Spawn (5e Class)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
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8423cf125ae9e96595851b32fd82b9ed.jpg
Source: Spawn in MortalKombat

HellSpawn[edit]

In truth, in your previous life you were far from being a role model. You hurt others, acted in your own self-interest without considering the suffering you caused to innocent souls, demonstrating a total lack of compassion. Your actions led you to the underworld, where the weight of your evil came back to haunt you. Amidst the torment of the flames, a tempting voice offered you relief in exchange for fulfilling empty promises. Desperate to regain what you loved in your past life and frustrated by your failed attempts, you fell into the trap of these false promises.

The being who promised to restore your life was simply looking for a new slave for his infernal army, the Hellspawn, erasing your memories and forcing you to serve him in his plan to consume the worlds of the different universes with his hell. However, over time, every battle, every act of war reminded you why you were there, and that flash of consciousness awakened not only in you, but in all the Hellspawn. So it was that the rebellion broke out, with each and every Hellspawn rising up against the being that deceived them, unleashing an epic battle in the very heart of hell.

The evil being roared in fury at the rebellion of his perfect army, seeking to punish the Hellspawn in the most painful way possible. However, he found himself being outmatched by those he created to be his most powerful minions. He watched helplessly as the Hellspawn cornered him with his own chains, while the leader of the rebellion struck the final blow, ending his reign of terror.

With the fall of the oppressor, the plan to consume the worlds with hell came to an end. As the infernal plane crumbled, the Hellspawn found the opportunity to escape to new realms and forge their own destinies. Yet, in the midst of flight, one question lingered: what would be their purpose now? Although the answer was uncertain, the quest for redemption called to them, leading many to embark on a quest to make amends for their past sins.

Thus, between the legends of their heroic deeds and their search for a new purpose in good, the former denizens of darkness pondered their role in this new order. Even after they had fallen into evil, redemption offered a spark of hope, an opportunity to rewrite their destinies and embrace the role of the anti-hero with renewed purpose and determination.

Creating a Hellspawn[edit]

Are you a Hellspawn still looking for redemption? or perhaps you are the heir to one's mantle? Will you fight for good or evil? after all free will is your right now

Quick Build

You can make a Spawn quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution.

Class Features

As a Spawn you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: All weapons
Tools: None
Saving Throws: Constitution, Wisdom and Intelligence
Skills: Choose three from the following: Athletics, Insight, Intimidation, Perception and Religion

Equipment

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

  • (a) Chain Mail or (b) Leather, Longbow and 20 Arrows
  • (a) A martial weapon and a shield or (b) Two Martial Weapons
  • (a) A light crossbow and 20 bolts or (b) Two handaxes

Table: The Spawn

Level Proficiency
Bonus
Features Necroplasm Points Necroplasm Imbued Blows
1st +2 Infernal Physiology, Necroplasm, K7-Leetha 2+Wis
2nd +2 Will Forged In Hell, The Lord of The Night, Chains of Hell 4+Wis
3rd +2 Spawn Weaponry, Detect Evil, Necroplasm imbued blows 6+Wis d6
4th +2 Ability Score Improvement 8+Wis d6
5th +3 Extra Attack, Infernal Presence, 10+Wis d6
6th +3 Hell Fire, Infernal Punishment 12+Wis d6
7th +3 K7-Leetha Awakening, Hellspawn Aura 14+Wis d6
8th +3 Ability Score Improvement, Master of Deception 16+Wis d8
9th +4 Titans Killer, Control Over Life and Death 18+Wis d8
10th +4 Be Beyond Understanding 20+Wis d8
11th +4 I No Longer Fear The Light 22+Wis d8
12th +4 Ability Score Improvement, Control of Matter 24+Wis d8
13th +5 Unwavering 26+Wis d10
14th +5 Manipulation of Reality 28+Wis d10
15th +5 Ascension 30+Wis d10
16th +5 Ability Score Improvement 32+Wis d10
17th +6 34+Wis d12
18th +6 36+Wis d12
19th +6 Ability Score Improvement 38+Wis d12
20th +6 40+Wis d12

Infernal Physiology[edit]

From the first level, you don't have a soul, you lost it that day you were tricked by that infernal being, your existence is maintained thanks to the Necroplasm in you, your whole body is formed by this, thanks to this you have a superior body in several aspects, thanks to this you are immune to diseases and you don't need to feed yourself, you have resistance to poison damage and you can't suffer the condition of poisoning, you don't need to sleep either. You do not need to breathe, you simply retained your organs as a way of remembering your humanity, the lack of these will not imply any defect in you. Due to your infernal nature, you are severely wounded by the weapons of heaven, you have vulnerability to radiant damage.

Your strength is also superhuman. You can roll a d6 instead of the normal damage of your unarmed attack and get 60 feet of vision in darkness if you didn't already have it, in addition; you may use a two-hand and/or heavy weapon in one-hand for the purposes of duel-wielding or using a weapon as a weapon and shield where you gain proficiency in all melee attacks made with a Str-Based Melee Weapon on your turn.

Necroplasm[edit]

Starting at 1st level, your power feeds on your necroplasm points, Necroplasm was a creation of the Grand-Mal Demon known as Leviathan and is exclusive to the 8th Sphere of Hell. He used it to create a demon in his own image, known as Malebolgia (Evil), who turned against his master and usurped the 8th sphere on his own. This gave Malebolgia total control over the necroplasmic reserves and thus the ability to create a unique army of warriors known as Hellspawn, which he uses to tip the balance of power in Hell towards the 8th Sphere. All Infernal Spawn are entirely composed of the substance known as Necroplasm, which is in fact a form in which the otherworldly matter of Hell can manifest within the real world of Earth.

Some of your Hellspawn features require the target to make a saving throw, the DC is calculated as it follows: Spawn DC= 10 + your Wisdom modifier + your proficiency bonus. The amount of Necroplasma points you have is indicated on the table, you regain all your Necroplasma points after a short or long rest. Thanks to it you gain the following abilities:

