First time poster of the forums looking for some advice for a homebrew campaign that I'm running.
I'm planning a big twist shortly in the story to introduce characters that are based on (Basically ripped from) the Seven Deadly Sins anime.
These will be quite integral to the plot so I'm making full blown character sheets on D&D beyond for them but I was looking for advice on which classes, abilities and maybe multi-classing would bring me the closest.
So far my rough ideas are:
Escanor = Paladin
Diane = Fighter
Merlin = Sorcerer
King = Wizard
Ban = Monk
Meliodas = Barbarian (Mainly because of his rage moments)
Gowther = Ranger
I haven't thought about what's paths to put them all down but I thought I would give the forums a shot as I'm still quite new to D&D and very new to DMing
Meliodas is defined by rage and superhuman feats of strength. That's barbarian in a nutshell.
Diane, despite being a giant, is a pugilist, making her best suited as an elemental monk.
Ban is an Rogue, as his defining ability is stealing. The closest equivalent to stealing someone's abilities is the level 17 Arcane Trickster ability Spell Thief.
King is a druid, given his mastery of nature.
Gowther feels like an Arcane Archer with a bit more specialized enchantment abilities.
I'd put Merlin down as a Transmuter wizard
Escanor fits paladin, especially the level 20 abilities.
Would you be able to help out a bit with how to actually build them to fit the classes? I would be doing basic character creation using the standard array of stats.
Help with how to put the stats, what abilities to go with, race (I mean Ban and Escanor I could put human but for the others, I'm really not sure) up to level 20?
I understand it's a lot to ask and understand if you don't want to or don't have time but any help would be amazing :)
I'm wondering why you'd rather use the player character creation rules over custom NPC rules. I feel like none of these character's special powers exist within the framework of what a D&D PC is able to do.
To me, Ban would look something like this:
Ban Medium immortal, chaotic
AC: 17 (natural armor); HP: 136 (16d8 + 64); SPD: 40 ft. STR: 18 | DEX: 20 | CON: 18 | INT: 15 | WIS: 15 | CHA: 16 Saving Throws: DEX +9, CON +8 Skills: Acrobatics +9, Sleight of Hand +9 Damage Immunities: Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Condition Immunities: Poisoned Challenge Rating: 10 (5,900 XP)
Fountain of YouthRegeneration. Ban regains 15 hit points at the start of each of his turns. If Ban takes psychic or force damage, this trait doesn’t function at the start of his next turn. Ban dies only if he starts his turn with 0 hit points and doesn’t regenerate.
ACTIONS Multiattack. Ban makes three melee attacks with his four-section staff.
Four-section Staff.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Snatch. Ban targets a creature he can see within 90 feet. The creature makes a DC 14 Constitution Saving Throw. If the target fails the saving throw it takes 9 (2d6 + 2) necrotic damage and the target's Strength score is reduced by 1d4 + 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Furthermore, when Ban uses this feature and the target suffers the damage, his melee attack damage is increased by +5 and his movement speed is increased by 10 feet until the end of his next turn.
So I feel like this format more closely encompasses what this character is capable of in a tight, easy to use manner. Managing 7 player character sheets for a bunch of different NPCs sounds like more work with less reward... Sorry if this isn't what you are looking for, but hopefully there's something helpful here.
Woah this, this is exactly the kind of thing I'm looking for! I was only basing it of PC classes becubec I'm still very new to DMing and have never even branched into re-skining/creating new monsters.
Would it be too much trouble to have you help with all of the sins? You certainly seems to know what I'm doing far more than myself haha.
I'm also bizzarly enough going to be working Might Guy from Naruto into the story so some help with creating him as a "Creature" would be immensely helpful and I would be eternally grateful.
Sure, with a little time I can help with that. Like Mephista, I don't have an encyclopedic knowledge of the show, so it's mostly just trying to find cool combinations of existing monsters and abilities that can replicate the powers that you're looking for.
Definitely looking forward to working on making Might Guy. lol!
Of course of course that's totally fine. I myself have only watched season one and read about under halfway of what season 1 would be in the manga.
