Spawn (5e Class)
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Source: Unartist AI |
Hellspawn[edit]
“ | This is my destiny. This is what I chose to be. This world and its shadows belong to me. Now and forever... I am Spawn | ” |
—Albert Francis Simmons |
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. Yet, in the midst of their rest, a 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 atone for their past sins. Many remained as new rulers of the nine hells, becoming kings with the proposition of maintaining the balance. Others decided to seek their purpose beyond in other planes of existence.
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 and Intelligence. Second choose the Militant Assassin background. Optionally, you can ask your DM if he can include the The Flames Among The Darkness feature to add more excitement to the issue.
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: K7-Leetha (Description below)
Weapons: All weapons
Tools: 2 of your choice
Saving Throws: Constitution, Wisdom and Intelligence
Skills: Choose 3 from Insight, Medicine, Acrobatics, Stealth, Perception, Survival, Nature, Investigation
- 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
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 or damage 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, counts as one more size in your carrying capacity and thrust. You can roll a d6 of slashing damage instead of the normal damage of your unarmed attack. Additionally when you attack with your unarmed strikes using the attack action, you can make one additional unarmed strike as part of the same action. you get 60 feet of vision in darkness if you didn't already have it. Also you gain 5 feet of extra movement, it will increase with the level as shown in the table below.
You have been cleared of your mortality. You cannot die of old age or be killed. If you somehow die, instead of dying you Necroplasm it is dispersed for 1d4 days. After that time you will reform again making you come back to life near your allies or a place that reminds you of your past life. (If you are killed by radiant damage you must make a Constitution saving throw with a DC imposed by the DM; on failure, you will die without being able to return to life by this means)
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. Furthermore, the Necroplasm is allowed to manifest itself to the mortal world without violating the non-aggression pact between Heaven and Hell.
(Necroplasm cannot be taken from the Hellspawn, if this ability is somehow stolen the Hellspawn will not die, this energy uses the Hellspawn as a source so it will reform in 1 hour and the stolen energy will disappear after one day of not being with its carrier. The same applies to all your skills)
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.
- 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.
- Infernal Parry: As a reaction, you can spend 1 point of Necroplasm when a melee attack hits you. When you do this, make a damage roll with your weapon + your Wisdom Modifier + your Spawn level and subtract the result from the damage the attack inflicted on you. If you reduce the attack to 0 they take damage equal to the residual number of your parry.
- Mental Manipulation: Exercising your will over the will of others is a common thing that your sojourn as a slave to the one who ruled your hell taught you, but it also helped you to understand the minds of others. You can use telepathy, being able to speak mentally with any creature you can also see, you can also create a mental link with your allies being able to communicate with them up to a range of 1,500 feet. Also by spending a point of Necroplasm you can also use Command. At level 14, by spending 3 Necroplasm points you can use modify memory
- Teleportation: As a bonus action, you can spend 1 point of necroplasm to teleport 60 feet to an unoccupied space you can see. You can use this function to get out of an imprisoned or incapacitated condition and use it as a reaction when an attack is made against you. Additionally
as a bonus action or reaction you can spend 2 points of necroplasm and teleport behind the creature, forcing it to make a Dexterity saving throw; on failure, you cause an explosion with your chain, causing the creature to fall face down and be pushed 5 feet, taking fire damage equal to your Wisdom modifier; if you succeed, the creature is neither pushed nor knocked down and takes no damage. At level 14, you can spend 3 points of necroplasma and use teleport
source: Spawn in Mortal Kombat |
- Intangibility: By spending 1 point of Necroplasma as an bonus action or reaction 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.)
- Necroplasma Surge: By spending a point of Necroplasm, these blasts grant you a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and add your Wisdom modifier to its attack and damage rolls. Its damage is necrotic, and its damage die is a d6. In addition, this special attack can be used for any of the attacks you make as part of the attack action and your bonus attack action.
- Necroplasmic Execution (Level 3): As an action, by spending 2 points of Necroplasma you can force a creature within 60 feet to make a Dexterity saving throw, on a failure one of your chains impales the creature leaving it vulnerable to your Necroplasma charge, taking the damage of the chain and 4d6 of necrotic damage leaving it incapacitated until your next turn. On a success it only takes half the damage and is not incapacitated.
source: Spawn in Mortal Kombat [] |
- 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. (If you are not in combat, your invisibility lasts 10 minutes)
source: Spawn in Mortal Kombat [] |
- Reign of Madness(level 4): As a 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.
