Spawn of The Power (5e Class)

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Spawn of The Power[edit]

"I lift my arms and the world trembles and cracks."

"My energy eclipses the stars."

"With might I bring perfect order."

"I am God's strength. The mightiest of all. The pinnacle of Power."

"I am the almighty."

—The Power

Infected by the Higher Power[edit]

Thepower.jpg
Avatar of The Power, art by Weird World

At the dawn of time existed a powerful diety, that for unknown reasons shattered into twelve parts, twelve siblings born as sets of twins. Still divine in their nature, those beings, called Apostles, started sending their avatars to the mortal planes to further their inexplicable goals through different means. One of which is infection - if the one infected by the Apostle survives the ordeal, it inherits traits of their parent. If not, it mutates into an aggressive monster; for this reason apostles are called the ancestors of many monster species. The changes that this induces in humans and other sentient races are supernatural at their core, and stable spawns - meaning those which did not lose control and turn into monsters - share similar, light urge to spread that infection further, diluting greatly it strength and potency. The reason for this is not really known, but the change is unusual in the first place, not one in hundred infected gains supernatural powers of any sort, just fall sick, and from those less than half remain themselves without turning into monsters. Taking into consideration that Apostles rarely come to the mortal planes, and monsters usually kill their prey, stable spawns are quite rare.

The second Apostle, also known as The Power, represents the concept of energy in the universe and have perfect control over it many forms, be it kinetic and potential energies, lifeforce, radiation, thermal energy, electricity or energy gathered in chemical bonds. Its spawns are very common, multitude of those having some form of manipulation of its specific category. True spawns are however very rare, as The Second do not sire any creature that will not present an offering of defeated foe before it. In this way it differs from other Apostles, as it is observed to be far more strict and demanding of its spawns, but more attentive and directly involved in their lives, rewarding for obedience with boons far outside what other Apostles grant.

Creating a Spawn of The Power[edit]

Before you make a spawn of The Power, ask yourself the following questions:

  • What was the event in which you were infected? How did it impact your life and psyche?
  • What do you think about your change? Do you feel like you are not a human anymore? Are you scared or thrilled by it?
  • What is your affinity with The Power? Is it an unknown thing to you, or did you and your people worship the twelve Apostles beforehand?
  • How do you plan to use your powers? Are you going to further your own goals, or are you going to be selfless in their use?
  • You beat many foes, overcome many obstacles, all strengthening you and making you more akin to your monster parent. Are you actively pursuing this affinity, or is it something that comes alongside your adventures? Are you anxious about it, or do you welcome this inhuman change with open arms?


Design Note: This class does not have subclasses, and was not created with subclasses in mind. Spawns of different apostles could be treated as subclasses of "Superhuman" class, but there is many differences and few common parts, so there is no point in making it that way.

Quick Build

You can make a Spawn of The Power quickly by following these suggestions. First, Strength/Dexterity should be your highest ability score, followed by Constitution. Second, choose the Solider background.

Class Features

As a Spawn of The Power you gain the following class features.

Hit Points

Hit Dice: 1d10 per Spawn of The Power level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spawn of The Power level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Sleight of Hand, Stealth, Survival

Equipment

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

  • (a) Two melee weapons of your choice or (b) One melee weapon and one ranged weapon and 20 pieces of ammunition for it
  • (a) scale mail or (b) leather armor
  • (a) explorer's pack or (b) dungeoneer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Spawn of The Power

Level Proficiency
Bonus
Features Monster Power Limit
1st +2 Energy Saturation, Fighting Style -
2nd +2 Monster Powers 1
3rd +2 1
4th +2 Ability Score Improvement 1
5th +3 2
6th +3 2
7th +3 2
8th +3 Ability Score Improvement 2
9th +4 2
10th +4 3
11th +4 3
12th +4 Ability Score Improvement 3
13th +5 3
14th +5 3
15th +5 4
16th +5 Ability Score Improvement 4
17th +6 4
18th +6 4
19th +6 Ability Score Improvement 4
20th +6 5

Energy Saturation[edit]

Starting at level 1, you underwent your first evolution and gained the powers from your monster parent. Energy suffuses your body, and even though you cannot yet use it directly, it strengthens you, making you physically stronger and more nimble than any creature of your build. You gain the following benefits:

  • Your carrying weight and the weight you can push, drag, or lift is doubled.
  • Your jump distance and jump height is doubled.
  • Wielding Heavy weapons does not confer any drawbacks to you, regardless of your size.
  • Wearing heavy armor does not decrease your speed, even if your Strength score is insufficient.
  • Your walking speed is increased by 5 feet.

Fighting style[edit]

Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Monster Powers[edit]

Starting at 2nd level, your connection to the Apostle allows you to use powers of its lineage. Some of those powers are trivial to use and expend little of your strength, while others are far more impactful and require a noticeable amount from you. You have a pool of energy, called Monster Power, that fuels some of your abilities. The amount of monster power you can have at most is shown on the Monster Power Limit column on the Spawn of The Power table. When you finish a long rest you regain Monster Power up to your limit. If a feature from this class calls for a saving throw, it's DC is equal to 8 + your proficiency modifier + your Strength or Dexterity modifier (your choice).

The connection to your Sire allows you an unique ability to absorb power from the world around you. Some features and abilities allow you to regain spent monster power, and you gain more of those as you level up in this class. You cannot have more monster power at any given moment that the limit shown on the Monster Power Limit column on the Spawn of The Power table. You start knowing three features: Lifeforce Drain, Empowered Attack and Absorb Power.

Lifeforce drain

When a creature is reduced to 0 hit points within 30 feet of you, you can use your reaction to regain one monster power.

Empowered Attack

When you hit a creature with an attack you can expend one monster power to deal an additional 1d6 Force damage to the target.

Absorb Power

When you take Fire, Lightning, Force, Radiant or Thunder damage, you can use your reaction to roll 1d6, add your proficiency bonus and reduce the damage you take by the number rolled. You also regain one monster power.

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.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spawn of The Power class, you must meet these prerequisites: 13 Strength or 13 Dexterity, and you must be infected by the second Apostle, its spawn or its chosen. Without being infected you cannot take levels in this class.

Proficiencies. When you multiclass into the Spawn of The Power class, you gain the following proficiencies: Light armor, Medium armor, Simple Weapons, Martial Weapons

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