If I could be a bit cheeky and ask if maybe you could do might guy and Escanor first? The others whenever would be fine but those too will be the first showing up in the story.
Escanor Medium human AC: 17 (natural armor); HP: 161 (14d12 + 70); SPD: 30 ft. STR: 23 | DEX: 14 | CON: 21 | INT: 14 | WIS: 14 | CHA: 16 Saving Throws: DEX +6, CON +9; WIS +6 Skills: Athletics +14, Perception +6 Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Condition Immunities: Poisoned, Charmed, Frightened Challenge Rating: 11 (7,200 XP)
Sunshine. Escanor’s power grows and declines throughout the day. From dawn to dusk, his stats remain the same; however, during midday, he can activate his The One feature. When the sun sets, Escanor loses his damage resistance features and becomes vulnerable (takes double damage) to any type of damage. Furthermore, his STR and CON ability scores are reduced to 10.
ACTIONS Multiattack. Escanor makes two melee attacks with his battleaxe. Battleaxe.Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage. The One. For 1 minute (10 rounds), Escanor’s power grows to unimaginable levels as he channels his power from the sun. While this feature is active, Escanor has advantage on all STR checks and melee attack rolls. Furthermore, he becomes immune to all damage types and conditions. When Escanor deals damage with a melee weapon, the damage total is doubled. This feature can only be activated one time while Escanor is in total daylight and only during midday.
EDIT*
And this is what I'd do for Guy sensei.
Might Guy Medium human AC: 19 (unarmored defense); HP: 200 (17d12 + 90); SPD: 45 ft. STR: 20 | DEX: 25 | CON: 23 | INT: 14 | WIS: 15 | CHA: 14 Saving Throws: CON +11; WIS +7; CHA +7 Skills: Acrobatics +14, Athletics +12; Perception +12, Stealth +14 Challenge Rating: 15 (13,000 XP)
Unarmored Defense. While Guy isn’t wearing any armor or using a shield, his AC equals 10 + his DEX modifier + his WIS modifier. Dynamic Entry. Guy uses his incredible speed and prowess to surprise his enemies. When Guy makes a DEX (stealth) check to attempt to ambush a target, he has advantage on the roll.
ACTIONS Flurry of Blows. Guy makes four unarmed strike attacks. Unarmed Strike.Melee Weapon Attack. +12 to hit, reach 5ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. Eight Gates. As a bonus action, Guy enters his Eight Gates form. While in this form, his movement speed and attack damage is doubled; however, he becomes vulnerable (takes double damage) to all types of damage. Furthermore, Guy’s unarmed strikes are treated as being a magical weapon. Lastly, while in this form, Guy does not provoke attacks of opportunity. This form lasts for 2 minutes or until he is knocked unconscious. Guy can use this feature twice, but must finish a long rest to regain its uses. Tortoise Pact. As an action, Guy summons his red tortoise companion. Use the giant snapping turtle stat block for this companion. The tortoise rolls its own initiative and takes independent actions, treating Guy as an ally. Guy must finish a long rest before using this feature again.
Full Counter (3/Day). If Meliodas fails a saving throw, he can choose to succeed instead.
ACTIONS Multiattack.Meliodas makes two melee attacks with his greatsword. Greatsword.Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 7) slashing damage. Assault Mode. As a bonus action Meliodas enters Assault Mode which grants him several benefits while in combat. Meliodas can use this feature twice, but must finish a long rest to regain uses of this feature. For 1 minute, he gains the following features:
As a bonus action, Meliodas can move up to his speed toward a hostile creature that he can see.
Meliodas has advantage on saving throws against spells and other magical effects.
As a reaction, in response to being hit by a melee attack, Meliodas can make one melee weapon attack with advantage against the attacker.
LEGENDARY ACTIONS Meliodas can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Meliodas regains spent legendary actions at the start of his turn. Move. Meliodas moves up to his speed without provoking opportunity attacks. Divine Cut.Meliodas makes an attack with his Greatsword with advantage. Hellblaze (cost 2 actions).Meliodas releases a wave of black flames around him. Each creature within 30 feet of Meliodas must make a DC 15 DEX saving throw. Creatures that fail the save suffer 12 (3d8) fire damage or half as much on a successful save.