- Aggressive Pursuit(level 4): By spending 2 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.
source: Spawn in Mortal Kombat [] |
- HANDS OF HELL(level 5): 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 enemies 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.
source: Spawn in Mortal Kombat [] |
- Hellspawn Brand(level 5): As action spending 3 point of Necroplasm you chose a creature within your reach, and that creature must succeed on a Wisdom saving throw or be marked for 1 minute. When you use this function, choose the nature of the curse from the following options:
-Choose one ability score. While it is marked, the target has disadvantage on ability checks and saving throws made with that ability score.
-While it is marked, the target has disadvantage on attack rolls against you.
-While it is marked, 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 marked, 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 mark effect, but it should be no more powerful than those described above. The DM has final say on such a mark effect.
- Detachment of Boldness (Level 6): By spending 2 points of Necroplasma as bonus action you force a creature to make a Wisdom saving throw, on a failure the creature feels an immeasurable pain as if all the skin was ripped off receiving 3d6 necrotic damage + 1d10 fire damage and being stunned until its next turn and must make a Constitution saving throw with disadvantage or else receive double damage. On a success they only receive half the damage and not make the Constitution saving throw nor are they stunned. (due to the impact of this ability, it affects even creatures that are immune to being stunned)
source: Spawn in Mortal Kombat [] |
- 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]
source: Comics artwork, Spawn [] |
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:
- Enhanced resistance: Your AC is equal to 10 + your Constitution Modifier + Your Wisdom Modifier. Additionally, you cannot fall unconscious
- 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. Also at level 4, by spending 5 Necroplasm points you can use nondetection.
- 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 10 feet of blindsight. Furthermore, the suit can change shape and retract at will according to the user's will. At level 10, you get 20 feet of devil's vision.
- Regeneration: The symbiotic suit grants regenerative abilities to its wearer. As bonus action, you can recover hit points equivalent to your Constitution modifier. You can use this regeneration a number of times equal to your Constitution modifier, you recover all uses after a long rest. This infernal regeneration can regenerate even the lost limbs. Even if you are decapitated, you do not die, and you can regenerate your head. Lost limbs will disintegrate once the regeneration is used. Only celestial weapons can negate the regeneration of the suit, causing each time you receive radiant damage, you cannot use it until your next turn.
- 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.
- 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.
- Ascends to Fall(level 3): 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 3d6 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.
source: Spawn in Mortal Kombat [] |
- Fire Rain (Level 5): As an action, you can perform an attack with each of your ranged weapons, even if they have no ammunition, adding all their respective damage dice. You can use this ability once per round and a number of times equal to your Constitution modifier. These uses are restored after a long rest. Choose from the following shooting options when using this feature:
-Devastation: When you make a ranged weapon attack with your weapons, you can spray a 10-foot cubic area within range with shots, consuming ammunition equal to the number of shots. Each creature in the area must make a Dexterity saving throw (DC = 8 + your weapon attack bonus) or take normal weapon damage. If the target area is out of range, affected targets have advantage on the save.
-Concentrated: When you make an attack with your weapons, you can fire it at a target, consuming ammunition equal to the rapid amount. The target must make a Dexterity saving throw (DC = 8 + your weapon attack bonus). On a failed save, roll the weapon's damage dice twice and add them together, applying the relevant modifiers as usual. If the target is beyond normal range but within long range, they have advantage on the save.
source: Spawn in Mortal Kombat [] |
- 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 1d6 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.
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.
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 bonus 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.
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, As a bonus action, by spending a point of Necroplasm, you can create in your hand any simple or martial weapon with which you are proficient. Ranged weapons create their own ammunition. In your life as a Hellspawn, you have mastered every weapon you have held in your hand. This also includes firearms. If your DM uses the firearms rules, you are automatically proficient with them and can create various weapon options of Firearms, as detailed at the end of the class.
All of these weapons are located in your pocket dimension, which has exclusive unlimited space for your weapons and ammunition that 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. Alternatively, as bonus action you can read the minds of creatures. The creature must make a Wisdom saving throw if it wishes to resist this effect. On a failed save, you can read its thoughts and access its memories
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 and infernal parry 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.
source: Unartist_AI [] |
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.
