Spawn of The Power (5e Class)
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]
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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?
- 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.
Level | Proficiency Bonus |
Features | Monster Power Limit | Boons of Power |
---|---|---|---|---|
1st | +2 | Energy Saturation, Fighting Style | - | - |
2nd | +2 | Monster Powers | 1 | - |
3rd | +2 | Boons of Power | 1 | 1 |
4th | +2 | Ability Score Improvement | 1 | 1 |
5th | +3 | Second Evolution | 2 | 1 |
6th | +3 | Mastery over Energy | 2 | 2 |
7th | +3 | Skilled Warrior | 2 | 2 |
8th | +3 | Ability Score Improvement | 2 | 2 |
9th | +4 | Radiation Recovery | 2 | 3 |
10th | +4 | Third Evolution | 3 | 3 |
11th | +4 | Efficient Energy Manipulation | 3 | 3 |
12th | +4 | Ability Score Improvement | 3 | 4 |
13th | +5 | Outburst | 3 | 4 |
14th | +5 | Master Warrior | 3 | 4 |
15th | +5 | Fourth Evolution | 4 | 5 |
16th | +5 | Ability Score Improvement | 4 | 5 |
17th | +6 | Greater Boon | 4 | 5 |
18th | +6 | Crushing Assault | 4 | 5 |
19th | +6 | Ability Score Improvement | 4 | 5 |
20th | +6 | Fifth Evolution | 5 | 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 10 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.
- 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 Bludgeoning, 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. After that you regain one monster power.
Boons of Power[edit]
Starting at 3rd level, you start racking up achievements that draw interest of the 2nd Apostle, some of those enough for it to bestow blessings upon you. You can choose one of the Minor Boons, detailed at the end of this class' description. You can choose additional minor boons when you reach certain levels in this class, as shown in the Boons of Power column in Spawn of the Power table. When you reach new levels in this class you can exchange one of your known lesser boons for another. If a boon has a prerequisite, you must meet it to choose this boon. For example, if a boon requires you to be level 5+ Spawn of the Power, you can select this boon once you reach fifth level in Spawn of the Power class.
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.
Second Evolution[edit]
When you reach 5th level, your body undergoes second evolution, remaking it anew to contain all of your new power. You gain the following benefits:
- You can attack twice instead of once whenever you take the Attack action on your turn.
- You regain your spent monster power when finishing a short rest.
- You can now project waves of radiation with movements of your hands. You gain new attack option, which you can use instead of your normal attacks in your Attack action. This attack is a ranged attack with normal range of 60 feet and long range of 120 feet. It uses your Strength or Dexterity modifier (your choice) for attack and damage rolls, and its damage die is the same as your unarmed strikes' damage die(minimum of flat 1), and this attack's damage type is force.
Mastery over Energy[edit]
Starting at 6th level, you gain three additional ways of manipulating energy: Arc Lightning, Charged Weapon and Void Zone, all described below.
- Arc Lightning
When you hit a creature with an attack you can use your bonus action to expend one monster power and deal an additional 1d4 Lightning damage to the target and every creature of your choice in 10 feet radius around it.
- Charged Weapon
You can use your bonus action to funnel power through one weapon that you are holding, or through your hands, and expend up to three monster power. For each monster power spent you also reduce your Monster Power Limit by one, and all attacks made with that weapon or your unarmed strikes have bonus to damage rolls equal to the number of monster power spent, and you can change weapon's damage to Force, Fire or Lightning. This effect persists for an hour, until you let go of the weapon or until you dismiss it as a bonus action. If you end it with a bonus action, you reabsorb the lingering power, regaining the monster power expended for this feature. When this feature ends the reduction to your Monster Power Limit also ends.
- Void Zone
You can use your bonus action to absorb heat from your vicinity. In 5 feet radius around you liquids freeze instantly, nonmagical fires and heat sources are put out. You can choose to spend one monster power, at which point each creature in this radius (excluding you) must make Constitution saving throw, on failed save creature's speed is reduced by 10 feet and its AC by 2 until the end of its next turn. If any creature fails this save you immediately after regain the monster power spent for this feature.