These are just absolutely fantastic! Ah yes these are perfect and absolutely incapsulate what I'm looking for! :D I also have an idea of what to use to try and Mimic Escanors Cruel Sun technique. Although I use could a little help with some of guys more powerful taijutsu abilities.
I look forward to seeing the rest of what you are able to create :D
Thanks guys. I'm glad they've been interesting thus far.
I thought I'd try and give one of the Spellcaster types a shot next.
Here's Merlin. A lot of her spells definitely exist within the D&D spell lists, just have to re-skin the names a little. I made Power Amplify an independent action but it kind of felt a little rushed--I'm happy with it though lol.
Merlin Medium human AC: 15 (mage armor); HP: 99 (18d8 + 18); SPD: 30 ft. STR: 10 | DEX: 14 | CON: 12 | INT: 20 | WIS: 15 | CHA: 16 Saving Throws: INT +9; WIS +6 Skills: Arcana +13, History +13 Challenge Rating: 13 (10,000 XP)
Magic Resistance. Merlin has advantage on saving throws against spells and other magical effects. Spellcasting. Merlin is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She can cast Misty Step, Locate Creature, and Locate Object at will and has the following wizard spells prepared: Cantrips (at will): light, mage hand, mending, message, prestidigitation 1st level (4 slots): detect magic, identify, mage armor, shield 2nd level (3 slots): hold person, warding wind, locate object, misty step 3rd level (3 slots): counterspell, fly, tiny hut, dispel magic 4th level (3 slots): ice storm, fire shield, stoneskin, locate creature 5th level (3 slots): cone of cold, flame strike, wall of force 6th level (1 slot): disintegrate 7th level (1 slot): teleport 8th level (1 slot): demiplane 9th level (1 slot): time stop Magical Defenses. When Merlin rolls initiative, she automatically casts Mage Armor, and Stoneskin on herself if she has the spell slots to do so.
ACTIONS Shocking Stinger.Ranged Spell Attack: +9 to hit, range 90 ft., one target. Merlin throws a bolt of lightning at her enemy. This attack is made with advantage if the target is wearing armor made of metal. Hit: 12 (4d6) lightning damage, and the target cannot take reactions until the start of its next turn.
Power Amplify. As an action, Merlin endows one willing ally within 30 feet of her with endurance and martial prowess fueled by magic. Until the effect ends, the ally can’t cast spells, and gains the following benefits:
The ally gains 15 temporary hit points. If any of these remain when the effect ends, they are lost.
The ally has advantage on all melee attack rolls.
When the ally hits a target with a weapon attack, that target takes an extra 2d4 force damage.
The ally has proficiency with all armor, shields, simple weapons, and martial weapons.
The ally has proficiency in Strength and Constitution saving throws.
The ally can attack twice, instead of once, when they take the Attack action on their own turn. The ally ignores this benefit if they already have a feature, like Extra Attack or Multiattack, that gives them extra attacks.
This effect lasts for 10 minutes or until Merlin or the ally is knocked unconscious. While this effect is active, Merlin cannot cast concentration spells. Immediately after this effect ends, Merlin and the ally she targeted must succeed on a DC 16 Constitution saving throw or suffer one level of exhaustion. Merlin can use this feature once, and must finish a short rest before she can use it again.
**Merlin’s Spell-skins: Infinity (timestop), Magic Cancel (dispel magic or counterspell), Perfect Cube (tiny hut, shield, or wall of force), Aqua Dress (cold version of fire shield), Fire Storm (flame strike), Exterminate Ray (disintigrate), Endless Whirl (warding wind), Wave Dragon (cone of cold), Icicle Castle (ice storm).
Thanks guys. I'm glad they've been interesting thus far.
I thought I'd try and give one of the Spellcaster types a shot next.