Hell's Comin' With Me[edit]
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 Infernal 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. The Invocations are detailed at the end of the description of this class.
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 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.
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 do not suffer exhaustion in Extreme Heat environments, as detailed in Chapter 5 of the DMG, and you gain advantage on saving throws that deal fire damage. After all, by having a taste of hellfire, everything else seems lukewarm to you.
- Purge: By spending 4 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 4d10 of fire damage. On a successful saving throw, you take half damage. Creatures of evil/chaotic alignment, undead, aberrations, and demons make the saving throw with disadvantage.
- Field of Fire: As an 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 for 5 rounds, and you can use it a number of times equal to your Wisdom modifier. You recover all uses after a short or long rest. Creatures of evil/chaotic alignment, undead, aberrations, and demons take double damage.
- Fire Blast: As an action, you spend 5 points of Necroplasm, causing you to expel a large flare of hellfire from yourself like an explosion, forcing creatures within 15 feet to make a Constitution saving throw. On a failure, they take 3d8 fire damage and are pushed 10 feet; on a success, they only take half the damage and do not suffer the additional effects. On each of their turns, creatures that failed the save will be engulfed in your fire, taking fire damage equal to your proficiency modifier. Creatures cannot regain hit points while engulfed in your fire. Affected creatures must spend their action to extinguish the flames and thus avoid these effects.
You can use this ability as a reaction, which means that if the Constitution roll fails, any attempted attack against you fails apart from the aforementioned effects.
- Wall of Fire: As an action, you spend 4 points of Necroplasm and create a wall of fire on a solid surface within range for one minute. 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 for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, the creature takes 5d8 points of fire damage, or half as much damage on a successful save. One side of the wall, chosen by you when you use this ability, deals 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 on a turn or ends its turn there. The other side of the wall does not deal damage.
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.
- You become immune to Necrotic damage and all the negative effects that it causes.
- 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.
- 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.
- 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 + Proficiency Modifier, you regain all uses after a long rest.
Hellspawn Aura[edit]
Starting at 7th level, every evil sense the presence of the punisher. All aberrations, undead, shapeshifters, werewolves, creatures with evil/chaotic alignment, etc., within 10 feet of you take a penalty equal to your Wisdom Modifier to all of their saving throws.
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. 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 provoked.
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. 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.
You can make the following illusions:
- 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 bonus 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, by spending 3 points of Necroplasm, you can conjure a chaotic illusion that takes on abstract shapes, ever-changing vibrant colors, or hypnotic geometric patterns that defy perception. Creatures within 30 feet must make an Intelligence saving throw; if they fail, for 5 rounds, the illusions induce the confused condition, dealing 4d6 psychic damage to affected creatures and leaving them unable to distinguish between the real and the illusory (this does not affect your allies)
- Insectophobia: As bonus action, by spending 1 point of Necroplasm, for one minute you transform a poor creature's world into a horrible nightmare. You force a creature you can see to make a Wisdom saving throw. On a failure, the creature will feel discomfort, only to be horrified by the sensation of its body being devoured by insects from the inside. Its senses and mind are so affected that it will perceive that pain as if it were real, leaving it in a state of fright. Due to the potency of this ability, it affects even creatures that are immune to this condition. The creature must repeat the saving throw on its turn if it wishes to free itself from this effect, taking 1d10 psychic damage for each failed save.
- Illusory Cloning: As bonus 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 attack roll 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 Wisdom 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 saving throw, 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 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 bonus 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.
source: SPAWN - COVER #314 by TONTON REVOLVER on ArtStation. [] |
Judge, Jury and Executioner[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 a creature from tearing, devouring, or destroying the soul of another 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 make a Wisdom saving throw. On a failed save, your infernal chains imprison the creature, gagging its mouth as if it were a crocodile, rendering it incapacitated and dealing 2d6 fire damage + 2d6 necrotic damage for a duration of 1d4 turns, preventing it from completing its task and saving the souls of the affected creatures. If the creature succeeds on the saving throw, your chains are unable to imprison it, allowing it to perform its task.
- R.I.P: You can grant eternal rest to tormented souls by uttering the simple words "Rest in Peace." As an action, by spending 4 points of Necroplasm, you force creatures such as undead, ghosts, and wraiths you can see to make a Wisdom saving throw against your DC with disadvantage. On a failure, all these creatures return to their eternal rest, but this time in peace, ensuring that anyone who summoned them cannot summon them under their control ever again. This has no effect on undead, ghosts, and wraiths with levels higher than yours. You can also spend an additional point of Necroplasm to impose disadvantage on the saving throw.