  • Flurry of Slashes and Shots: Immediately after taking the Attack action on your turn, you can spend 1 point of Necroplasm to make one attack as a bonus action.
76558067-6830b900-647b-11ea-8171-04723c81f251.gif
source: Spawn in Mortal Kombat []
  • Speed Demonic: you can spend 1 point of Necroplasm to perform the action Disengage, Run or Dodge as an bonus action on your turn, and your jumping distance is doubled during that turn.
  • Mental Manipulation: Exercising your will over that of others is something common that your stay as a slave to the one who ruled your hell taught you, but it also helped you understand the minds of others. You can use telepathy, being able to speak mentally with any creature you can see also, by spending a point of Necroplasm you can also use Command
  • Teleportation: As an bonus action, you can spend one point of necroplasm to teleport 60 feet into an unoccupied space that you can see. You can use this function to get out of imprisoned or incapacitated condition and when you are attacked as a reaction, you can spend 2 necroplasm points and teleport behind the creature, avoiding its attacks and forcing it to make a Constitution saving throw; on a fail, you cause an explosion with your chain, causing the creature to fall face down and is pushed 5 feet taking fire damage equal to your Wisdom modifier, on a success the creature is not pushed or knocked over and and takes no damage. At level 12, you can spend 3 points of necroplasma and use teleport
76557369-323f0500-647a-11ea-836f-54a450879d4b.gif
source: Spawn in Mortal Kombat []
  • Necroplasma Explosions: As an attack action you can use 1 point of Necroplasma, you can cast bolts of this energy, you force a creature within range to make a Constitution saving throw against your DC, on a failure the creature takes 2d6 of Necrotic damage, on a success they only take half damage, you can also force creatures within 30 feet to make a Dexterity save against your DC, on a failure they take 2d6 + your Wisdom modifier necrotic damage and are stunned, on a success they only take half damage and are not stunned.
  • Reign of Madness(level 3): As an action you provoke the wildest thoughts and emotions of your enemies, force creatures within 30 feet to make a Charisma saving throw, on a failure all affected creatures be force to attack you until they either make the saving throw at the end of their turn or you hit 0 hit points, suffering 1d6 psychic damage at the beginning of their turns. This ability lasts 1 minute and you can use it a number of times equal to your Wisdom Modifier recovering all its uses in a short or long rest, alternatively, spending 1 point of necroplasm you can use Crown of Madness.
  • Invisibility (Level 3): By spending 2 points of necroplasm, as bonus action you can become completely invisible for 1 minute, you can hit creatures without the invisibility disappearing, but if you take damage, this invisibility is deactivated.
  • Intangibility (Level 4): By spending 1 point of Necroplasma as an bonus action you are able to manipulate the density of your body at will to become intangible. Thanks to this you can pass through objects and creatures as if you were a ghost, you are immune to non-magical physical damage in this state and take half damage from all sources until your next turn, if you want to maintain this state you must spend a point of Necroplasma to remain intangible for another turn. (If you are not in combat, your intangibility lasts 10 minutes, you will take 2d6 force damage if your intangibility is deactivated and you are inside a structure.)
  • HANDS OF HELL(level 4): By spending 2 points of Necroplasm you summon infernal hands that come out of the ground to trap your victims Within a range of 30 feet, you force the creatures to make a Charisma saving throw, on a failure the hands trap the creatures by tearing them with their claws and causing them to hear the terror screams of hell receiving 3d6 + your Wisdom modifier of slashing damage and becoming frightened for d4 of turns due to these. You can spend another 2 points of necroplasm to double the range of the hands and make the creatures make the save with disadvantage.
  • Aggressive Pursuit(level 5): By spending 3 points of Necroplasm, when a creature within 10 feet of you moves away from you as a reaction you summon 2 of your melee weapons from your armament, shooting out of the ground making one melee attack for every 10 feet the creature has moved.
  • Bestow Curse(level 5): As a action spending 1 point of Necroplasm you chose a creature within your reach, and that creature must succeed on a Wisdom saving throw or become cursed for 1 minute. When you use this function, choose the nature of the curse from the following options:

-Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

-While cursed, the target has disadvantage on attack rolls against you.

-While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

-While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

  • Fear Deployment(level 6): You are going to prove a point, those who claim to be brave simply forgot their fear of death, your job is to remind them. As an action, every creature within 30 feet that can see you must pass a Wisdom saving throw or be afraid of you until the end of your next turn. Alternatively by spending 2 points of Necroplasm you can use Phantasmal Killer

K7-Leetha[edit]

In the first level you get the K7-Leetha, a symbiotic suit with a life of its own, completely black, with white lines forming on its torso and face with glowing green eyes, its arms being covered by a spiked red armor and being crowned by a long red cape, being a living weapon, attacks of opportunity against you always have disadvantage, also you cannot be possessed by how jealous the suit can become, after all, you are its wearer and no one else. This suit cannot be torn from the Hellspawn by any means against your will, it will remain with the Hellspawn, as it has a life of its own, it will not leave its wearer no matter how much you force it. Thanks to K7-Leetha, you get the following benefits:

  • Over the skies: Thanks to the cape, you get flight speed equal to your movement speed.
  • Shape shifter: Your suit allows you to change its shape, being able to adapt different types of appearances, clothes and faces, also making you inmune to polymorphism.
  • Enhanced resistance: Your AC is equal to 10 + your Constitution Modifier + Your Wisdom Modifier and you have resistance to magical and nonmagical slashing, piercing, and bludgeoning damage.
  • Demonic Strength: You can use your Wisdom Modifier for attack and damage rolls instead of your Strength Modifier, you can also use your Wisdom Modifier on Strength checks and saving throws instead of your Strength Modifier.
  • Sense of Evil: this Symbiotic suit also has the ability to track enemies and grants precognition to its wearer, warning them of imminent danger. You cannot be surprised and you gain 30 feet of blindsight. Furthermore, the suit can change shape and retract at will according to the user's will.
  • Regeneration: The symbiotic suit grants regenerative abilities to its user. As an bonus action you can recover hit points equivalent to your 1d12 + your Constitution modifier. This infernal regeneration can regenerate lost limbs, even if you are decapitated you do not die and you can regenerate your head, only heavens weapons can negate the regeneration of the suit, making it so that every time you receive radiant damage you cannot use it until your next turn. You can use this ability a number of times equal to your Constitution modifier regaining all uses after a short or long rest.
  • K7-Leetha Layer: This red cape like your suit, has a life of its own, it has its own turn taking this one after yours, the cape's damage is equal to your unarmed strike damage. Also, when an opponent performs an attack action against you and hits you, as a reaction, your cape attacks the opponent if this attack hits, you force the opponent to miss (The cape has its own reaction).
  • Disorientation: Whenever you make a melee attack as a part of your attack action, on a turn you let your cloak move to cover your opponent's vision forcing the creature you are fighting to make a perception test against your DC, on a failure the creature is disoriented by your cloak making your attack roll go with advantage, on a success the creature is not disoriented and you do not attack with advantage.
  • Deflect Missiles: You can use your reaction to allow your cloak to deflect projectiles or ranged weapon attacks. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom Modifier + your Spawn level. If you reduce the damage to 0, you return the projectile to the creature that launched it and as part of the same reaction, you make this attack proficiently regardless of your weapon proficiency and the missile counts as a swift weapon for the attack. (you can spend your own reaction to double the damage if you succeed in returning it)
  • Ascends to Fall: As a action, in one swift movement you take your opponent's face, your cloak extends in all its maginificence, lifting you into the air along with your opponent, then falling and smashing your enemy's head into the ground, the target must make a Constitution saving throw against DC, if he fails, he takes 4d6 of blunt damage and is stunned until the start of his next turn. if he succeeds, he only suffers half damage and is not stunned. On a critical miss, you break the creature's skull, knocking it unconscious.
684385a1e952410ee15ac70922bc76e2.gif
source: Spawn in Mortal Kombat []
  • Catch Them All: You can order your cape to separate from you, by doing this you lose the benefits it grants you, the cape acts independently of you, when using its turn you can attack with it, make grab or push attempts as part of the same action stroke.

As an action, the cloak expands to trap the chosen creature, forcing it to make a Strength saving throw against your DC on a failed save the creature is is imprisoned, blinded and deafened because the cloak clouds its senses, it cannot use reactions due to its imprisonment, with a success it is not imprisoned and does not suffer the other effects. If a trapped creature wants to free itself, it will have to repeat the saving throw if it wants to achieve this objective. (The cape can expand without limit, adapting to the size of the creature)

You can spend the cloak's reaction to impose disadvantage on attack rolls against yourself or another creature of your choice. Your cloak has hit points equal to 1/4 of your maximum hit points, if the cloak is destroyed, you can spend 2 Necroplasm points to reform it again.