Here's Merlin. A lot of her spells definitely exist within the D&D spell lists, just have to re-skin the names a little. I made Power Amplify an independent action but it kind of felt a little rushed--I'm happy with it though lol.
Merlin Medium human AC: 15 (mage armor); HP: 99 (18d8 + 18); SPD: 30 ft. STR: 10 | DEX: 14 | CON: 12 | INT: 20 | WIS: 15 | CHA: 16 Saving Throws: INT +9; WIS +6 Skills: Arcana +13, History +13 Challenge Rating: 13 (10,000 XP)
Magic Resistance. Merlin has advantage on saving throws against spells and other magical effects. Spellcasting. Merlin is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She can cast Misty Step, Locate Creature, and Locate Object at will and has the following wizard spells prepared: Cantrips (at will): light, mage hand, mending, message, prestidigitation 1st level (4 slots): detect magic, identify, mage armor, shield 2nd level (3 slots): hold person, warding wind, locate object, misty step 3rd level (3 slots): counterspell, fly, tiny hut, dispel magic 4th level (3 slots): ice storm, fire shield, stoneskin, locate creature 5th level (3 slots): cone of cold, flame strike, wall of force 6th level (1 slot): disintegrate 7th level (1 slot): teleport 8th level (1 slot): demiplane 9th level (1 slot): time stop Magical Defenses. When Merlin rolls initiative, she automatically casts Mage Armor, and Stoneskin on herself if she has the spell slots to do so.
ACTIONS Shocking Stinger.Ranged Spell Attack: +9 to hit, range 90 ft., one target. Merlin throws a bolt of lightning at her enemy. This attack is made with advantage if the target is wearing armor made of metal. Hit: 12 (4d6) lightning damage, and the target cannot take reactions until the start of its next turn.
Power Amplify. As an action, Merlin endows one willing ally within 30 feet of her with endurance and martial prowess fueled by magic. Until the effect ends, the ally can’t cast spells, and gains the following benefits:
The ally gains 15 temporary hit points. If any of these remain when the effect ends, they are lost.
The ally has advantage on all melee attack rolls.
When the ally hits a target with a weapon attack, that target takes an extra 2d4 force damage.
The ally has proficiency with all armor, shields, simple weapons, and martial weapons.
The ally has proficiency in Strength and Constitution saving throws.
The ally can attack twice, instead of once, when they take the Attack action on their own turn. The ally ignores this benefit if they already have a feature, like Extra Attack or Multiattack, that gives them extra attacks.
This effect lasts for 10 minutes or until Merlin or the ally is knocked unconscious. While this effect is active, Merlin cannot cast concentration spells. Immediately after this effect ends, Merlin and the ally she targeted must succeed on a DC 16 Constitution saving throw or suffer one level of exhaustion. Merlin can use this feature once, and must finish a short rest before she can use it again.
**Merlin’s Spell-skins: Infinity (timestop), Magic Cancel (dispel magic or counterspell), Perfect Cube (tiny hut, shield, or wall of force), Aqua Dress (cold version of fire shield), Fire Storm (flame strike), Exterminate Ray (disintigrate), Endless Whirl (warding wind), Wave Dragon (cone of cold), Icicle Castle (ice storm).
She seems badass and would be a tough fight!!! Gowther was always my favorite and I'm very excited!
Shapechanger. Diane can use her action to shrink into a medium giant-humanoid hybrid, or back into her true giant form. Diane’s statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed, except for her clothes. If she dies, she reverts to her true giant form. Unarmored Defense. While diane isn’t wearing armor or using a shield, her AC equal 10 + her DEX modifier + her CON modifier. Magic Resistance. Diane has advantage on saving throws against spells and other magical effects. Innate Spellcasting. Diane’s innate spellcasting ability is WIS (spell save DC 12). She can cast the following spells, requiring no components: At will: Mold Earth 1/day each: Erupting Earth, Move Earth
ACTIONS Multiattack. Diane makes two giant’s fist attacks and one stomp attack. Giant’s Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage. Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) if the target is prone.