- Mortorun Rex: By spending 5 points of Necroplasm, you can use revivify and also you can use Greater Restoration to heal other creatures, curing deadly diseases such as cancer and also curing madness. Additionally, you gain advantage on death saving throws. 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 either stabilize or die instantly. You also have the ability to speak 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 have the option to devour its soul, making it unable to be revived except with the wish spell. During this process, your symbiotic suit will form a large mouth with a row of sharp teeth. When you do so, you gain temporary hit points equal to half of the creature's maximum hit points and recover Necroplasm 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 opponents' souls, creating insects that devour them from within. You choose a number of creatures equal to your Wisdom modifier. The chosen creatures must make a Wisdom saving throw. On a failure, you roll a d8, and the creatures take the result as a penalty to all their stats. On a 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 at the start of each of their turns. On a failure, they receive 4d10 + your proficiency modifier of necrotic damage, which also reduces their maximum hit points. On a success, they 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. Additionally, each time you fall under the effects of exhaustion, you can treat it as one level lower than it actually is. Now, your regeneration knows no bounds, granting you a degree of immortality. Because of this, you are able to regenerate even against the effects of disintegration, and you also do not suffer the effects caused by radiant damage on your regeneration. Now, not even reality itself can consign you to oblivion.
Your K7-Leetha also demonstrates how formidable has become. Whenever she is in combat, she gains a number of hit points equal to her Constitution modifier and regains those hit points at the beginning of each of her turns. She cannot use this ability if she is already at maximum hit points.
Exorcist[edit]
At level 10, when you use your Detect Evil function, you can detect both spiritual and demonic possessions in mortal bodies. This ability allows you to identify the presence of evil entities that have taken control over an individual and are influencing their behavior. Additionally, you are more aware of evil in the world, detecting those fissures that endanger the world, you also get information on how this crack was caused and, at the DM's discretion, information on who caused it.
You can see portals that connect the mortal world with hell; this also grants you the ability to seal them. As an action, by spending an amount of Necroplasma points depending on the DM's discretion, your four chains of your symbiotic suit start repairing that fissure in reality, closing the portal successfully. (You can use this function to repair other similar effects that affect reality)
As an action, you can force the entity that is taking possession over another creature to make an Intelligence saving throw and a Constitution saving throw. If the creature fails the Intelligence roll, the entity will receive 4d6 psychic damage and lose control of the creature it is possessing. If the creature fails the Constitution saving throw, it will be separated and forcibly expelled from the creature's body.
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 and now you have 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.
Necroplasm Recovery[edit]
At level 11, you realize that running out of Necroplasm makes you easy prey, so you learned how to recover it, taking the evil of others to turn it into your strength. As bonus action, you can change the damage of your weapon to necrotic damage. You recover Necroplasm points equivalent to the necrotic damage caused. You can use this function for a number equivalent to half of your proficiency modifier, you recover all uses after 24 hours.
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. In addition, you can apply the properties of a metal you have studied to your weapons and ammunition. (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 less calculated, you cause a caster's spell to explode in their face instead of successfully executing. As a reaction upon spending 3 points of Necroplasm, when they attempt to cast a spell, you cause the caster to make a Intelligence 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 their 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, and causing themselves to take no damage.
-Primordial Fire: Thanks to these new horizons, you have reached the epitome of your hellfire control. You now control fire in an incomparable way. You gain the ability to control flames or extinguish them as bonus action and you are also granted the following benefits:
- Volatile Fire: Now, whenever you force a creature to make a saving throw that inflicts fire damage, this creature makes the save with disadvantage and when you make an attack that inflicts fire damage, as part of that action, you can spend 3 necroplasm points and force the affected creature to make a Constitution saving throw. In case of failure, it will receive one level of exhaustion.
- Burning Influence: When a creature makes an attack or spell that inflicts fire damage, by spending a point of Necroplasm, you can force the creature to make an Intelligence saving throw. On a failure, the creature's fire turns against it, receiving the damage of this attack or spell. On success, the creature manages to control its flames, avoiding this effect (this does not spend your reaction due to your prodigious control).
