadly Sin, Wrath level after 1st

Proficiencies

Armor: Light armor, Medium Armor
Weapons: Choose 2 from the following: Dagger, Shortbow with 20 Arrows, Quarterstaff, Shortsword or Longsword. These are all nonmagical items.
Tools: Thieves Tools or Lock picking kit
Saving Throws: Wisdom and Intelligence
Skills: Choose 3 from the following: Animal Handling, Arcana, Investigation, Intimidation, History, Medicine, Persuasion, Stealth or Survival.

Equipment

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

  • Explorer's Pack, Wrath's Crown Piece
  • Dungeoneer's Pack, Wrath's Crown Piece
  • If you are using starting wealth, you have 4d4x10 gp in funds.

Table: The Deadly Sin, Wrath

Level Proficiency
Bonus
Features
1st +2 Deity, Summon Storm, Wrath's Touch
2nd +2 Ice Tremors, Fire Ki, Lightning Ki
3rd +2 Devour Rage, Touch of Destruction
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Silent Fury, Ice Tornado, Wrath's Peace
6th +3 Rabid Anger, Gateway Mists
7th +3 Ascension, Eye of the Storm
8th +3 Ability Score Improvement, Create Medallion
9th +4 Wrath's Rune, Sand Haboob
10th +4 Tsunami, Lava Wall
11th +4 Hail Fire, Icy Breath
12th +4 Ability Score Improvement, Mark of Wrath, Nine Seals
13th +5 Dimensional Walker, Arising Truth
14th +5 Forest Growth, Wrath's Heat
15th +5 Fiery Hurricane, Deity's Creation
16th +5 Ability Score Improvement, Raging Floods
17th +6 Rising Mountains, Landslide, Avalanche
18th +6 Seismic World, Thundering Nightmare
19th +6 Ability Score Improvement, Ascension
20th +6 Wrath's Full Fury

Wrath[edit]

At 20th Level this character is designed to be a powerhouse of elemental ability. However you cannot have all your abilities at once. Each level will allow you to gain another elemental control capability and power to go with it. However, at first, if you use Wrath's abilities you must take 1 level of exhaustion. At higher levels as you become more proficient, then you may use up to three of Wrath's abilities on top of your character's normal attacks. The crown piece is a control mechanism with sapphire runes and silver studs in leather that sits upon the forehead almost like that of a crown. The runes are specially crafted to help Wrath control his powers and not rampage.

You have become a deity, but you found the responsibility much more than you had once thought. On top of those that want to worship you, you have those that hate you too, and will do anything to destroy the beliefs of your followers. You must guard the gates and help those that call upon you to help. Even though you have the power to level civilizations, it is not in your best interest to. Now you have traveled to the plane of mortality and no one knows who you truly are until you tell them your name. Now that you walk amongst the mortals, you are starting to learn more of their intentions are often different than what they seem to be and you seek only the truth.

Deity[edit]

As a Deity you have a lot of power and a lot of responsibility. You may max out 1 ability of your choice on your 1st level and roll as normal for the other 5 abilities.

Summon Storm[edit]

As a Deity you have the power of controlling the Elements without having to use magic. Instead the Elements respond to your whim and will. At 1st level you can use your Wisdom ability to create thunderstorms, tornados, and hurricanes. Roll a 1d12 to see which happens. 1-3 will summon a thunderstorm capable of flooding rains and bolts of lightning striking the ground at random times and places for 1d8 fire damage wherever it strikes. 4-7 You summon a Tornado doing 4d10 damage to the area around the tornado and must roll to see if you hit your target. 8-12 you summon a hurricane able to do 10d10 damage to a wide area and cause a secondary storm surge of 5d10 damage if on a coastal area.

You must roll in order to see if you can control the storms. If you succeed then the storms strike where you want. If you fail the Wisdom roll of DC15, then the storm veers off course, by 1 mile per point you missed during the storm. For example if you roll a 13 instead of the required 15 or higher, then the storm veers off 2 miles from your initial target. If you get a 20 then you not only hit your target, but can double the damage done to them.

Wrath's Touch[edit]

At 1st level, you can touch your target and you get up to 1d6 memories of your choice to show through a vessel of water as a viewing pool. However, if causing them to relive the pain and torture of their lives, you can make it cycle once every 2d4 times and increase the terror suffered by 2d6 times the original intensity. The creature you touch must make a Charisma saving throw that is equal to your own Charisma score in order to avoid the being frightened.