Shapechanger. Diane can use her action to shrink into a medium giant-humanoid hybrid, or back into her true giant form. Diane’s statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed, except for her clothes. If she dies, she reverts to her true giant form. Unarmored Defense. While diane isn’t wearing armor or using a shield, her AC equal 10 + her DEX modifier + her CON modifier. Magic Resistance. Diane has advantage on saving throws against spells and other magical effects. Innate Spellcasting. Diane’s innate spellcasting ability is WIS (spell save DC 12). She can cast the following spells, requiring no components: At will: Mold Earth 1/day each: Erupting Earth, Move Earth
ACTIONS Multiattack. Diane makes two giant’s fist attacks and one stomp attack. Giant’s Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage. Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) if the target is prone.
My only "critique" if you will, is the absence of Gideon, her war hammer that heightens her earth abilities. I noticed the others have their sacred treasures, but saw that Diane was missing hers! Maybe while wielding it her spell save uses her Wisdom modifier x2 or something? It just seems like she should have her sacred treasure, and anyone who knows of her abilities, or the DM makes it obvious that Gideon helps her earth spells, then the player's would strategize to wrestle it away from her grip to weaken her. Just a thought.
I'll point out that the other characters only have generic versions of their weapons. Escanor, technically, only has a battleaxe; not Divine Axe Rhitta. Meliodas just has a greatsword, not Dragon Handle or Lostvayne. The reason was that those artifacts should be made using the Magic Item design rules, but I'm just following the NPC / Monster design rules here.
So yes, Diane should have a a magic artifact called Gideon, but to do the artifact justice we'd have to design it as an independent magic weapon. In light of that, I opted to take Mephista's advice from earlier in the thread, and I designed her as a pugilist.
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Hello all!
First time poster of the forums looking for some advice for a homebrew campaign that I'm running.
I'm planning a big twist shortly in the story to introduce characters that are based on (Basically ripped from) the Seven Deadly Sins anime.
These will be quite integral to the plot so I'm making full blown character sheets on D&D beyond for them but I was looking for advice on which classes, abilities and maybe multi-classing would bring me the closest.
So far my rough ideas are:
Escanor = Paladin
Diane = Fighter
Merlin = Sorcerer
King = Wizard
Ban = Monk
Meliodas = Barbarian (Mainly because of his rage moments)
Gowther = Ranger
I haven't thought about what's paths to put them all down but I thought I would give the forums a shot as I'm still quite new to D&D and very new to DMing
Thanks for the help! :D
Meliodas is defined by rage and superhuman feats of strength. That's barbarian in a nutshell.
Diane, despite being a giant, is a pugilist, making her best suited as an elemental monk.
Ban is an Rogue, as his defining ability is stealing. The closest equivalent to stealing someone's abilities is the level 17 Arcane Trickster ability Spell Thief.
King is a druid, given his mastery of nature.
Gowther feels like an Arcane Archer with a bit more specialized enchantment abilities.
I'd put Merlin down as a Transmuter wizard
Escanor fits paladin, especially the level 20 abilities.
Awesome thank you for the help!
Would you be able to help out a bit with how to actually build them to fit the classes? I would be doing basic character creation using the standard array of stats.
Help with how to put the stats, what abilities to go with, race (I mean Ban and Escanor I could put human but for the others, I'm really not sure) up to level 20?
I understand it's a lot to ask and understand if you don't want to or don't have time but any help would be amazing :)
Unfortunately not, as I only have a passing understanding of the show. I can suggest generalities, but specifics are unfortunately beyond me.
I mean hey any help is certainly appreciated! Even if its just the base and what you'd recommend that would be a massive help! :D
I'm wondering why you'd rather use the player character creation rules over custom NPC rules. I feel like none of these character's special powers exist within the framework of what a D&D PC is able to do.
To me, Ban would look something like this:
Ban
Medium immortal, chaotic
AC: 17 (natural armor); HP: 136 (16d8 + 64); SPD: 40 ft.