-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
- Geyser Bursts: As an action upon spending a point of Necroplasm, you create powerful geysers of boiling water, forcing creatures within 120 feet to make a Dexterity saving throw. On a failure, they take 2d8 force damage, are knocked prone, and pushed 10 feet back. The number of damage dice increases by 1 for each point of Necroplasm spent, and the distance pushed increases by 10 feet for each point of Necroplasm spent.
- 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)
-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 24 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 you cannot be the target of ranged attacks.
- 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, also suffering 2d6 blunt damage each turn they remain trapped.
- Natural Poison: Alternatively, as bonus 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 1d4 rounds without the need to spend Necroplasm.
Elemental Improvement[edit]
At 12th level you are beginning to establish a new mastery over your infernal power, when you use your Hell Fire function you can change the type of damage the technique causes thanks to your control over the Necroplasm (No action required). Fire damage is replaced and will adding different effects depending on the damage chosen. (You also have the freedom to create elemental techniques or attacks for your character's versatility as per your imagination, as long as the DM approves)
- 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. In addition, each time you make a saving throw, you can add your Wisdom modifier to that roll. You can use this function a number of times equal to your Wisdom modifier, you regain all uses after a long rest.
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, the K7-Leetha will absorb the curse and transform it into Necroplasma equivalent to the level of the curse for the Hellspawn with no negative effects to it.
Mastery over Reality[edit]
source: Comics artwork, Spawn [] |
At level 14, you have reached heights you didn't think were possible. You have been given the power of the universe in your hands, with every star, planet, and atom granting you their knowledge to establish your dominance. This bestows upon you the following skills:
- The Real Of The Unreal: As a bonus action for 10 minutes you can make your illusory abilities undetectable by effects such as true vision, see invisibility, detect magic, etc. You can use this function a number of times equal to your Intelligence Modifier, you regain all uses after a long rest.
- Untouchable: From now on, you decide what passes through your defense and what does not, by spending 1 point of Necroplasm and you can use Shield, apart from the benefits given, you cannot be the target of attacks to distance and makes it so that you cannot be moved or pushed against your will. Additionally, by spending 5 Necroplasm points you can use Wall of Force.
- 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, 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).
- 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 Intelligence Modifier, also by spending 4 Necroplasm points you can use Time Stop Variant.
- My Domain: The Hellspwan can direct a Storm of Destruction at a single city, or at a town and surrounding farmland that he can see, as a full round action. It works like the Weather Control 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, causing 10d8 points of damage and may set structures on fire. Thunderstorms can be accompanied by rain, tornado, strong winds, snow, or a sandstorm (though only in a desert environment). The Hellspawn, its allies and the structures they are in will never be affected by the negative effects of the Destructive Storm. This ability can be used once a month.
Hell On Earth[edit]
At 15th level, You have achieved mastery over your illusions to a level that reaches the divine, even being able to deceive reality itself. As an action, you create a vivid and terrifying representation of hell itself that affects all enemy creatures on the same plane of existence you are on. Hellspawn is fully aware of which creatures are in his domain, so he can decide which ones are affected and which ones are not. Additionally, your other illusory abilities do not cost Necroplasm while this ability is active.
Through concentration, the following effects are applied to enemy creatures for 1 hour:
- Welcome to Hell: Once per round, creatures inside Hell must make a Constitution saving throw. On a near miss due to the strong flames of damnation, the creatures will take 1 level of exhaustion and a d10 of fire damage per round. It can be stacked, increasing the damage by 1 and the exhaustion level by 1 for each failed save.
- Your Worst Fears: Within this realm lie the deepest fears and darkest nightmares of all beings. Any hostile creature within its confines will be compelled to undergo a Wisdom saving throw at the beginning of each turn, otherwise they will suffer the effects of Phantasmal Killer.
- The Past Always Returns: The creatures come face to face with a spectral version of themselves, representing the mistakes and sins of their past actions that torment them. The specter is controlled by the DM and has the same abilities, ability scores, and hit points as its non-infernal counterpart. The specter will attack its non-infernal counterpart by repeating traumatic events and reproaching it for all its sins, causing the creatures within it to This hell they are forced to face the consequences of their actions. If a creature is reduced to 0 hit points by the wraith, it will not kill it; it will stabilize at 1 hit point. However, it will be granted an insanity effect of your choice indefinitely or until you decide that its punishment has been enough.
