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LordErebus12
2014-06-07, 07:05 PM
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Hellspawn

Making a Hellspawn

Abilities:
Charisma is used heavily, as is governs most of the abilities and all of the invocations. Strength and Constitution is good for the more melee types, while dexterity is good for defense. Intelligence and Wisdom are important for skills.

Races:
Any. The character becomes a Hellspawn (See Below) upon entering this class.

Alignment:
A Hellspawn can choose any alignment, though many lawful evil.

Starting Gold:
5d4x10 (125 gp).

Starting Age:
As barbarian.

GAME RULE INFORMATION
Hellspawns have the following game statistics.

Hit Die: d8.

Multiclass Racial Restriction: This class is meant to be started with, beginning as a 1st level Hellspawn, since it includes its own race for the class. If another race decides to multiclass into Hellspawn, it loses all racial features of its base race, gaining all Hellspawn racial traits instead.

Class Skills
The Hellspawn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Religion, the Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Magical Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations


1st
+0
+2
+0
+2
Necroplasmic Body, Bonded Symbiont
---


2nd
+1
+3
+0
+3
Least Invocation
1


3rd
+2
+3
+1
+3
Staredown
2


4th
+3
+4
+1
+4
Infernal Lore +4
3


5th
+3
+4
+1
+4
Spontaneous Invocation 1/Day
4


6th
+4
+5
+2
+5

5


7th
+5
+5
+2
+5
Lesser Invocation
6


8th
+6/+1
+6
+2
+6
Mass Staredown
7


9th
+6/+1
+6
+3
+6
Powerful Build
7


10th
+7/+2
+7
+3
+7
Spontaneous Invocation 2/Day
8


11th
+8/+3
+7
+3
+7

8


12th
+9/+4
+8
+4
+8
Greater Invocation
9


13th
+9/+4
+8
+4
+8
Improved Staredown
9


14th
+10/+5
+9
+4
+9
Infernal Lore +8
10


15th
+11/+6/+1
+9
+5
+9
Spontaneous Invocation 3/Day
10


16th
+12/+7/+2
+10
+5
+10

10


17th
+12/+7/+2
+10
+5
+10
Diabolic Invocation
11


18th
+13/+8/+3
+11
+6
+11
Nightmare Incarnate
11


19th
+14/+9/+4
+11
+6
+11

11


20th
+15/+10/+5
+12
+6
+12
Spontaneous Invocation 4/Day
12




Class Features
All of the following are class features of the Hellspawn.

Weapon and Armor Proficiency:
Hellspawns are proficient with all simple and martial weapons. Hellspawns are proficient with all types of armor and shields (except tower shields).

Hellspawn can generate a symbiotic suit of armor, which is permanently bound to the body/armor magical item slot and cannot be removed. Because of this, they are not proficient with armor of any kind and cannot wear a suit of armor.

Bonded Symbiont
As the soul is bound with a necroplasmic body, it is also bound with a minor artifact. This artifact is bound to both the body and soul, becoming completely fused with them. It cannot be targeted separately and is treated as a natural part of the Hellspawn. The symbiont taps the Hellspawn into the dark powers that allow it to manifest its invocations, as well as having several of its own manifestations. The symbiont manifests as a living suit, which seems to spring out from the shadows around the Hellspawn. While wearing the symbiont, theSee below

Invocations:
A Hellspawn does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the diabolic energy that suffuses his soul, generated from the the symbiotic entity attached to it. A Hellspawn can use any invocation he knows at will, with the following qualifications:

A Hellspawn's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity (Unless otherwise noted, see Spontaneous Invocation below). An invocation can be disrupted, just as a spell can be ruined during casting. A Hellspawn is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Hellspawn can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Hellspawn's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Hellspawn's caster level with his invocations is equal to his Hellspawn level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Hellspawn's Charisma modifier. Since spell-like abilities are not actually spells, a Hellspawn cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and diabolic. A Hellspawn begins with knowledge of one invocation, which must be of the lowest grade (least). As a Hellspawn gains levels, he learns new invocations, as summarized on the table above and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in a later post.

At any level when a Hellspawn learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Hellspawn can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a Hellspawn can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Hellspawn can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or diabolic).

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hellspawns can qualify for some prestige classes usually intended for spellcasters, just as warlocks and dragonfire adepts are.