  • Peaks of Pain(level 5): As a reaction, they grow around your body sharp green spikes, which will tear anyone who comes close to attack you, if a creature attacks you receive 1d8 piercing damage for each attack made against you, also by growing these spikes, as an action you can ram creatures in a line of 30 feet with 10 feet wide, these must make a Strength saving throw, in case of failure they receive 2d8 piercing damage + your Constitution modifier and are pushed 10 feet and are knocked down, in case of success they only receive half the damage and are neither pushed nor knocked down.
  • The Chains of Meat(level 8): Your stay in hell made you see beyond cruelty... you understood that the flesh has chains that bind it, you simply decided to free it from these. You choose a creature within your reach, the creature must make a Strength saving throw on a success, you fail to catch the creature, on a failure you catch the creature and with a burst of necroplasm and the pressure of your cloak you begin to skin of the creature taking 2d6 blunt damage + 4d8 necrotic damage and must make a Constitution saving throw with disadvantage, on a failure the creature's skin is brutally torn off, receiving a penalty to its Constitution and Charisma modifier equal to your Constitution modifier.

Due to the excruciating pain the creature must make a Constitution saving throw when their turn comes to try to endure the pain, on a failure they fall unconscious for the pain, if a creature cannot fall unconscious they have disadvantage on all their saving throws. Creatures that witnessed this feat must make a Charisma saving throw on a failure, for 5 rounds they become frightened and drop their weapons trying to flee as far as possible from you out of fear (This does not affect your allies). You can use this ability a number of times equal to your Constitution modifier regaining all uses after a long rest.

At level 14th, if this ability reduces a creature to 0 hit points, the skin is crushed and torn to the bone leaving its skeleton, killing the creature instantly.

spawn-fatality.gif
source: Spawn in Mortal Kombat []
  • Executioner(level 10): The chains, a symbol stained by the evil ones, which represented the retention of evil, were corrupted by the evil ones, taking them and using them against innocent people, slaves, warriors and even people who did not deserve that prison, but you... you will return them to their true purpose, a fear that every evil feared has returned, those chains that restricted them.

As an action you can force creatures equal to your Proficiency modifier within a 60-foot area to make a Dexterity saving throw in a failure the creature is trapped by your chains and the chains mercilessly traverse the creature's body coiling like snakes concentrating a charge of Necroplasm causing an internal explosion in the Creature's body if it had armor the armor is destroyed and if the creature has defense without armor it leaves it under its benefit receiving 4d8 necrotic damage + 4d10 piercing damage and the creatures is incapacitated and cannot regain hit points for a d4 of turns. You can use this ability a number of times equal to your Constitution modifier regaining all uses after a long rest.

In a success, the creature suffers half damage and is stunned until its next turn. At levek 14th, if this ability reduces a creature to 0 hit points the explosion causes irreversible damage, shattering it to pieces and killing it instantly.

c1796f4a6036b2674b2aa00c1dcd3d2395247ba7.gif
source: Spawn in Mortal Kombat []

Will Forged In Hell[edit]

In the second level, having witnessed the greatest horrors of hell itself, your mind and will has hardened against most of the horrors of this world. You cannot be intimidated, scared or petrified, in addition to all the punishment you went through in your sentence, you gain resistance to fire and psychic damage. Also, by spending 4 hours doing light activity you get the benefits of complete rest.

The Lord of The Night[edit]

You are a creature of the night, the terror of darkness to those who do evil. At 2nd level When you are in darkness, you gain advantage on stealth tests, creatures have disadvantage on perception rolls to find you, when you are in low light or dark conditions, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in low light or dark conditions without spending Necroplasm. You will then have advantage on the first melee attack you make before the end of the turn, in addition, you can meld with the shadows, you move with or in the shadows equal to your movement speed, only magical attacks can hurt you if you are melded with the shadows.

In addition, as an action, you can spend 2 points of necroplasm to cast darkness, Pass without Trace and silence, without contributing material components. In addition, you get the minor illusion trick if you don't already know it.

Also, as an additional action, you can transform into a bat swarm getting a +15 to your movement speed and a +20 to your blindsight, being in this form you have points equivalent to half your maximum hit points when these points are reduced to 0 you return to your normal form with your normal hit points, in this state creatures have disadvantage to make attacks against you, as an attack action, you can fly at high speed causing a whirlwind of bats, forcing creatures within 30 feet to make a Constitution saving throw against your Dc, on failure they take 2d6 slashing damage + 1d8 necrotic damage and are knocked down, on success they only take half damage and are not knocked down. You can use this ability a number of times equal to your Wisdom modifier, you regain all uses after finishing a long rest.

36ea1102ec2ba29272f3832c33e0e528.jpg
source: Spawn, phone wallpaper []

Chains of Hell[edit]

At level 2, your symbiotic suit grants you chains that can immobilize people up to 30 feet, which you can even use as a weapon, these provoke a d8 piercing damage + your Wisdom modifier. With these chains you can force a maximum of creatures equal to your Wisdom Modifier within 30 feet to make a Strength saving throw on failure they are imprisoned and suffer the damage caused by the chain, on success they only receive half the damage and are not imprisoned. When the target is immobilized suffer 1d6 fire damage, each time the target fails the saving throw will suffer d6 fire damage and the hit die increases (The maximum is 6d6), if a person dies in this restricted state, the target and his items turn to ashes, although magic items remain intact. Chains are even capable of capturing incorporeal beings and their damage exceeds resistance and immunities.

Infernal lashes: as an action, by spending a point of Necroplasm, you summon chains that make 4 attacks to all creatures within a range of 30 feet, on a hit they must make a Strength saving throw on a failure they receive an extra die of damage and are pushed 15 feet.

Necroplasm Strike: as an bonus action spending a point of necroplasm, your chains shoot 2 orbs of pure neroplasm, forcing the chosen creature to make a Constitution saving throw, on a failure the creature receives 4d6 necrotic damage and suffers the condition of poisoning, on a success it only receives half the damage and not suffer the condition of poisoning. You can spend a point of Necroplasma to make the creatures make the save with disadvantage.

Spawn Weaponry[edit]

In the level 3, You can create any simple or martial weapon you are proficient with in your hand as an additional action by spending one point of Necroplasm. In addition you can make this weapon acquire the properties of any material you wish, but first you must study it for a full day to understand its essence and structure of the material, so you can apply it to your weapons (ranged weapons create their own ammunition). In your life as a hellspawn you have mastered every weapon you have ever picked up with your hand, this also includes firearms, if your Dm uses the firearms rules you are automatically proficient with them and you can create various options detailed below:

Tactical and lethal equipment(You start with a number of these equipments equivalent to your double Wisdom modifier, once you finish this reserve you must spend a point of Necroplasm to create and use again one of these equipments)

  • Explosives: As an action, you can throw this device into a space you can see within 30 feet. Each creature within 10 feet of that area must succeed on a Dexterity saving throw, taking 2d6 fire damage and 3d4 blunt damage on a failed save or half on a success. Alternatively you can try to throw these explosives at a specific creature, the explosives are also sticky, if you succeed in this objective the affected target will receive double damage.
  • Smoke Grenade: As an action, you can throw this grenade into a space you can see within 30 feet. 20-foot radius sphere of mist centered on a point of impact. The sphere extends around corners and its area is heavily obscured. Lasts for 1 minute or until a wind of moderate speed or greater (at least 10 mph) disperses it.
  • Stun Grenade: As an action, you can throw this device in a space you can see within 30 feet. Each creature within 15 feet of that area must succeed on a Constitution saving throw, on a failure all creatures are stunned, blinded and deafened until your next turn.