- Your Own Hell: As bonus action, you can force a creature to make a Wisdom saving throw. On failure, for 1 minute the creature suffers the condition of confused, finding itself lost in a dark and twisted labyrinth that represents the lies and self-deceptions it has woven throughout its life. At every corner of the maze, she faces deceptive illusions that distort reality and lead her even further from the truth. Only by facing your own lies, fears, and accepting reality can you find a way out of the maze and free yourself from your self-imposed guilt. The creature can repeat the saving throw on each of its turns to try to free itself from this illusion, on a success the creature is freed from this effect and become immune to it for 24 hours.
Once you have used this function, you will not be able to use it again for 24 hours, and it will be available again after that time.
Ascension[edit]
source: Naldz Graphics [] |
At 16th level, Everything you have achieved, everything you have accomplished, and what your powers are capable of have led you to wonder how it is possible. You decided to discover what your true purpose in this world really is, and that's when everything made sense. The revelation came to you; from that moment on, you discovered that you are that balance, the grayscale in a world of black and white. You are able to defy both the wicked and the celestials; you can no longer be killed by the weapons of heaven. Even if you are decapitated, you will still be alive and able to regenerate without any problem. From now on and forever, you are Spawn.
- Beyond Space and Time: You gain a pair of angelic wings that you can activate and deactivate as bonus action, these grant you a bonus to your AC equal to a +2 and you are immune to time stopping effects, you can use your teleportation to travel to any plane of existence you wish, and your movement speed is doubled.
- Divine Fortitude: your body has been empowered by the divine power, you now gain 30 feet of true vision and you become immune to radiant damage. Also when you are reduced to 0 hit points you do not die, instead you receive hit points equal to d10, you can use this trait a number of times equal to your Constitution modifier, you recover all uses after a long rest. At level 20, you become immune to divine intervention.
- 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, the creatures get a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1), also as bonus action by spending 5 points of Necroplasm allies within the aura gain 1d10 hit points until his next turn.
- Divinity: You can choose a paladin or cleric subclass of your choice. Apart from the benefits of this subclass, you have access to the spell table of that subclass, each spell will have a Necroplasma cost equivalent to the level of the spell that grants you this subclass.
Additionally, you gain the ability to restore life to someone who has lost it. As an action, when spending 10 Necroplasm points, you touch a creature that has been dead for no longer than 200 years and died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This ability closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The function replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
This function can even provide a new body if the original no longer exists. In this case, you must speak the creature's name, and it appears in an unoccupied space you choose within 10 feet of you.
The Legion[edit]
source: The Comics series Scorched by Sean Lewis and Stephen Segovia [] |
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. As a Hellspawn, you have a connection with a large number of souls in the afterlife. The number of souls is equivalent to the number of creatures that died on the same day as you. All those souls formed a bond when you became a Hellspawn, but now you are able to call them and release their power (the number of souls should be discussed with your DM, and it will also depend on your background how many souls there are with you).
As an action, for 24 hours, you summon all these souls as an army converted into Hellspawns with all the skills, experiences, and physical attributes they had in their past lives. These summons have a bonus to their statistics equivalent to your Wisdom modifier, along with extra hit points equal to twice your hit points. The army is mostly controlled by the DM, but you can communicate telepathically with them in case you need to give directions.
These summons gain the following abilities of this class:
- Necroplasm
- K7-Leetha
- Will Forged in Hell
- The lord of the night
- Chains of Hell
- Spawn Weaponry
- Punishment and Infernal Presence
- Hellfire
- Titan Slayer
- Necroplasm Recovery
- Materialization
- Being Beyond Understanding
- Elemental Improvement
- Unwavering
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)
The Fury of the Heavens[edit]
At level 18, your divinity demonstrates its power, unleashing the fury of the heavens against your enemies as if it were the day of judgment, imparting judgment as both good and evil. As an avatar of divine retribution, your presence alone is enough to make the very air tremble with anticipation of the final reckoning. As a bonus action, a celestial and infernal aura surrounds you, manifesting as a radiant halo intertwined with dark, shadowy tendrils. This aura extends in a 120-foot radius around you, and within this area, you can choose which creatures are subjected to divine judgment. Allies feel a comforting warmth, their wounds mending and their resolve strengthening, while enemies are struck with a palpable sense of dread.