Necroplasmic Body (Ex):
Through perhaps the darkest ritual in existence, a mortal soul is bound together with both a body constructed from necroplasm and a symbiotic entity (minor artifact). Combined into some sort of unholy trinity, these three components creates a new creature. The creature is a native outsider, despite being created in the nine hells. The newly created Hellspawn has both a soul and body The necroplasm that makes up the majority of the body gives the newly created Hellspawn strength and durability, while only vaguely appearing as they once had. Generally they are badly burned or otherwise severely scarred, tattooed, or branded. Some appear skeletal, while others almost appear diabolic. Every Hellspawn appears distinct. Sometimes it corresponds to how they died, although not always. The new Hellspawn's body is quite dense, weighing about 450 lbs, despite only being around six feet in height.

The base creature's race changes to Hellspawn. They lose their original racial modifiers and gain the following traits of the Hellspawn:

Hellspawn traits:


+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: The Hellspawn's necroplasm body is strong and tough, but sluggish and heavy. of the infernal rebirth strengthens the body's muscles but weakens the mind.
Outsiders (Evil, Native): Despite their varied appearance, Hellspawn are native outsiders with the evil subtype. This does not mean their alignment must be Evil. Unarmed strikes and natural weapons are treated as evil aligned for the purposes of bypassing damage reduction and they radiate evil if detect evil is used on them.
Base Land Speed: 20 feet. However, Hellspawn can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Hellbound (Su): A devil has a claim on the Hellspawn's soul, despite it still being housed inside of the Hellspawn’s body. As a result, the Hellspawn can only be restored to life by a resurrection spell (or greater).
Automatic languages: Infernal. Hellspawn gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before their rebirth. Bonus Languages: Any.
Favored class: Hellspawn



Staredown (Ex):
A Hellspawn’s appearance is so terrifying that he is able to strike fear into his foes by his mere presence.

At 3rd level, the Hellspawn gains a +4 bonus on Intimidate checks and can demoralize an opponent as a move action, rather than a standard action (as described in the Intimidate skill description, page 76 of the Player's Handbook).

Infernal Lore (Ex):
Sometime between their death and their rebirth, the Hellspawn’s very soul was infused in the knowledge of the Nine Hells. The rituals and supernatural powers that caused this lore to be absorbed damages their minds, the Hellspawn’s memories of their past life are initially cloudy and broken. Eventually all these memories return to the Hellspawn in overwhelming bursts, as does the infernal lore imparted to them by their diabolic creators.

At 4th level, the Hellspawn gains a +4 insight bonus on decipher script checks involved with diabolic writings, on all knowledge checks dealing with diabolic lore, and on all spellcraft checks dealing with diabolic spells. At 14th level, this insight bonus increases to +8.

Spontaneous Invocation (Su):
The symbiotic entity bound to the Hellspawn can occasionally aid the Hellspawn with the speed of the Hellspawn’s invocations.

At 5th level, the Hellspawn gains the ability to manifest a known invocation as a swift action, instead of a standard action, which does not provoke attacks of opportunity. This ability can be used once per day. The Hellspawn gains another use of this ability at 10th (2/day), 15th (3/day) and 20th levels (4/day).

Mass Staredown (Ex):
A Hellspawn has sufficient presence that he can cow multiple foes with a glance.

At 8th level, when using the Staredown ability, the Hellspawn can demoralize all opponents within 30 feet with a single move action.

Powerful Build (Ex):
As the necroplasm within your body grows in power, so does your size. Your body becomes stronger; its muscles become thicker and more pronounced than before. Overall, this gives the Hellspawn a more physically impressive form.

At 9th level, the physical stature of Hellspawn reaches the point at which it lets them function in many ways as if they were one size category larger. Whenever a Hellspawn is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Hellspawn is treated as one size larger if doing so is advantageous to him. A Hellspawn is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Hellspawn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category, but not with another source of powerful build.

Improved Staredown (Ex):
Even a glance from the hard eyes of a Hellspawn is enough to give his foes pause.

At 13th level, when using the Staredown ability, the Hellspawn can demoralize opponents within 30 feet as a swift action.

Nightmare Incarnate (Ex):
You seethe with dark powers and intimidation; your mere presence is terrifies your foes.

