From D&D Wiki
7 Deadly Sins Wanted Posters. From shop Syllvanna. 5 out of 5 stars (1,226) 1,226. There are 274 seven deadly sins poster for sale on Etsy, and they cost $14.35 on average. The most common seven deadly sins poster material is metal. The most popular color? The seven deadly sins are all attributes considered to be at the root of immoral behavior. These posters depict the sins in different, interesting manners and give us something to consider. Anyone who is interested in the seven deadly sins will appreciate this artwork. These pieces will add a. Wooden Replicas of your favorite Anime/Manga Wanted Posters, with characters from One Piece including updated berry bounties for Luffy, Nami, Vinsmoke Sanji, Ace, Brook & Zoro. Characters from Seven Deadly Sins including Ban, Diane, Merlin, King & Meliodas. FAST SHIPPING available in the USA, Canada - order yours today. Unique Seven Deadly Sins Posters designed and sold by artists. Shop affordable wall art to hang in dorms, bedrooms, offices, or anywhere blank walls aren't welcome.
A subreddit dedicated to the mobile game Seven Deadly Sins:Grand Cross, produced by Netmarble. Global Release Date March 3, 2020. Japan/KR version live June 2019.
|This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide. Immortality, unconditional bonuses, constant healing, etc need to all be changed into something workable.|
- 1Seven Deadly Sins
- 1.3Class Features
- 2The Seven Deadly Sins' Features and Abilities
- 3Ultimate Sin Ability
- 4The Lion Sin of Pride
- 5The Serpent Sin of Envy
- 6The Dragon Sin of Wrath
- 7The Fox Sin of Greed
- 8The Grizzly Sin of Sloth
- 9The Boar Sin of Gluttony
- 10The Goat Sin of Lust
Seven Deadly Sins
- This is based off the anime the Seven Deadly Sins, and as a result, each sin will have almost completely different stats
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, Evy, 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
- 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.
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
Armor: Light and Medium armor
Weapons: Simple Melee and Matrial 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
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 or (c) Any heavy 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.
|Features||—Spell Slots per Spell Level—|
|1st||+2||Pre Determined Race, Unique Spellcasting Ability, Sin Ability||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|6th||+3||Ability Score Improvement||4||2||—||—||—|
|8th||+3||Ability Score Improvement||4||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||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|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
Your race is a predetermined race based upon your sin. You cannot choose another race, and you are this race from birth even before you committed your sin. Unless stated otherwise, you have human size and appearance as well as lifespan.
If your sin is Pride, You are a human. You gain a +1 to every attribute and you gain proficiency in 2 more skills or tools of your choice. You can speak common and one more language of your choice. You also can add 2 hit points to your hit point maximum and continue to do so every time you level up. You also gain proficiency in Heavy Armor.
If your sin is Envy, You are a giant. Your size is huge. You are 15 feet tall and your strength and constitution are both 20 and increase to 24 at level 10. You Dexterity is a 14 and the rest of your ability scores are a 10. Your armor class is permanently an 18. At level 10, you gain the ability Heavy Metal. As a reaction to being targeted with an attack, you can harden your body increasing your armor class by 4 until the beginning of your turn. Your Strength, constitution, and dexterity ability scores cannot be changed by any method other than the pre-stated increase. Your mele range is increased to 15 feet. In addition, you are not affected by difficult terrain. You can speak common and one more language of your choice. (Note that you can only wield weapons that are scaled to your size)
If your sin is Wrath, You are a demon. You gain a + 1 to both Dexterity and Charisma and you gain darkvision for 120 feet. You never grow old. Your hit dice changes to a 1d10 and you hit points increase by 1d10 (or 6) + your Constitution modifier every time you gain a level in this class. You can speak common and one more language of your choice.
If your sin is Greed, You are a human. You gain a + 1 to Dexterity and Charisma and you gain proficiency in thieves tools, deception, and persuasion. Your hit dice changes to a 1d10 and you hit points increase by 1d10 (or 6) + your Constitution modifier every time you gain a level in this class. You can speak common and one more language of your choice.
If your sin is Sloth, You are a fairy. You have a flying speed of 30 feet. You gain a +1 to both your wisdom and your dexterity score. You can telekinetically control objects with your head that weigh no more than 1 pound and your range is 90 feet. You never grow old. You gain dark vision for 60 feet. Your hit dice changes to a 1d6 and you hit points increase by 1d6 (or 4) + your Constitution modifier every time you gain a level in this class. You can speak common and Celestial.
If your sin is Gluttony, you are part demon part celestial. You have a flying speed of 30 feet. You gain a +2 to both your intelligence score and your dexterity score. You gain proficiency in Investigation checks. Your hit dice changes to a 1d6 and you hit points increase by 1d6 (or 4) + your Constitution modifier every time you gain a level in this class. You never grow old. You can speak common and Celestial.
If your sin is Lust, you are a doll. You gain a +3 to intelligence. You never grow old, you don't feel emotion, and while you can fall unconscious, you cannot die unless your entire body is vaporized. You also gain proficiency in investigation checks. Your hit dice changes to a 1d8 and you hit points increase by 1d8 (or 5) + your Constitution modifier every time you gain a level in this class. You can speak common and 2 more languages of your choice.
You do not need to prepare spells. Any type of spell that your sin grants you will always have prepared. In addition, your spellcasting focus can be your weapon. Your spell slots regenerate every short rest.
If your sin is 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.
If your sin is 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
If your sin is 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
If your sin is 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
If your sin is 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
If your sin is Gluttony, You will have access to every transportation, such as misty step, and transmutation spell (consult dm to see what qualifies as transportation spells). Intelligence is your spellcasting stat
If your sin is Lust, You will have access to every enchantment and illusion spell. Intelligence is your spellcasting stat.
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 entire turn 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
When you reach 4th level, and again at 6th, 8th, 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.
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
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.
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). Once per day, you can release by using your action to choose a target within 40 feet. This will instantly deal damage equal to 5 times your level and it cannot be reduced in any way. It will leave a crater 20 by 20 feet and 40 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 action, 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 range of 10 feet and deals a 2d8 plus your dexterity modifier. Its special ability is called Drain. Using your action, you can instantly drain a +2 modifier from all of your opponent's stats 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.
At Level 20 your experience in battle has unlocked powerful abilities relevant to your sin.
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.
Magical Ability, Sunshine
One with the Sun
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. Your stats get a +2 during the day. 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,
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.
Seven Deadly Sins Wanted Posters Amazon
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 dice increases by 4d8 at level 7, at level 12, at level 17). This move can only be used between 6 am and 6 pm and you can only use it to a number equal to half your proficiency bonus rounded down. Takes one action to charge.
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.
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.
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.
Magical Ability, Creation
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.
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
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.
Magical Ability, Counter
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
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).
At seventh level, you unlock your magic called Counter. As a reaction to taking damage from any attack that isn't melee, 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.
Magical Ability, Snatch
At first level, you gain an ability called Snatch, in which you can draw on your opponent's Physical abilities and temporarily steal them for yourself. As an action, you can choose an enemy and then choose 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.
Fountain of Youth
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.
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.
Magical Ability, Disaster
The Seven Deadly Sins Poster
You can increase the potency of any spell by one. 2 at the 7th level. And 3 at the 15th.
Spirit Spear Chastiefol, Form 1: Chastiefol
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 and you are proficient in these types of 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
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
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.
Magical Ability, Infinity
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.
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
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.
Magical Ability, Invasion
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.
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.
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.
Prerequisites. You can not multiclass into or out of this class
Back to Main Page → 5e Homebrew → Classes