Ice Tremors[edit]

At 2nd Level you get to cause the ground to become icy and split open from an earthquake. To find out how strong the earthquake is, roll a 1d10. The higher the number the more intense the tremor is felt. Starting at magnitude 4, a person can easily feel it. 5-7 will cause building collapse, roads to buckle and crack, sidewalks to twist and crumble. 8-10 it is felt over a large area and can level almost an entire city, cause ground flooding, and create uncontrollable fires to rage for 2d20 blocks if in a city. Roll 4d20 to see how far away the tremor is felt from the epicenter. The further away from the epicenter, the less it is felt. The terrain becomes hazardous terrain and a Dexterity saving throw must be made by all creatures and players in the area to stay on your feet. If you fail the saving throw, then you fall prone until the start of your next turn.

Fire Ki[edit]

At 2nd level you now have the ability to combine ki and fire into a powerful two hit attack. The fire surrounding the ki blast causes 1d4 fire damage and the ki blast explosion deals another 4d10 fire damage. The person must make a DC15+ your Wisdom modifier to defend against the attack. If successful, they only take the ki damage. If not, they take the full brunt of the damage. If they choose to dodge, they must make a Dexterity saving throw of 1d12+ Dexterity Modifier in order to get out of the way fast enough. However the attack continues on until it strikes something solid.

Lightning Ki[edit]

If you thought the fire ki was bad, at 2nd level, you gain the ability to cause lightning to dance around the ki blast. Upon contact, the lightning will cause 2d6 fire damage and the ki blast explosion does another 4d10 fire damage. The person must make a DC17+ your Wisdom modifier to defend against the attack. If successful, they only take the ki damage. If not, they take the full brunt of the damage. If they choose to dodge, they must make a Dexterity saving throw of 1d12+ Dexterity Modifier in order to get out of the way fast enough. However the attack continues on until it strikes something solid.

Devour Rage[edit]

The 3rd level grants you the ability to feed off the anger of your opponents and those that are angry at you or hate you for whatever reason. Due to the anger, hate, spite, and other feelings of malice, you gain advantage to your attack rolls. You gain 5 temporary hit points per enraged creature within 30 feet of you. The temporary hit points only last for 8 hours.

Touch of Destruction[edit]

At the 3rd level, you touch a person and cause them to have visions of their worst fears and torments. They must use a Wisdom saving throw higher than your Wisdom Modifier+ Your Proficiency Bonus in order to halve the damage caused and suffer short-term madness. If failed, the creature gains Long-term Madness and must go into the Mists in order to live out the rest of their days suffering a torturous self-destruction and the Madness becomes permanent once they enter the Mists.

Ability Score Improvement[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.

Silent Fury[edit]

Your rage grows at level 5, but you are silent as you summon the air around you to turn into ice shards that are razor sharp. They point in the direction of the target and travel at lightning speed. You automatically cause 7d10 slashing damage and 4d10 piercing damage on your target if they fail a Dexterity saving throw of DC20.

Ice Tornado[edit]

When you reach your 5th level you cause a tornado to form and the rain around it to flash freeze into shards of razor thin ice. The ice is fast enough to slice through the dimensional space causing 8d10 slashing damage if the opponent fails a Dexterity check of DC 20. If they succeed, they are chased by the ice tornado for 2d4 turns and must take 2 levels of exhaustion.

Wrath's Peace[edit]

Upon reaching the 5th level and when not attacking, Wrath’s presence feels calm, protective, and those in the presence of Wrath feel a deep tranquility that gives the advantage to the first attack roll made by your group of adventurers. If they choose not to attack, the creature they are confronted with may instead have disadvantage on charmed spells or Animal Handling checks. Of course, this is only the calm before the storm.

Rabid Anger[edit]

At 6th level, Wrath causes the rage in others to become augmented, giving the creatures a disadvantage when they come across the deity. When you roll you must roll higher than their Charisma ability to affect the creature. If you succeed, they must forgo 2d6 turns and become rabidly angry. You may now direct them to attack any creature within a 30-foot area around them. On a failing throw, they must spend the next 2d4 turns trying to fight off the effects of the rage.