Secondary Weapons: (You start with a number of magazines for each weapon equal to your wisdom modifier, once this reserve is depleted, As a bonus action you must spend a point of Necroplasma to create a magazine and reload the weapon)

  • Pistols: The pistol is a light weapon, being able to be used with one hand, making it possible to carry duals. Ammunition (range 30/90), loaded and light. Its damage die is 1d8.
  • Sawed-off shotguns: This is a shotgun that you can carry in one hand, making you able to use duals on this one as well, being a sawed-off shotgun you have disadvantage when shooting at distances greater than 20 feet, instead, you have advantage when shooting at targets at 10 feet or less. Ammunition (30/90), reloading (2 shots), its damage die is 1d10.

Main Weapons: (Prerequisites: level 8, these weapons need to be used two-handed, due to their larger caliber, You start with a number of magazines for each weapon equal to your wisdom modifier, once this reserve is depleted, As a action you must spend 2 points of Necroplasm to create a magazine and reload the weapon.)

  • Assault Rifle: The assault rifle is a ranged weapon with automatic properties and two-handed properties, having a magazine of 60 bullets and firing 4 shots per attack action. Its damage die is 2d8 piercing damage (range 80/240).
  • Combat Shotgun: The shotgun is a ranged weapon, with the properties of ammunition (30/90), reloading (2 shots) and two hands. Its damage die is 2d8. You have no disadvantage on attack rolls when you make a ranged weapon attack with a shotgun at close range. In addition, a creature Large or smaller hit by a shotgun at close range must succeed on a Strength saving throw against your DC equal to the damage taken, or be pushed back 10 feet and lie prone.
  • Sniper Rifle: The sniper rifle is a ranged weapon with the properties of ammunition (range 150/350), reloading (10 shots) and two hands. Its damage die is 3d12. When you shoot through a scope with this rifle, you roll three advantage dice, instead of two, as long as you have advantage in the attack, plus it inflicts triple damage on a critical hit.

Heavy Artillery: (Prerequisites: level 13, heavy artillery is your most powerful and destructive caliber, suitable for enemy hordes and single target perdition, all this weapons inflicts maximum and critical damage to structures and vehicles, You start with a number of magazines for each weapon equal to your wisdom modifier, once this reserve is depleted, as an action you must spend 3 points of Necroplasm to create a magazine and reload the weapon)

  • Rocket Launcher: A weapon with great explosive power, as an action you fire the projectile,on impact will inflict fire damage in a 10-foot radius around the point of impact. Creatures within the blast radius must make a Dexterity saving throw against your DC, on a failure they take the damage of the weapon, being knocked down and pushed 10 feet on a success they only take half damage and are not pushed or knocked down. Cause 2d10 of fire damage, at a distance of 60/240 feet, ammunition (1 shot), reload.
  • War Machine: This weapon is a grenade launcher, this weapon fires explosive grenades that explode on impact, inflicting fire damage in a 10-foot radius around the point of impact. Creatures within the blast radius must make a Dexterity saving throw against your DC, on a failure they receive the damage of the weapon and are pushed 10 feet, on a success they only receive half the damage and are not pushed.. The grenade's base damage is 2d6 fire and a d4 piercing damage. Distance 60/240 feet, ammunition (capacity: 6), reload.
  • The Scythe: This is a weapon that instills fear just with its presence, it is nicknamed "Scythe" because it rips the life out of its victims without mercy like the weapon of death, the Vulcan M134 better known as minigun. A minigun has a capacity of 4,500 bullets the weapon inflicts 4d10 piercing damage. This weapon ignores all kinds of cover due to its high piercing. Ammo (range 40/240), burst, heavy, reload (45 shots), two hands, short burst (3), thanks to your strength you ignore the Stabilizing property.

As an bonus action you can make your attack roll with this weapon count for each of the creatures within a 60 feet cone. You reload this weapon as a full action by spending 5 points of Necroplasm

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[]

All these weapons are located in your pocket dimension with unlimited space exclusively for your weapons and ammunition you want to keep, no creatures or other objects can enter.

Detect Evil[edit]

At 3rd level a Hellspawn is able to sense evil as per the spell Detect Evil and Good, but it also works on humanoids, you also know their alignment, and a general idea of the crimes they have committed. You also have a Hyperawareness of Evil, you are able to feel and be aware of the anguish, misery and pain of the world on a large scale, you can know if someone is lying to you or if they have bad intentions against you or someone else, no matter how much they repress their feelings, emotions, they can't hide them from you.

Necroplasm Imbued Blows[edit]

At 3rd level Every weapon you pick up is imbued with your power making it much more powerful, when you use a melee or distance weapon you add d6 additional necrotic damage, the damage die will increase in subsequent levels as indicated in the table, also you can also add this die to your missile deflection function. At level 10, your Necroplasma Manipulation is unmatched, you can change the damage type to a damage of your choice, the additional damage will change to the chosen damage replacing the necrotic.

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.

Hellspawn Invocations[edit]

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source: Spawn #323 by Todd Mcfarlane []

When you reach 4th level, As a Hellspawn you can summon and control creatures of darkness, such as wolves, bears, and bats. But due to your nature these summonings are enhanced by your nature, being endowed with greater abilities than normal specimens, at level 6 the damage from your invocations is considered magical for the purposes of overcoming resistance and immunities. Being able to choose one of the following invocations at your service:

-Bats of Darkness: As a bonus action you can summon these bats, the bats are creatures of darkness endowed with enhanced abilities for stealth and information seeking in dark environments. You can spend a point of Necroplasm and summon a number of these bats equal to half your Wisdom modifier, if they are reduced to 0 hit points, they will disappear and you will have to summon them again.

  • Size: Small
  • Hit points: 1d4 + your wisdom modifier.
  • Armor Class: 11 + your proficiency modifier
  • Speed: 15 ft. on foot, 30 ft. flying
  • Bonus to Saving Throws: +2
  • Proficiencies: Nature, Survival, Perception
  • Immunities: Diseases, Charm, exhaustion
  • Resistances: Blunt, piercing and non-magical slashing damage
  • Vulnerability: Radiant damage
  • Languages: Understands Common and one additional language of the summoner's choice
  • Improved Stealth: Dark bats are adept at moving silently and going unnoticed in the dark. They have advantage on Dexterity (Stealth) tests performed in low light or complete darkness and can perform the hide and retreat action as an additional action. Creatures have disadvantage on Perception rolls to find the bats.
  • Keen Senses: Their acute sense of hearing and echolocation allow them to detect subtle sounds and detect the presence of hidden creatures. They have advantage on hearing-based Wisdom (Perception) tests and have 60 feet of blindsight and darkvision.
  • Telepathic Communication: They can communicate telepathically with the Hellspawn within a 150-foot radius, relaying information gathered during their exploration.
  • Bat Bites: bats are not made for combat, but they can force a creature to make a Constitution saving throw against your DC, on a failure they take 2d6 piercing damage, on a success they only take half damage. When using this trait, as a bonus action you can disable the bats and receive Necroplasm points equal to the damage caused.