STR: 18 | DEX: 20 | CON: 18 | INT: 15 | WIS: 15 | CHA: 16
Saving Throws: DEX +9, CON +8
Skills: Acrobatics +9, Sleight of Hand +9
Damage Immunities: Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Condition Immunities: Poisoned
Challenge Rating: 10 (5,900 XP)
Fountain of Youth Regeneration. Ban regains 15 hit points at the start of each of his turns. If Ban takes psychic or force damage, this trait doesn’t function at the start of his next turn. Ban dies only if he starts his turn with 0 hit points and doesn’t regenerate.
ACTIONS
Multiattack. Ban makes three melee attacks with his four-section staff.
Four-section Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Snatch. Ban targets a creature he can see within 90 feet. The creature makes a DC 14 Constitution Saving Throw. If the target fails the saving throw it takes 9 (2d6 + 2) necrotic damage and the target's Strength score is reduced by 1d4 + 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Furthermore, when Ban uses this feature and the target suffers the damage, his melee attack damage is increased by +5 and his movement speed is increased by 10 feet until the end of his next turn.
So I feel like this format more closely encompasses what this character is capable of in a tight, easy to use manner. Managing 7 player character sheets for a bunch of different NPCs sounds like more work with less reward... Sorry if this isn't what you are looking for, but hopefully there's something helpful here.
Woah this, this is exactly the kind of thing I'm looking for! I was only basing it of PC classes becubec I'm still very new to DMing and have never even branched into re-skining/creating new monsters.
Would it be too much trouble to have you help with all of the sins? You certainly seems to know what I'm doing far more than myself haha.
I'm also bizzarly enough going to be working Might Guy from Naruto into the story so some help with creating him as a "Creature" would be immensely helpful and I would be eternally grateful.
Sure, with a little time I can help with that. Like Mephista, I don't have an encyclopedic knowledge of the show, so it's mostly just trying to find cool combinations of existing monsters and abilities that can replicate the powers that you're looking for.
Definitely looking forward to working on making Might Guy. lol!
Of course of course that's totally fine. I myself have only watched season one and read about under halfway of what season 1 would be in the manga.
If I could be a bit cheeky and ask if maybe you could do might guy and Escanor first? The others whenever would be fine but those too will be the first showing up in the story.
Again thank you so much for the help! :D
How does this look for Escanor?
Escanor
Medium human
AC: 17 (natural armor); HP: 161 (14d12 + 70); SPD: 30 ft.
STR: 23 | DEX: 14 | CON: 21 | INT: 14 | WIS: 14 | CHA: 16
Saving Throws: DEX +6, CON +9; WIS +6
Skills: Athletics +14, Perception +6
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Condition Immunities: Poisoned, Charmed, Frightened
Challenge Rating: 11 (7,200 XP)
Sunshine. Escanor’s power grows and declines throughout the day. From dawn to dusk, his stats remain the same; however, during midday, he can activate his The One feature. When the sun sets, Escanor loses his damage resistance features and becomes vulnerable (takes double damage) to any type of damage. Furthermore, his STR and CON ability scores are reduced to 10.
ACTIONS
Multiattack. Escanor makes two melee attacks with his battleaxe.
Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage.
The One. For 1 minute (10 rounds), Escanor’s power grows to unimaginable levels as he channels his power from the sun. While this feature is active, Escanor has advantage on all STR checks and melee attack rolls. Furthermore, he becomes immune to all damage types and conditions. When Escanor deals damage with a melee weapon, the damage total is doubled. This feature can only be activated one time while Escanor is in total daylight and only during midday.
EDIT*
And this is what I'd do for Guy sensei.
Might Guy
Medium human
AC: 19 (unarmored defense); HP: 200 (17d12 + 90); SPD: 45 ft.
STR: 20 | DEX: 25 | CON: 23 | INT: 14 | WIS: 15 | CHA: 14
Saving Throws: CON +11; WIS +7; CHA +7
Skills: Acrobatics +14, Athletics +12; Perception +12, Stealth +14
Challenge Rating: 15 (13,000 XP)
Unarmored Defense. While Guy isn’t wearing any armor or using a shield, his AC equals 10 + his DEX modifier + his WIS modifier.