Gateway Mists[edit]

On the 6th level, with a lift of your hand, you cause the Mists to form and the Gateways to open. You must then roll a 1d6 to see where those Mists take you. Into the realm of the Nine Hells

1. Onto a different planet

2. Into the Domains of the Nine Sins

3. Into the Southern Forest

4. Into the Cayelan Desert

5. Into the Shadowfell Realm

6. Your choice of where you go

Ascension[edit]

At 7th level you have now learned enough control over your new form that you may cast the lower abilities at will with no levels of exhaustion. You also gain advantage on a low roll of your choice, and you become known as Wrath Ascended. You have also gained 10d20 new followers thanks to your neutrality and active presence increasing your strength. Gain +2 to your Strength Score and may not go above 20 using this method. If you have maxed out your Strength, you may instead choose either Constitution or Intelligence to gain +2 or put one in each. At the 19th level you get 20d10 more followers, and +2 to your abilities, you may not use this to boost your ability score above 20. You may choose one additional proficiency to increase by +2 or two proficiencies at +1.

Eye of the Storm[edit]

All around you, the storms rage. However, at the 7th level, you create a pocket of calm in the turbulent fury of the raging tempest. Inclement weather now does not affect your ability to fight, and you can control 2d6 bolts of lightning from the raging tempest and direct them toward your target. On a successful roll you cause 4d10 fire damage on the targeted creature or object. They must roll a Dexterity saving throw to have the damage halved.

Create Medallion[edit]

At 8th level you may now create Wrath's Medallion. There may only be three medallions in existence at one time. They allow the healing of all wounds and hit points and have only one charge upon them. Once the charge is used, the medallion disintegrates and the person that had it can no longer use it again. You cannot use this for your own gain and only the God of Wrath may create this medallion.

Wrath's Rune[edit]

on the 9th level you may now choose a color stone and mark it with your unique Rune and either bless or curse it. You may give this to a follower of your choice to give them advantage whenever they use the weapon, they put it on or on their spell if they wear it as a necklace. If you choose to curse it, the creature gains disadvantage on all attacks using that weapon and if they try to get rid of it, the cursed rune shows back up in their pack or on their person. That creature can only get rid of it by a Cleric, or a Paladin.

Sand Haboob[edit]

Once you get to the 9th level, you cause the sand to rise up and create a choking cloud that covers 3d6 miles wide and 2d4 hundred feet tall. This sandstorm, known as a haboob, now causes the skies to turn red or even black and the air becomes filled with sand choking those that are caught in the sandstorm. All creatures in this storm must make a Constitution saving throw of DC25 to avoid choking to death on the sand. Those that succeed are pelted with the sand and must take 4d10 slashing damage thanks to being sandblasted by the storm. Those that fail take 10d10 damage for 1d8 at the beginning of each turn.

Tsunami[edit]

At the 10th level you can create 1 tsunami per day. This can only be done around bodies of water like a river, lake, or ocean. You gain the ability to flood the surrounding areas but also create a tsunami that can reach 6d12 meters beyond the waterline. If near an ocean it can reach up to 2 miles inland and destroys anything that is built of common materials. It also drags all creatures that are caught in its wake to be pulled out 4d20 meters and must swim back to shore. The creature also suffers cumulative damage of 4d6 slashing, 4d4 bludgeoning, and 4d6 piercing due to the debris in the water such as wood, nails, trees, and other like materials.

Lava Wall[edit]

When you reach the 10th level you can create the Lava Wall 3 times per day. The ground splits open revealing magma, a wall of lava may be formed by rolling your Wisdom and adding proficiency and modifier to it. If successful you create a wall of lava 3d10 feet high, and 6d10 feet wide. All creatures in the area that are not resistant or immune to fire damage must make a saving throw of DC20 Dexterity to get out of the way. Failed saves give each creature 4d6 radiant damage and those right next to it must also take 6d8 fire damage.

Hail Fire[edit]

The 11th level grants you the ability to make it hail ice stones about the size of a baseball that does 6d8 bludgeoning for every minute a creature is in the storm. However, you add a twist to the hail, not only does it cause blunt force trauma, but also fire damage of 1d6 per minute you are in the hailstorm. The fiery hailstorm lasts for 2d8 minutes and may also be made to subside upon dropping your concentration by doing another action, or attack.