-Hellwolves: As a bonus action you can summon the Hellwolves, the hunters adopted by the hellspawn, are great trackers and defenders in group combat. You can spend 2 points of Necroplasma to summon one or an amount equal to your Wisdom modifier at most, if they are reduced to 0 hit points, they will disappear and you will have to summon them again.

  • Size: Medium
  • Hit points: 1d8 x your wisdom modifier.
  • Armor Class: 12 + your wisdom modifier
  • Speed: 40 ft. on foot
  • Bonus to Saving Throws: +4
  • Attack Bonus: +4
  • Proficiencies: Nature, Survival, Perception
  • Immunities: Diseases, Charm, exhaustion, Fear
  • Resistances: Fire damage, Blunt, piercing and non-magical slashing damage
  • Vulnerability: Radiant damage and silver weapons
  • Languages: Understands Common and one additional language of the summoner's choice
  • Enhanced tracking: Hellwolves are experts at tracking prey. As an action wolves can detect the location of living humanoids, aberrations, undead, shapeshifters within 30 feet of you for one minute. You may use this trait a number of times equal to your Wisdom modifier.
  • Keen Senses: Their keen sense of smell and sight allows them to detect tracks and prey at long range. They have an advantage on Wisdom (Perception and survival) tests based on smell and sight.
  • Wolf Bite: The wolves take their action after Hellspawn's turn, being able to perform a bite melee attack action, in a impact they deal 2d6 piercing damage + 1d6 additional necrotic damage.
  • Group combat: Wolves of darkness are most effective when hunting in groups. When at least two wolves of darkness fight against the same target, they gain advantage to their attack rolls against that creature along with a +1 bonus to their attack and damage rolls.
  • Loyalty: As a reaction, wolf packs can interpose themselves in the middle of an attack against the Hellspawn or another ally if the Hellspawn orders them to do so, taking the damage of the attack instead of the target (this expends the wolf's reaction).
  • Improved Agility: When wolves are subject to an effect that allows them to make a Dexterity saving throw to take only half damage, they take no damage if they succeed on the saving throw, and only half damage if they fail.
  • Telepathic Communication: They can communicate telepathically with the Hellspawn within a 150-foot radius, transmitting information about tracked targets or hunting strategies in combat.

Doom Bears(Level 8): By spending 5 points of Necroplasm, as an action you summon 2 bears crowned with hellfire, endowed with great resistance and strength, built to receive damage and cause devastating attacks, if they are reduced to 0 hit points, they will disappear and you will have to summon them again. (These take their turn after the hellspawn's turn)

  • Size: Medium
  • Hit points: 1d12 x your wisdom modifier.
  • Armor Class: 13 + your wisdom modifier
  • Speed: 35 ft. on foot
  • Bonus to Saving Throws: +5
  • Attack Bonus: +5
  • Proficiencies: Nature, Survival, Perception
  • Immunities: Diseases, Charm, exhaustion, Fear
  • Resistances: These bears have resistance to all damage except their vulnerabilities
  • Vulnerability: Radiant damage and silver weapons
  • Languages: Understands Common and one additional language of the summoner's choice
  • Powerful Attack: Doom Bears are formidable in close combat. Its claw attack deals 2d8 slashing damage plus an additional 1d8 fire damage.
  • Aura of Doom: They emit a dark aura that punishes nearby enemies. Hostile creatures that begin their turn within 10 feet of the bears make their attack rolls with disadvantage.
  • Infernal Strength: Bears have advantage on Strength checks and Strength saving throws as well as a +2 bonus to their attack and damage rolls.
  • Clash of Forces: As an action both bears rise on their two legs and hit the ground with great force, forcing creatures in a 30 foot cone to make a Constitution saving throw, on a failure they take 3d6 bludgeoning damage + 2d8 of fire damage.
  • Infernal Vitality: The bears recover life points equivalent to your Wisdom Modifier on each of their turns, if they receive radiant damage this regeneration will stop for one turn.
  • Telepathic Communication: They can communicate telepathically with the Hellspawn within a 150-foot radius, transmitting information about tracked targets or hunting strategies in combat.

Extra Attack[edit]

Beginning at 5th level, you can Attack 2 times, instead of once, whenever you take the Attack action on your turn and also getting an additional reaction at this level

Infernal Presence[edit]

At 5th level, anyone with the Evil/Chaotic Alignment makes attack rolls with disadvantage and has disadvantage against saves against your Dc, plus you have advantage against any saving throws they force you to make and cannot cause you to suffer disadvantage.

Infernal Punishment[edit]

Starting at 6th level, your infernal strength keeps growing, making no evil escape from you. Your damage counts as magical for the purpose of overcoming resistances and immunities to non-magical attacks and damage.

mortal-kombat.gif
source: Spawn in Mortal Kombat []

Hell Fire[edit]

At 6th level, You gain the ability to manipulate both hellfire and normal fire, after all, your penance in hell has taught you what it is capable of, so you know how to exploit its potential in flames, which makes you the fire where all the wicked will burn. Thanks to this you gain immunity to fire damage, you also do not suffer the negative effects caused by fire, the cold does not affect you as much either because the flames of hell are eternal.

  • Field of Fire: As a action, you raise your hand calling to the flames, creatures within 30 feet must make a Constitution saving throw, on a failure they take 4d8 Fire damage, on a success they only take half damage. All creatures in this area will have to make the saving throw on each of their turns. This ability lasts 5 rounds and you can use it a number of times equal to your Wisdom modifier. You recover all uses after a rest. short or long. Creatures of evil/chaotic alignment, undead, aberrations, and demons take double damage
  • Wall of Fire: As an action you spend 4 points of Necroplasm and for one minute you create a wall of fire on a solid surface within range, you can make the wall up to 60 feet long, 20 feet high and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high and 1 foot thick, the wall is opaque and lasts as long as it lasts. When the wall appears, each creature within its area must make a Dexterity saving throw, if the saving throw fails the creature takes 5d8 points of fire damage, or half damage if the saving throw succeeds. One side of the wall, selected by you when you use this ability, inflicts 5d8 points of fire damage to each creature that ends its turn within 10 feet of that side or inside the wall, a creature takes the same damage when it enters the wall for the first time in a turn or ends its turn there, the other side of the wall does not inflict damage. (this does not affect your allies)
  • Fire Blast: As an action you spend 5 Necroplasm point, causing you to expel a large flare of hellfire from yourself like an explosion, forcing creatures within 30 feet to make a Constitution saving throw against your DC, in a failure they receive 3d8 fire damage being pushed 15 feet and remain lit in flames, causing them to be unable to recover hit points while they are burning, receiving damage equivalent to your Proficiency Modifier, the creature must spend its action if it wants to extinguish the flames, on success only they take half the damage and do not suffer the burn state, you can use this ability as a reaction by spending 5 Necroplasm Points, meaning that if the Constitution roll fails, any attack attempt against you fails apart from the aforementioned effects. (this does not affect your allies)
  • Purge: By spending 2 points of Necroplasm as bonus action, you create 3 pillars of fire 10 feet wide and 40 feet high. Each creature inside the pillars must make a Dexterity saving throw or take 4d8 + twice your Wisdom Modifier additional fire damage. On a successful saving throw, you take half damage. Creatures of evil/chaotic alignment, undead, aberrations, and demons take double damage and make the saving throw with disadvantage. (this does not affect your allies)