Dynamic Entry. Guy uses his incredible speed and prowess to surprise his enemies. When Guy makes a DEX (stealth) check to attempt to ambush a target, he has advantage on the roll.
ACTIONS
Flurry of Blows. Guy makes four unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack. +12 to hit, reach 5ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage.
Eight Gates. As a bonus action, Guy enters his Eight Gates form. While in this form, his movement speed and attack damage is doubled; however, he becomes vulnerable (takes double damage) to all types of damage. Furthermore, Guy’s unarmed strikes are treated as being a magical weapon. Lastly, while in this form, Guy does not provoke attacks of opportunity. This form lasts for 2 minutes or until he is knocked unconscious. Guy can use this feature twice, but must finish a long rest to regain its uses.
Tortoise Pact. As an action, Guy summons his red tortoise companion. Use the giant snapping turtle stat block for this companion. The tortoise rolls its own initiative and takes independent actions, treating Guy as an ally. Guy must finish a long rest before using this feature again.
Meliodas as well.
Meliodas
Medium demon
AC: 21 (natural armor); HP: 187 (15d12 + 90); SPD: 30 ft.
STR: 25 | DEX: 15 | CON: 20 | INT: 16 | WIS: 16 | CHA: 17
Saving Throws: STR +12, CON +9
Skills: Athletics +13, Perception +5
Damage Immunities: Fire, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Condition Immunities: Poisoned, Stunned, Charmed, Frightened
Challenge Rating: 14 (11,500 XP)
Full Counter (3/Day). If Meliodas fails a saving throw, he can choose to succeed instead.
ACTIONS
Multiattack. Meliodas makes two melee attacks with his greatsword.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 7) slashing damage.
Assault Mode. As a bonus action Meliodas enters Assault Mode which grants him several benefits while in combat. Meliodas can use this feature twice, but must finish a long rest to regain uses of this feature. For 1 minute, he gains the following features:
LEGENDARY ACTIONS
Meliodas can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Meliodas regains spent legendary actions at the start of his turn.
Move. Meliodas moves up to his speed without provoking opportunity attacks.
Divine Cut. Meliodas makes an attack with his Greatsword with advantage.
Hellblaze (cost 2 actions). Meliodas releases a wave of black flames around him. Each creature within 30 feet of Meliodas must make a DC 15 DEX saving throw. Creatures that fail the save suffer 12 (3d8) fire damage or half as much on a successful save.
These are just absolutely fantastic! Ah yes these are perfect and absolutely incapsulate what I'm looking for! :D I also have an idea of what to use to try and Mimic Escanors Cruel Sun technique. Although I use could a little help with some of guys more powerful taijutsu abilities.
I look forward to seeing the rest of what you are able to create :D
Lightspeed, you have done an AMAZING job with these. Just wanted to give you props!
Published Subclasses
Right?! I am so excited for what he comes out with next!
Thanks guys. I'm glad they've been interesting thus far.
I thought I'd try and give one of the Spellcaster types a shot next.
Here's Merlin. A lot of her spells definitely exist within the D&D spell lists, just have to re-skin the names a little. I made Power Amplify an independent action but it kind of felt a little rushed--I'm happy with it though lol.
Merlin
Medium human
AC: 15 (mage armor); HP: 99 (18d8 + 18); SPD: 30 ft.
STR: 10 | DEX: 14 | CON: 12 | INT: 20 | WIS: 15 | CHA: 16
Saving Throws: INT +9; WIS +6
Skills: Arcana +13, History +13
Challenge Rating: 13 (10,000 XP)
Magic Resistance. Merlin has advantage on saving throws against spells and other magical effects.