Skilled Warrior[edit]
Starting at 7th level, through your numerable fights you learned to capitalize on your enemies' momentary distractions. Your attack rolls can score a Critical Hit on a roll of 19 or 20 on the d20. Additionally, when you score a Critical Hit, you siphon energy from your enemy, regaining one spent monster power.
Radiation Recovery[edit]
Starting at 9th level, you can funnel energy from any form of partial radiation to fuel your body, and directly channel it to relieve your exhaustion. If you spend at least one hour in daylight or within 5 feet from a heat source you do not need to eat or drink for that day. Additionally when you finish a short rest your exhaustion levels, if any, are reduced by one, and long rests reduce two levels of exhaustion now. Finally, when you expend hit dice as a part of a short rest to heal yourself, you treat any roll lover than your Monster Power Limit as your Monster Power Limit.
Third evolution[edit]
At 10th level, your body once again evolves to keep up with your growing power. The connection to your monster parent is now obvious, and your dreams are an indicator of it. You gain the following benefits:
- You can project energy from your body to maneuver yourself around. On your turn you have a flying speed equal to your walking speed and can hover.
- When you regain monster power roll 3d4. You gain that many temporary hit points.
- Your energy replenishes your vitality. Your Strength, Dexterity and Constitution scores cannot be decreased in any way.
Efficient Energy Manipulation[edit]
Starting at 11th level, your precision in manipulating energy allows you to implement it more efficiently. You gain the following benefits:
- When you use your Lifeforce Drain feature, you can do so when a creature is reduced to 0 hit points within 60 feet of you.
- When you use your Absorb Power feature, you can roll an additional 1d6 when reducing damage with this feature.
- When you use your Empowered Attack feature, you can add an additional 1d6 to the damage.
- When you use your Arc Lightning feature, you can add an additional 1d4 damage to each creature.
Outburst[edit]
Starting at 13th level, you can gather all of your power and unleash it all at once, with great effect. You gain four new features, which you can use as an action: Lightning Lance, Heat Flare, Earthquake Slam and Thunder Clap, all detailed below. You can use each of those features once and you regain the ability to do so after you finish a long rest. When you use those features, you always expend all of your monster power for them.
- Lightning Lance
You unleash a massive, red lightning bolt at a target that you can see within 60 feet of you. The target must make a Dexterity saving throw. If it fails, it takes Lightning damage equal to the number of monster power you expended times 4 of d6, or half as much on success.
- Heat Flare
You condense heat into a ball, and hurl it into a point within 60 feet of you. Each creature within 20 feet of that point must make a Dexterity saving throw. Creature that fails takes Fire damage equal to the number of monster power you expended times 3 of d6, or half as much on success.
- Earthquake Slam
You strike the ground under you, unleashing a shockwave that tears earth apart. An area in 30 foot radius around you becomes difficult terrain, and each creature within that area, excluding you, must make a Strength saving throw. Creature that fails take Bludgeoning damage equal to the number of monster power you expended times 2 of d6, or half as much on success. Creature that fails also have prone condition and its concentration is broken.
- Thunder clap
You clap your hands and create a wave of shattering pressure. Each creature in 30-foot cone must make a Constitution saving throw. Creature that fails takes Thunder damage equal to the number of monster power you expended times 2 of d6, or half as much on success. Creature that fails is also pushed up to 30 feet away from you, or only 10 feet if it succeeds.
Master Warrior[edit]
Starting at 14th level, the experience you gathered is so vast, that in any situation you find yourself in you know what to do. Your attacks cannot suffer from disadvantage.
Fourth Evolution[edit]
At 15th level, once again your body undergoes an evolution, breaking some limits you as a living creature posses, pushing you ever closer to your monster parent. You gain the following benefits:
- Your power sustains your body, so you do not need to eat, drink or breathe to live, and your aging is stopped.