- Heavenly Hell Storm: Powerful thunder echoes in the sky, along with strong winds topped with a faint smell of sulfur. The area of your aura is considered difficult terrain due to strong winds and flying debris. Enemies creatures in this area have disadvantage on ranged attack rolls and Dexterity checks.
- Gale of Infernal Holiness: As an action, you spread your powerful angelic wings, causing powerful tornadoes within your aura. Each tornado occupies a space 10 feet wide and 60 feet high, forcing creatures to make a Strength saving throw. On a failure, they suffer 4d10 bludgeoning damage and are caught in the tornado, being pushed 15 feet horizontally and 30 feet vertically. If they succeed, they take half damage and are not dragged. Additionally, you can spend a point of Necroplasm to grant the benefits of your Elemental Improvement to these tornadoes, even being able to create a fire tornado.
- Judgment of Light and Shadow: As an action, you can call down beams of holy and infernal energy from the heavens. Each enemy creature within the aura must make a Dexterity saving throw. On a failed save, they take 8d10 radiant damage and 8d10 necrotic damage, or half as much on a successful save. Creatures that are hit by this judgment are marked with a sigil of their sins, visible only to you, which makes them vulnerable to your future attacks for 1 minute.
- Final Reckoning: Once per long rest, you can unleash the full power of your divine wrath. For 1 minute, you can use your action to target a single creature within 120 feet. That creature must make a Constitution saving throw. If they fail, they are reduced to 0 hit points as they are hit by divine fury. If they succeed, they take 10d10 radiant damage and 10d10 necrotic damage.
You can use the fury of the skies an equivalent number of times equal to half your proficiency modifier, you recover all uses after 24 hours.
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. Additionally, your Wisdom, Constitution and Intelligence Modifiers each increase by 4, breaking their normal limits.
King Spawn[edit]
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Upon reaching level 20, you become the King of Hellspawns, known as "King Spawn." Your power has transcended the boundaries of mortality and divinity, making you an imposing figure who dominates both heaven and hell. You are the scale of gray in a world divided into black and white, an impartial judge who confronts the forces of good and evil with equal fervor. Your presence is feared by both angels and demons, as they know that the balance of justice and retribution lies in your hands. As King Spawn, you possess the ability to control all infernal creatures, imposing your will upon beings that once only obeyed Satan.
- Absolute Banishment: As an action, by spending 5 points of Necroplasm, you can force creatures within 120 feet of aura to make a Charisma saving throw; on failure, a celestial, elemental, fairy, demon, or undead you can reach. With an impact, you attempt to take the creature back to its plane of origin. The creature must succeed on a Charisma saving throw or be sent back to its plane of origin (if it is not already there). If they are not on their home plane, undead are sent to the Shadowfell and elves are sent to the Feywild. If the creatures are on their home plane, they will be banished to a plane harmless to them for one minute.
- Aura of Supremacy: As an action, you can assert your control over all infernal creatures in sight. Undead, demons, aberrations, wights, shapeshifters within one mile must make a Wisdom saving throw. Those who fail the roll remain under your control for 1 hour, obeying your orders without questioning them. Creatures that succeed on the saving throw are stunned for 1 minute by your overwhelming presence. Additionally, you gain resistance to all damage dealt by celestials, gods, aberrations, demons, shapeshifters, undead, and wraiths.
- Bringer of the future: You can capture and store souls of deceased beings within a pocket dimension of your own creation. There is no limit to the number of souls you can have. You also have the ability to extract souls from other entities that hold them captive. As an action, you can bind a creature within 120 feet that contains a captive soul and force it to release it. The creature must make a Wisdom saving throw. If it fails, the soul is released and sent to your pocket dimension safe and sound. Alternatively, as an action, when spending 20 Necroplasm points, you can use Reincarnate on all the souls you have in your dimension
- Creator: You have gained the power of creation in all its glory. Once per day, at the discretion of the DM, you can create an entirely new plane of existence in your image and likeness. You can also use this ability to repair or recreate a plane that was previously destroyed. Additionally, you are capable of granting life. You can create a creature no larger than Large within 60 feet of you. You can decide its race, alignment, etc., and whether it is a loyal subject of yours or free to do as it pleases. It doesn't gain any equipment or spells unless you grant them to it at creation.