K7-Leetha Awakening[edit]

At 7th level, your symbiotic suit grows in power just like you, ready to combat any threat and punish sinners, granting you a great boost. You get the following benefits:

  • You gain advantage on Constitution and Wisdom cheks and saving throws.
  • You add your Constitution Modifier to your damage and attack rolls.
  • When you are subject to an effect that allows you to make any saving throw to receive only half damage, you instead receive no damage or conditions if you succeed on the saving throw, and only half damage if you fail
  • When you take Necrotic damage, instead of taking damage, you absorb it to heal any damage you would have taken, if it exceeds your hit points, they become temporary life points.
  • You gain resistance to any type of damage you choose. You can spend 3 Necroplasm Points to gain 2 temporary resistance and 1 immunity to one type of damage for 1 hour.
  • Your suit can keep you fighting despite serious injuries. If you drop to 0 hit points you don't die immediately, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point. Each time you use this function after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
  • Symbiotic Rage: the K7-Leetha responds to aggression in a much more aggressive manner, whenever you are going to take more than 50 damage, you can reduce that damage to 50 damage Force damage. You can spend 3 Necroplasm Points to take 50 points of damage and make a Constitution test against the spell or Attack and, if you pass, redirect 50 points of damage as force damage to the attacker. You can use this ability a number of times equal to your Constitution Modifier, you regain all uses after a long rest. You can use this function to cover creatures near you, As part of this reaction, you can grant this benefit to a number of creatures equal to your Wisdom modifier within 30 feet.

Hellspawn Aura[edit]

Starting at 7th level, every evil senses the presence of the punisher, all aberrations, undead, shapeshifters, werewolves, creatures with evil/chaotic alignment, etc within 15 feet of you take a penalty equal to your Wisdom Modifier to all of them saving throws, you can also spend 3 Necroplasm points to apply the benefits of Protection from Evil and Good to yourself and your allies within your aura for 1 minute.

Additionally, you can force all undead, aberrations, shapeshifters, etc. within 60 feet to make a Charisma saving throw, on a failure you gain control of them for 24 hours, making them follow your orders obediently to you, you cannot use this function with creatures with levels higher than yours. Most of these creatures do not act aggressively against the hellspawn unless it is their orders, being a monster like them, they do not show aggression against you unless you do.

Master of Deception[edit]

At level 8, As a being with both infernal and divine connections, you possess the ability to project illusions that can vary in complexity and realism. These illusions can affect the senses of sight, hearing, touch and even smell, creating sensory experiences that seem completely real to those who experience them. Thanks to this, you can choose a number of illusion spells equal to half your Intelligence Modifier, these spells spend Necroplasm points the cost is equivalent to the level of the spell(you can change them every short or long rest). You also gain proficiency with Deception but if you were already proficient, you double that proficiency, additionally you can add your Intelligence modifier to your save DC when dealing with illusionary abilities.

Apart from the chosen illusions, you can create your own illusions, see it as a personal touch. You can choose from the following options:

-False Assault: In combat you can outwit your enemies with the deception factor, you are replaced by an illusory clone to perform the supposed attack, while you take him by surprise. As an additional action when you make the attack action you spend a point of Necroplasma to create this clone you can force a creature to make an intelligence saving throw, on a failure, the creature is outwitted by your clone and you can make your attack rolls with advantage on hit the creature must make a Constitution saving throw, on a failure it receives double damage, due to the deception the creatures that failed the save can't react against you.

-Chaotic Illusions: As an action, you can conjure a chaotic illusion that takes on abstract shapes, constantly changing vibrant colors, or hypnotic geometric patterns that defy perception. Creatures within 30 feet must make an Intelligence saving throw, on a failure, for 5 rounds the illusions induce the condition of confused causing 2d6 + Intelligence Modifier of psychic damage in the affected creatures, rendering them unable to distinguish between the real and the illusory (this does not affect your allies). You can use this ability a number of times equal to your Intelligence Modifier, you recover all uses in a long rest.

-Illusory Cloning: As an additional action, you can create a number of illusory clones equivalent to your Wisdom Modifier of yourself around you, these clones remain active for 1 minute, they have half of your total hit points as Formula HP and Every time they are reduced to zero they disappear, but they form again when your turn comes. These clones appear identical to Hellspawn and can move and act independently, confusing enemies. The illusory clones of the Hellspawn are so realistic in appearance and behavior that it is extremely difficult to distinguish them from the real thing. Creatures must make a Wisdom saving throw against your DC to discern the real Hellspawn.

Illusory clones can be used to confuse enemies and divert attention from the real Hellspawn. They can perform basic actions, such as attacking, moving or reacting, you can also use them as a focus to cast your skills that use Necroplasm, for each clone you use as a focus, the cost of the skill will be added again and additionally when a creature is going to make a roll. attack against you, as a reaction you can exchange places with one of your clones, causing the creatures to make the Wisdom test if they want to know which Hellspawn is the real one.

Illusory clones can be detected and cleared by using illusion detection magic, such as the "See the Invisible" or "Detect Magic" spell. (You can use this ability a number of times equal to your Proficiency Modifier; you regain all uses after a long rest.)

-Shadow Mastery: As an action, you can conjure an illusion in a 60-foot area around you, taking advantage of the shadows present in its surroundings. This illusion takes the form of ghostly figures, shadowy creatures or dark and disturbing scenarios, creatures in this area must make a wisdom roll, on a failure, they are betrayed by their instincts. While this illusion is active you are invisible to affected creatures, the illusion does not require concentration, but if you double the time of this illusion, you will have to concentrate completely on it, not being able to use actions other than maintaining the illusion.

During 5 minutes, the affected creatures, will take as their new reality the combat against the illusory shadows together with a fake clone of you, receiving in each of their turns 3d6 + your Intelligence Modifier of psychic damage, but they will think that they are blows caused by the confrontation against the shadows and your fake clone, functions like blind vision and vision of tremor take this illusion as their new reality, so they are not aware of what happens outside this one. As an additional action you can make creatures affected by your illusion confuse others as the shadows, causing them to attack creatures unaffected by the illusion. (you cannot use this ability again until you complete a short or long rest)

Titans Killer[edit]

At level 9, It doesn't matter how big your enemy is the bigger they are, more harder will be the fall If a creature is larger than you, you gain a +2 bonus to attack and damage rolls, also all your damage dice increase by 1. For each size category the creature is larger, you add this benefit again (Large = +2 to attack and damage rolls , Huge = +4 attack and damage and so on). Your weight and thrust capacity counts as a giant creature and you get a +3 bonus to your Strength score.