Icy Breath[edit]

The 11th level grants you the ability to create an icy wind that surrounds the creatures of your choice. These creatures unless immune to cold or ice, must make a Constitution check of DC15+ your Save DC to see if they are frozen in place for 2d10 rounds. If successful, the creatures may be cold, but take no damage and are not frozen in place. If they fail the check, they are considered in the condition of petrified until the ice is melted. They take 3d6 cold damage for every minute they are trapped in the ice.

Mark of Wrath[edit]

The 12th level gives you the ability to place your mark upon a creature of choice. That creature automatically gets condition of Short-term Madness until the mark is removed by you. If you choose not to, then the Madness becomes an indefinite Madness and they must stop attacking you, becoming one of your minions to fight for you.

Nine Seals[edit]

At level 12 you are given the seals of the Nine Deadly Sins. You now have the ability to open the portals to each one of their Domains and you are immune to psychic damage. You also have the ability to talk with the other Deadly Sins without getting any side-effects from them.

Dimensional Walker[edit]

At level 13 you get to choose which dimension you wish to enter at will and go there. However, if the dimension you go to does not know of the Deadly Sins or does not have anger in it then you lose your ability to create natural disasters until you leave that dimension.

Arising Truth[edit]

When you reach the 13th level you get the ability to know if someone is telling the truth by touching them. If they try to lie at this time, you can force them instead to tell the truth to three questions, 4 times per day.

Forest Growth[edit]

Once you reach the 14th level, you get to mend 2d12 swathes of forest land back to its pristine state. Known as a Land's Healer, your destruction you cause in combat also give root to the creation of new growth. You may also touch the earth and know where all undead creatures and cursed land is within a 3-mile radius. You also can tell which taint they are if they are either undead or just cursed land. This may be done at will up to 3 times per day.

Wrath's Heat[edit]

At the 14th level you get the ability to create a desert-like environment wherever you are. The temperature will increase to a sweltering 120 degrees and the ground under you begins to dry up and crack. Water in the waterskins become warm or hot depending how fresh the water is and how long it's been since they were last filled. All creatures not resistant or immune to heat must take 1 level of exhaustion if they do anything really active such as attacking, dashing, or other such exertions until they either take a long or short rest.

Fiery Hurricane[edit]

In any desert or volcanic climate, at the 15th level you may now create a fiery hurricane that has the strong dry winds whipping around and a fire whirl in the center of the eye. These two natural disasters together do damage to the surrounding areas causing sandstorms and burning that which the eye of the hurricane touches. You must roll 1d6 to see how or if you can create this monstrosity of a storm. These storms last only 2d4 rounds. You may only create a fiery hurricane every 1d6 days and if a Category 5 is formed, must take 1 level of exhaustion and cannot try again until the number of days rolled passes.

1. No natural disaster occurs.

2. Category 1 hurricane is formed and deals minimal damage to surrounding terrain.

3. Category 2 hurricane is formed and deals some damage to structures like taking off shingles and minor burning of dried debris.

4. Category 3 hurricane occurs, and medium damage is caused to surrounding terrain. Creatures now start to take 2d6 damage for every round they are out in the storm. Burning of wood and paper is common from the storm.

5. Category 4 hurricane is unleashed, and moderately heavy damage is now prevalent. Trees are uprooted and burned, and soft metals begin to melt. Creatures caught in this storm must make a strength saving throw of DC25 to avoid being swept off their feet. Bludgeoning damage occurs at 1d8 per round they are in the storm if still outside.

6. The rare Category 5 hurricane is formed and creates a scorched earth appearance, destroying large swathes of homes and terrain. There is heavy damage dealt to those caught in the storm of 10d12 slashing and piercing damage to creatures that were not able to find cover. They must also take 5d4 bludgeoning for being swept from the feet and falling and other debris that they may have hit.

Deity's Creation[edit]

As a deity, you may choose one person and only one person to teach them the skills they need to become a deity themselves at the 15th level. Once they go through the required training, you may grant them the ability to become a deity themselves. However, if they choose to become the God of Wrath instead of another deity, you must relinquish your position when they become the new God of Wrath. All elemental power you had is now theirs and you become a Level 15 Fighter Class warrior. If they choose to be a different deity, then you remain as the God of Wrath and remain unaffected.