Spellcasting. Merlin is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She can cast Misty Step, Locate Creature, and Locate Object at will and has the following wizard spells prepared:
Cantrips (at will): light, mage hand, mending, message, prestidigitation
1st level (4 slots): detect magic, identify, mage armor, shield
2nd level (3 slots): hold person, warding wind, locate object, misty step
3rd level (3 slots): counterspell, fly, tiny hut, dispel magic
4th level (3 slots): ice storm, fire shield, stoneskin, locate creature
5th level (3 slots): cone of cold, flame strike, wall of force
6th level (1 slot): disintegrate
7th level (1 slot): teleport
8th level (1 slot): demiplane
9th level (1 slot): time stop
Magical Defenses. When Merlin rolls initiative, she automatically casts Mage Armor, and Stoneskin on herself if she has the spell slots to do so.
ACTIONS
Shocking Stinger. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Merlin throws a bolt of lightning at her enemy. This attack is made with advantage if the target is wearing armor made of metal. Hit: 12 (4d6) lightning damage, and the target cannot take reactions until the start of its next turn.
Power Amplify. As an action, Merlin endows one willing ally within 30 feet of her with endurance and martial prowess fueled by magic. Until the effect ends, the ally can’t cast spells, and gains the following benefits:
This effect lasts for 10 minutes or until Merlin or the ally is knocked unconscious. While this effect is active, Merlin cannot cast concentration spells. Immediately after this effect ends, Merlin and the ally she targeted must succeed on a DC 16 Constitution saving throw or suffer one level of exhaustion. Merlin can use this feature once, and must finish a short rest before she can use it again.
**Merlin’s Spell-skins: Infinity (timestop), Magic Cancel (dispel magic or counterspell), Perfect Cube (tiny hut, shield, or wall of force), Aqua Dress (cold version of fire shield), Fire Storm (flame strike), Exterminate Ray (disintigrate), Endless Whirl (warding wind), Wave Dragon (cone of cold), Icicle Castle (ice storm).
She seems badass and would be a tough fight!!! Gowther was always my favorite and I'm very excited!
Published Subclasses
Another awesome addition! Man this is just fantastic :D
Had some free time after lunch today--so here's Diane.
Diane
Huge giant
AC: 19 (unarmored defense); HP: 161 (14d12 + 70); SPD: 30 ft.
STR: 26 | DEX: 14 | CON: 24 | INT: 13 | WIS: 14 | CHA: 14
Saving Throws: CON +9; WIS +5
Skills: Athletics +14
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Challenge Rating: 11 (7,200 XP)
Shapechanger. Diane can use her action to shrink into a medium giant-humanoid hybrid, or back into her true giant form. Diane’s statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed, except for her clothes. If she dies, she reverts to her true giant form.
Unarmored Defense. While diane isn’t wearing armor or using a shield, her AC equal 10 + her DEX modifier + her CON modifier.
Magic Resistance. Diane has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Diane’s innate spellcasting ability is WIS (spell save DC 12). She can cast the following spells, requiring no components:
At will: Mold Earth
1/day each: Erupting Earth, Move Earth
ACTIONS
Multiattack. Diane makes two giant’s fist attacks and one stomp attack.
Giant’s Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) if the target is prone.
Again lightspeed another magnificent rendition of the sins :D You are amazing man!
My only "critique" if you will, is the absence of Gideon, her war hammer that heightens her earth abilities. I noticed the others have their sacred treasures, but saw that Diane was missing hers! Maybe while wielding it her spell save uses her Wisdom modifier x2 or something? It just seems like she should have her sacred treasure, and anyone who knows of her abilities, or the DM makes it obvious that Gideon helps her earth spells, then the player's would strategize to wrestle it away from her grip to weaken her. Just a thought.
Still, great work!! Can't wait to see the others.
Published Subclasses
That's true. It was mostly intentional.
I'll point out that the other characters only have generic versions of their weapons. Escanor, technically, only has a battleaxe; not Divine Axe Rhitta. Meliodas just has a greatsword, not Dragon Handle or Lostvayne. The reason was that those artifacts should be made using the Magic Item design rules, but I'm just following the NPC / Monster design rules here.
So yes, Diane should have a a magic artifact called Gideon, but to do the artifact justice we'd have to design it as an independent magic weapon. In light of that, I opted to take Mephista's advice from earlier in the thread, and I designed her as a pugilist.