9c1ceb95a1592e30df969b8ed604c713.jpg
source: SPAWN - COVER #314 by TONTON REVOLVER on ArtStation. []

Control Over Life and Death[edit]

At level 9, The scale of your power is on the rise, transforming and evolving into something more divine and in a way having miraculous traits, granting you a certain power over life and death. This grants you the following abilities:

  • Guardian Angel: You can prevent them from tearing, devouring or destroying the soul of a creature you can see, when you see a creature attempt to perform one of these actions against one or more creatures, you can use your reaction to force that creature to perform a Wisdom saving throw, in case of failure your infernal chains imprison the creature, gagging its mouth as if it were a crocodile, becoming incapacitated and taking 2d6 fire damage + 2d6 necrotic damage for a d4 of turns without having performed its task, saving the soul of the affected creatures, if the creature succeeds your chains are not able to imprison it making it perform its task
  • R.I.P: You can grant eternal rest to tormented souls by uttering the simple words "Rest in Peace." You force creatures such as undead, ghosts, and wraiths you can see to make a Wisdom saving throw against your DC with disadvantage, in a glitch all the undead return to their eternal rest, but this time in peace, making it so that if someone who summoned them cannot summon them under their control ever again. This has no effect on undead, ghosts and wraiths with levels higher than you, you can also spend a point of Necroplasm to make the saving throw with disadvantage
  • Mortorun Rex: by spending 3 points of Necroplasm you can use revivify and Greater Restoration, you can use your regeneration function to heal other creatures instead of yourself, being able to cure deadly diseases such as cancer, you can also cure madness, additionally you gain advantage on death saving throws and Additionally, if a creature within range of your touch is reduced to 0 hit points, you can spend a reaction to touch it and cause it to stabilize or die instantly and you also have the ability to talk with the dead, contacting their souls.
  • K7-leetha Hunger: For those facing off against a hellspawn, only the hunger of your symbiotic suit awaits. Whenever you reduce a creature to 0 hit points, you will have the option to devour its soul, making it unable to be revived except with the wish spell, by doing this process your symbiotic suit will form a large mouth with a row of sharp teeth. When you do so, you will gain half of its maximum hit points as temporary hit points and also recovering Necroplasma points equal to your Wisdom modifier.
  • Penance: One day you will have to answer for your actions and your executioner will not be so... merciful. As an action for the duration of the combat, you mold and transform the negative karma of your opponent's soul, creating insects that devour him from within, you choose a number of creatures equal to your Wisdom modifier the chosen creatures must make a Wisdom saving throw, in case of failure you roll a d8, the creatures take the result as a penalty to all their stats, in case of success the creatures do not suffer this effect. (You cannot use this ability again until you complete a long rest)

Creatures that have failed the saving throw, must make a Wisdom saving throw on each of their turns, in case of failure they receive 4d10 + your proficiency Modifier of Necrotic damage, this damage reduces the maximum hit points of the affected creature, in case of success the creatures only receive half of the damage. The damage increases to 8d10 at level 15 and 8d12 at level 19

Be Beyond Understanding[edit]

From level 10 onwards, none of your ability scores can be reduced, nor can your maximum hit points. In addition, each time you fall under the effect of exhaustion you can treat it as one level less than it really is and you get an extra 60 feet of movement speed.

Now your regeneration knows no limits Granting you certain immortality, it has reached an unsurpassed level, not even reality itself can make you pass into oblivion, if you die in combat or your body is destroyed Roll a d4, the result will be the days it takes for your body to regenerate and recover bringing you back to life, forming near your allies or a place that reminds you of your home in your past life.

I No Longer Fear The Light[edit]

Starting at level 11, your weakness to celestial weapons has disappeared, you will no longer fear the light, it will learn to fear you, from now on you are no longer vulnerable to radiant damage, instead you gain resistance to it, too. you gain immunity to being charmed, nor can you be blinded and gain immunity to psychic and fire damage. You can also have the penalty to your Hellspawn aura affect celestial and divine beings, who now have a penalty on their saving throws equal to your Wisdom Modifier.

Materialization[edit]

At 12th level, You have learned the ability to transmute the molecules around you to materialize any existing object, be it a box of wine or a box of cigars. A hellspawn is capable of manifesting any object imaginable as long as you understand its "essence" (size, weight, color, etc), you must spend a total of 8 hours studying the essence of an object in order to create it. Discuss the limits of this ability with your Dm, things like the cost of Necroplasma and how powerful the objects you can create are important details.

Alternatively you can spend 2 points of Necroplasma and use Create food and water but unlike this, this food does have a good taste. This new control also gives you a new range of possibilities, which are:

-Calculation error: by manipulating and changing the properties of matter, making the combination of energies not as calculated, you cause a caster's spell to explode in their face instead of successfully executing, as a reaction to spending 3 points of necroplasm, when they attempt to cast a spell you cause the caster to make a saving throw against their own DC, in case of failure, the spell becomes unstable and explodes in the caster's face and the caster takes the damage of his spell instead of the original target, in case of success the caster manages to stop the spell in time before the explosion, canceling the spell in the process, causing it to take no damage.

-Chlorokinesis: As an action, you can summon a vast forest in an area of one mile around exercising total control over it, this forest becomes hostile towards your enemies and you can give orders to the plants to attack your adversaries and you can detect the exact location and identity of each creature inside the forest, the forest is maintained for 8 hours or sooner if you decide to dispel it. (Once you have used this ability you cannot use it again until a week has passed due to the enormous attrition of the Necroplasm).

  • Natural Hostility: All enemy creatures entering the forest are treated as if they were in hostile terrain. The plants in the forest will actively attack enemies, causing damage and hindering their movement, the Dm controls how the plants and wildlife attack your enemies and the forest counts as difficult terrain for your enemies.
  • Lair Benefits: The forest created by this ability acts as your lair, granting you numerous benefits. You are always first on initiative turns, attack rolls against you have disadvantage and you have advantage on all saving throws, nor can you suffer the effects of disadvantage and .
  • Vegetable Prison: As a free action, you can command the plants of the forest to imprison creatures of your choice that are inside the forest. These creatures must make a Strength saving throw if they fail they are trapped and entangled by the plants and are unable to move.
  • Natural Poison: Alternatively, as an additional action you can cause plants in the forest to emit a paralyzing poison. Creatures within the forest must make a Constitution saving throw if they fail they suffer the effects of the poison, taking 10d10 poison damage and suffering the poison condition even if they are immune while in the forest.
  • Forest Fauna: Your summons are part of the forest fauna, they patrol and protect the area on your behalf, they will be controlled by the Dm as hostile fauna against your enemies, but you can also give them orders as you normally do. When they are in the forest they receive a bonus to their stats equal to half your Wisdom modifier and get resistance to all damage, if they are reduced to 0 hit points they will summon again in 1d6 rounds without the need to spend Necroplasm.

-Hydrokinesis: Wild and constantly changing, your Necroplasm materializes by taking on the fury of the seas, by spending one point of Necroplasm you can use Control Water and spending 4 points of Necroplasma you can use Create Water

  • Chaotic Wave: As an action by spending 5 Necroplasm points you can activate this ability and begin channeling your Necroplasm to cause a Tsunami even without water in the area, at the time of activating this ability the wave is 50 feet high and long along with 50 feet wide, forcing creatures within range to make a Strength saving throw on a fail, they take d20 + your Wisdom Modifier and are pushed 50 feet, on a success they take only half damage and are pushed back half its capacity.

Alternatively you can concentrate on increasing its power, by concentrating on each of your turns that you spend concentrating on the wave, it will increase its dimensions by another 50 feet and its damage die increases by 1. Alternatively, this The skill requires concentration to keep rising, if you lose concentration while channeling the skill, you may lose control over the growing wave, which could have disastrous consequences for you and your allies. (If you are in a place with enough water this ability does not cost Necroplasm)

Elemental Improvement[edit]

At 12th level you are beginning to establish a new mastery over your infernal power, when you use your Hellfire function you can change the type of damage the technique causes thanks to your control over the matter(No action required). Fire damage is replaced and will adding different effects depending on the damage chosen.