Raging Floods[edit]

At level 16 you create floods by either making it rain heavily or from other water sources. As you do, the floods pick up speed, causing flash flooding. The damage to the terrain is considered of medium to heavy damage and becomes known as difficult terrain. If a creature is caught up in the floods, they must make a Strength saving throw of DC25, lose half of what they had in their pack if it is a person carrying things. If they succeed, they may swim to shore but they do take 6d10 bludgeoning from the debris in the water, going over rocks and other hazards found in raging floods. If the check is failed, they cannot escape the floods. They must then make a Dexterity saving throw to see if they can catch a log, branch, rope or other item to help them get to shore. Every round in the water means you get 8d10 bludgeoning, and unless you can breathe water, have the potential to drown.

Rising Mountains[edit]

At the 17th level, you have a good handle on your abilities as a deity. You can cause small mountains to rise 14d10 meters into the sky. This causes earthquakes of significant magnitudes. All creatures in the area must make a Dexterity saving throw of DC20 to remain on their feet during this event. If there are structures, they are destroyed, and the terrain becomes hazardous terrain as the mountain forms. All creatures on the land becoming a mountain must roll for a Dexterity check to see if they get caught and lifted up with the earth as the mountain forms. If they succeed, they avoid the hazardous terrain and are considered frightened for 1d6 rounds.

Landslide[edit]

That town has been a thorn in your side now for a while. At the 17th level you gain the ability to create landslides by deluging the nearby unsteady slopes and causing the earth to liquify and flow like that of a mud flow. All roads, buildings, and people caught in the landslide are considered either destroyed or trapped. All creatures in the landslide prone area must take a Nature saving throw prior to the landslide to be able to evacuate in time. If they fail, they take bludgeoning, slashing, and piercing damage from the trees, rocks, debris and other things in the landslide of 25d12 and be considered trapped in the thick mud as it settles like concrete around you.

Avalanche[edit]

You're facing down a hoard of goblins, werewolves or other creatures high on a mountain. On the 17th level, you can now cause an avalanche. You must roll your Nature or Wisdom, whichever is higher to determine the size of the avalanche. It can go from sliding a hundred feet to having a massive avalanche that wipes out the town and their inhabitants below. All creatures must make a Survival check of DC22+ your Wisdom Modifier, in order to avoid being caught up in the avalanche or even buried. If the creature or creatures are buried you take 2d6 cold damage if they are not immune or resistant, and their air only lasts for 2d10 rounds before they begin to suffocate.

Seismic World[edit]

If you are around mountainous terrain, this is possible to be done on the 18th level. Seismic World allows you to create a chain reaction of natural disasters. You roll a 1d12 to see how many natural disasters you create and then choose which ones you cause. However, they must all be able to be linked together. For example, if you roll a 5, and you create a volcanic eruption, you also cause earthquakes, forest fires, landslides and flash floods which are all connected to a volcanic eruption. You roll 15d12 to see the type of damage results from this chain reaction of disasters. All creatures in the surrounding area or disaster area must take 12d12 damage from the hazards presented before them.

Thundering Nightmare[edit]

At the 18th level you create a phantom nightmare with smoke, fire, and lightning. This is not a solid creature making it immune to slashing, bludgeoning, and piercing damage. The Thundering Nightmare's mane and tail are that of lightning same with around the fetlocks, mixed in with fire. If the Nightmare attacks, the creature must roll a Dexterity saving throw of DC30. If the creature fails its saving throw, then that creature must take double damage from the lightning and fire, of 8d10 due to the lightning and fire both hitting you at the same time. This attack does not affect creatures immune to fire damage. However, the thunder that is caused by the lightning causes 1d6 rounds of deafening due to the close proximity of the Nightmare.

Wrath's Full Fury[edit]

You may combine any or all of the previous level attacks in one go with accumulating damage. However, it costs you 2 points Exhaustion and can only do this once per day and cannot summon any used skills until 1d4 days pass to rebuild your stamina, energy, and strength. This also costs you 60 hit points due to the drain on your life energy.

Legendary Action: You may grant a member of the group advantage on attack rolls for the next three turns on any creature you face that is of higher level than you are.


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