- Destroyer: I already saw what will happen, the countless horrors you will commit, I can end it here, before it begins. The cycle ends here and now, with one terrible act to prevent hundreds more. With an action you touch a creature. The enemy creature must make a Constitution saving throw with disadvantage, on failure you will roll a d4 to learn its punishment, on a success the creature only suffers 6d8 force damage and is stunned until its next turn. (When touching a structure, it will automatically fail taking the second effect)
- 1: The affected creature's maximum hit points are halved for 1 minute.
- 2: The creature loses its physical form as if it had never been born with it.
- 3: The creature loses its soul as if it had never been born with it.
- 4: The creature loses its mind as if it were never born with it.
Firearms[edit]
Source: Commando Spawn by alwayspressy on DeviantArt |
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. These reserves are replenished every 24 hours)
- 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. These reserves are replenished every 24 hours)
- 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.
- SMG (1800 gp): A SMG is a ranged weapon with the automatic, ammunition (range 30/90), burst fire, light and the reload (60 shots) property. 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. These reserves are replenished every 24 hours.
- Assault Rifle: The assault rifle is a ranged weapon with the automatic, ammunition (range 80/240), burst fire and reload (30 shots) and two handed properties. Its damage die is 2d10.
- 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. These reserves are replenished every 24 hours.)
- 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. (You reload this weapon as a full action by spending 5 points of Necroplasm)
-Crishing. When you make a ranged weapon attack with this weapon, you can spray a 10 cubic foot area within range with shots, consuming ammunition equal to the number of shots. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to weapon attacks) or take normal weapon damage. If the target area is beyond range, affected targets have advantage on the save.
-Fast. When you make an attack with this weapon, you can discharge it at a target, consuming ammunition equal to the rapid amount. The target must make a Dexterity saving throw (DC = 8 + your bonus to weapon attacks). On a failed save, roll the weapon damage dice 2 times and add them together, adding the relevant modifiers as usual. If the target is beyond normal range but within long range, it has advantage on the save.
Invocations[edit]
Source: Spawn #323 by Todd Mcfarlane |
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, Petrified, Restricted
- 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 bonus 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, Petrified, Restricted
- 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, Petrified, Restricted
- 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 receive a penalty to their attack and damage rolls equal to your proficiency modifier..
- 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.
The Flames Among The Darkness[edit]
Source:Gunslinger Spawn and Western Ghost Rider by MarcBourcier on DevianArt. |
If a Hellspawn is accompanied by a Ghost Rider, once per long rest they can initiate the synergy of "the Flames among the Darkness" by combining their energies as an action for 1 minute, forming a dynamic duo of avengers who now fight as one, granting the following benefits:
- Demonic Celestial Resilience: The Ghost Rider and Hellspawn have resistance to all damage except radiant damage and have advantage on all their saving throws.
- Heavenly Infernal Power: The Hellspawn and Ghost Rider gain an additional reaction and action. All of their abilities increase their range by 15 feet, also the DC of both avengers increases by 2.
- I've Got Your Back: The Hellspawn and Ghost Rider receive a bonus to their AC equal to a +2 and if one of them suffers an attack from an enemy creature, the other can react and make an attack against that creature, on a hit the creature receives the corresponding damage making his attack misses.
- Punish Evil: Undead, aberrations, shapeshifters, ghosts, and creatures with an evil or chaotic alignment are vulnerable to damage caused by Ghost Rider and Hellspawn and these 2 have an advantage in attacking them.
- No Evil Escapes Our Sight: The Hellspawn and Ghost Rider gain 60 feet of blindsight, magic vision and devilsight, along with 20 feet of truesight. Furthermore, neither can be surprised.
- Chained Attacks: Spending both actions, the Ghost Rider and the Hellspawn make an attack with their chains. On a hit, these cause 2d6 fire damage from the Ghost Rider and 1d8 necrotic damage from the Hellspawn. The affected creature must make a Strength saving throw. On a failure, the creature is restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns to free itself. On a success, the creature is no longer restrained
(this is an optional feature, it is done just to add more epicness to the matter, it does not need to be mandatory)
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Spawn class, you must meet these prerequisites: Constitution and Wisdom of 16
Proficiencies. When you multiclass into the Spawn class, you gain the following proficiencies: Insight and Athletics. Upon reaching level 2 you may add a +4 to your wisdom stat. You can add your hellfire chain to any weapon giving it 15 feet of range.
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