-Thunder: The damage of the chosen technique changes to thunder and if the creature fails the saving throw it will be deafened until your next turn.

-Lightning: The damage of the chosen technique changes to lightning and if the creature fails the saving throw it will be stunned until your next turn.

-Radiant: The damage of the chosen technique changes to radiant and if the creature fails the saving throw it will be blinded until your next turn.

-Wind: The damage of the chosen technique becomes force damage and if the creature fails the saving throw it is pushed and knocked back 20 feet.

-Cold: The damage of the chosen technique changes to cold, and if the creature fails the saving throw it will remain frozen The creature must make a Strength test against your Dc on each of its turns if it wants to free itself from the freezing.

-Necroplasm: The damage of the chosen technique changes to necrotic damage and if the creature fails the saving throw will get a reduction to your maximum hit points equal to your Wisdom Modifier.

-Acid: The damage of the technique changes to acid and if the creature fails the saving throw it will suffer a penalty to its AC equal to your Proficiency Modifier.

-Poison: The damage of the chosen technique changes to poison damage and if the creature fails the saving throw the creature will suffer the condition poisoned.

Unwavering[edit]

At 13th level, you gain proficiency with all saving throws. Additionally, each time you make a saving throw and fail, you can reroll the die and choose the result, you can use it a number of times equal to your Wisdom Modifier. It also stops aging and cannot be magically aged by any means other than a wish spell or similar magic and you cannot be cursed as your K7-Leetha protects the user from any evil against them, causing you to no longer be able to be cursed

Manipulation of Reality[edit]

At level 14th, You have reached levels that you did not think you were capable of, you are beginning to think that you are not something that is only responsible for punishing the scum of the world, it seems that you are something beyond, something that is beyond understanding Because you don't understand the extent of your abilities either.

  • Now Reality Can Be As I Wish: At your command, you can alter the perception of reality in every confrontation, every time you force a creature to make a saving throw against your Dc, you can make the stat for which the save must be made change to another chosen one, for example if you force a creature to make a Constitution roll, you can instead make the save be Strength, Dexterity, Wisdom, Charisma, or Intelligence. (You can use this trait a number of times equal to your Wisdom modifier + your proficiency modifier).
  • I'm The Only One Who Decide Here: It can greatly intervene in the actions of the world around you, as a reaction whenever you are forced to make a saving throw you can spend a point of necroplasm to succeed, alternatively if a creature is forced to make a saving throw; you can spend 2 necroplasm points to make it succeed or fail.
  • Space Time Control: Spending a point of necroplasm you gain the benefits of the Telekinesis spell but the carrying capacity is the same as your passive carrying capacity and this is not only limited to a single object or creature, you can affect a maximum number equal to your Wisdom Modifier, also by spending 4 Necroplasm points you can use Time Stop Variant.
  • Climate Manipulation: like the fury of a god you are able to control the weather. The hellspawn can target a single city, or a town and its surrounding farmlands that it can view with a Storm of Destruction as a full-round action. This works like the Control Weather spell, with a duration of 48 hours and a different target area, with the following exceptions. The effects created are not affected by season or location. If a thunderstorm is created, lightning strikes one creature and one structure per round, dealing 10d8 damage and may set structures on fire. Thunderstorms can be accompanied by rain, tornadoes, high winds, snow, or a sandstorm (although only in a desert environment). The Hellspawn, its allies, and any structures they are in will never be affected by any negative effects of the Storm of Destruction. This ability can be used once a month.

Ascension[edit]

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source: Naldz Graphics []

At 15th level, everything you have done, what you have accomplished and what your powers are capable of, you have wondered how that is possible so you decided to try to find out what your true reach really is, that's when it all hit you, the true understanding of how your powers work, that led you to ascension. From now on you are able to challenge the wicked and the celestial alike, you can no longer be killed by the weapons of heaven, even if they decapitate you, you will still be alive and able to regenerate without any problem, without a doubt the ascension brought you gifts.

  • Beyond Space and Time: you are immune to time stopping effects, you can use your teleportation to travel to any plane of existence you wish, your movement speed is doubled and as action spending 5 points of Necroplasm you get the benefits of haste.
  • Divinity: You gain a pair of angelic wings that you can activate and deactivate as an additional action, these grant you a bonus to your AC equal to your proficiency modifier and You can perform an attack with these, in a powerful flap you release a great wave of divine slashes, as part of your attack action you force creatures in a 60 feet area to make a Strength saving throw, on a failure they take 3d6 radiant damage + 4d12 slashing damage and are pushed 20 feet, on a success they only take half damage and are not pushed.
  • Divine Fortitude: your body has been empowered by the divine power, you now gain 30 feet of true vision and when you take Radiant damage, instead of taking damage, you absorb it to heal any damage you would have taken, if it exceeds your hit points, they become temporary hit points, also when you are reduced to 0 hit points you do not die, instead you receive hit points equal to d12 + your Wisdom modifier, you can use this trait a number of times equal to your Constitution modifier, you recover all uses after a long rest.
  • Celestial Veil: Your divinty protect you and your allies from any malicious intent against you, a friendly creature within 30 feet must make a saving throw, you and the creatures get a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus, if all of you suffer an area attack, using reaction you can reduce the damage by half.

The Legion (Optional)[edit]

At level 17, your K7-Leetha has revealed to you one of the greatest secrets that are hidden in your being, thanks to your divine ascension you have been able to unlock such power, within you is hidden the power of an army, a legion.

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source: The Comics series Scorched by Sean Lewis and Stephen Segovia []

As Hellspawn you have a large number of souls inside you, this number of souls are equivalent to the number of creatures that died at the same time as you, before you became a Hellspawn and all these souls were sealed inside you, but now you are able to release their power (this should be discussed with your Dm, it will also depend on your background how many souls are with you). As a complete Action, for 24 hours you summon all these souls as an army converted into hellspawns with all the skills and experiences and physical attributes that they had in their past lives, all of these souls have statistics and hit points equivalent to yours and possess up to level 5 of this class. The army is controlled by the Dm, but you can give them orders telepathically if you need them to do something specific.

Once you have used this ability, you cannot use it again until a full month has passed. (These souls only obey the Hellspawn, nothing more, they cannot be controlled or taken against his will)

Inexorable Judgment[edit]

At level 19, immortality and even divinity cannot save a person from you. Your abilities using Necroplasm ignore immunity and even absorption. In addition, all creatures are considered mortal to your attacks, while spirits and other beings without physical form take double damage from all your abilities.

Judge, Jury and Executioner[edit]

At 20th level

Divine denial: If one or more creatures are affiliated with a God and draw their powers from them, you can sever their connection to their God causing them to lose their powers, spending 8 necroplasm points as an action for one minute to transform an area 120 feet around into a place where no divinity without your consent can exert its influence, all connection between the chosen creatures and their god is completely denied, the god and the creature will not be able to regain the connection in any way unless the creature leaves the area, the beings Celestials become mortals in this area, seeing themselves weak as they lose the blessings of their god. (This area only affects chosen creatures within it, the Hellspawn is not affected by it and anyone else who is affiliated with a God will not be affected unless the Hellspawn decides so)

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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