- You constantly radiate suffocating power. When you roll for Intimidation, you can use your Strength or Dexterity (your choice) score for the total instead.
Greater Boon[edit]
At 17th level, your monster parent is almost pleased with your achievements, and grants you a boon to ensure you will reach your full potential. You can choose one of the Greater Boons, detailed at the end of this class' description. When you reach new levels in this class you can exchange your greater boon for another.
Crushing Assault[edit]
Starting at 18th level, your power flows like torrent, tearing through even the greatest defenses. When you deal Bludgeoning, Cold, Fire, Lightning, Thunder or Force damage you ignore resistances to those damage types.
Fifth Evolution[edit]
At 20th level, your body undergoes its final evolution. All your powers have manifested, and your connection to The Power is at its peak. You gain the following benefits:
- Your Strength or Dexterity (your choice when you gain this feature) score increases by 2, as well as the maximum for that score.
- You absorb energy directly from the higher plane. When you start a turn, you regain one of your spent monster power.
- You now can literally ride the lightning. You gain flying speed equal to twice your walking speed.
Minor Boons[edit]
Boon of Efficient Absorption[edit]
When you use your Absorb Power feature, you can roll additional 1d6 when reducing damage with this feature.
Boon of Reservoir[edit]
Your Monster Power Limit increases by 1.
Boon of Quickness[edit]
When you roll for initiative, you have bonus to the roll equal to your Monster Power Limit.
Boon of Light[edit]
You can use your bonus action to illuminate your body or extinguish it. While illuminated you shed bright light in 30 feet radius around you and dim light for additional 30 feet. Creatures of your choice have disadvantage when attempting to hide in this light.
Boon of Iron Will[edit]
Prerequisite: Wisdom score of 13
When making Wisdom saving throw, you have a bonus to the roll equal to your Monster Power Limit.
Boon of Indomitable Might[edit]
Prerequisite: Strength score of 13
When making Strength skill check or saving throw, you have a bonus to the roll equal to your Monster Power Limit.
Boon of Peerless Movement[edit]
Prerequisite: Dexterity score of 13
When you hit a creature with an attack roll using your Dexterity, you can immediately move up to a number of feet equal to five times the number of monster power you currently have, without provoking opportunity attacks. When you use this feature, you cannot do so again until the beginning of your next turn.
Boon of Reaper[edit]
Prerequisite: Spawn of the Power level 6+
When you use your Lifeforce Drain feature, you regain one additional spent monster power.
Boon of Conductivity[edit]
Prerequisite: Spawn of the Power level 6+
When you use your Arc Lightning feature, that feature's radius increases to 15 feet and you deal an additional 1d4 damage to each creature.
Boon of Lethal Heat Absorption[edit]
Prerequisite: Spawn of the Power level 6+
When you use your Void Zone feature, that feature's radius increases to 10 feet. Additionally if a creature fails the saving throw, it takes 2d8 Cold damage, or half as much on successful save. Finally, even if creature succeeds on the save its speed is reduced.
Boon of External Capacity[edit]
Prerequisite: Spawn of the Power level 6+
When you use your Charged Weapon feature, you do not reduce your Monster Power Limit for one of the monster power spent. For example, if you spend two monster power, your limit decreases only by one.
Boon of Big Hit[edit]
Prerequisite: Spawn of the Power level 6+
When you use your Empowered Attack feature, you can add an additional 1d6 to the damage.
Greater Boons[edit]
Boon of Invincible Body[edit]
You reduce all damage you take by the amount equal to your Monster Power Limit.
Boon Of Sacred Weapon[edit]
When you use your Charged Weapon feature, your damage increases by three for each monster power spend instead of one.
Boon Of Unyielding Devotion[edit]
You are immune to the charmed or frightened conditions, and you cannot be forced to use your reaction against your will.
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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