At 18th level, all opponents that come within 30 feet must succeed on a Will save (DC 20 + Hellspawn's Cha modifier) or become panicked for 4d6 rounds (if they have fewer Hit Dice) or shaken for 4d6 rounds (if they have equal or more Hit Dice). Any opponent that successfully resists the effect cannot be affected again by the same Hellspawn's Nightmare Incarnate for 24 hours. This is a mind-affecting fear effect.



The Bonded Symbiont



Hellspawn
Level
Enhancement
Bonus
Special
Damage
Reduction
Regenerate
Wounds



1st
---
Regenerate Wounds
--------
1


2nd
---
Hardened Exoskeleton (Light)
1/Good
1


3rd
---

2/Good
2


4th
+1

3/Good
2


5th
+1
Spikes
3/Good
3


6th
+1

4/Good
3


7th
+1
Hardened Exoskeleton (Medium)
5/Good
4


8th
+2

6/Good
4


9th
+2
Weapon
6/Good
5


10th
+2

7/Good
5


11th
+2

8/Good
6


12th
+3
Hardened Exoskeleton (Heavy)
9/Good
6


13th
+3
Chains
9/Good
7


14th
+3

10/Good
7


15th
+3

11/Good
8


16th
+4

12/Good
8


17th
+4

12/Good
9


18th
+4

13/Good
9


19th
+4

14/Good
10


20th
+5

15/Good
10




Enhancement Bonus (Su):
The symbiotic suit has an enhancement bonus, equal to 1/4th of your Hellspawn level (+0 min, +5 max). This applies to all of its manifestations (see below).

Regenerate Wounds (Su):
The Symbiotic suit has the ability to regenerate the Hellspawn's body when wounded.

Beginning at 1st level, the Hellspawn can concentrate on healing its wounds as a standard action. This restores hit points just as fast healing does, but also allows limbs to be reattached, just like regeneration. This ability requires a successful concentration check (DC 10 + any damage dealt this round). When successful, the Hellspawn heals a number of points of damage equal to half his Hellspawn level (min 1).

Hardened Exoskeleton (Su):
The Symbiont can manifest a suit of armor, which quickly covers the entire Hellspawn in a tough carapace that thickens as the grows in strength.

As a swift action, the armor can be manifested equipped to the Hellspawn. It is treated as light armor, with an Armor Bonus of +3, a Maximum Dex Bonus of +6, and an Armor Check Penalty of -1. At 7th level, the armor thickens and is treated as medium armor, with an Armor Bonus of +5, a Maximum Dex Bonus of +4, and an Armor Check Penalty of -2. At 12th level, it becomes even tougher. It is treated as heavy armor, with an Armor Bonus of +7, a Maximum Dex Bonus of +2, and an Armor Check Penalty of -3. Furthermore, this class feature gains the benefit of the enhancement bonus.

Also, while this armor is equipped, the Hellspawn gains Damage Reduction to all attacks not dealt by a good-aligned source, equal to the number shown on the table above.

Spikes (Su):
The Symbiont can create razor-sharp spikes from its body to be used offensively and defensively.

As a free action, the suit can grow spikes from the Hellspawn's body, allowing it to make a special slam attack. This is treated as a primary natural attack, unless its is used in conjunction with a melee weapon, in which case its a secondary attack. It deals 1d6 piercing and slashing damage. The Hellspawn is automatically proficient with this natural attack. Furthermore, this class feature gains the benefit of the enhancement bonus.

Weapon (Su):
The Symbiont can create a weapon from its shroud, but doing so makes the Hellspawn unable to use the shroud.

As a swift action, the suit can convert the suit's shroud into a single melee weapon of the Hellspawn's choice. The Hellspawn must still be proficient with the weapon to properly use it. The Hellspawn can change the weapon's form as a swift action. Furthermore, this class feature gains the benefit of the enhancement bonus.

Chains (Su):
The Symbiont can launch several spiked chains that end in spiked skulls from the Hellspawn's body.

The Hellspawn gains the ability to launch and control up to four spiked chains as a standard action, making the spiked chains dance and move as it wishes. These chains can only make one melee attack as a standard action, although you can use all four of them as a full attack. These are counted as light weapon attacks, adding only 1/2 the Hellspawn's strength modifier to damage. In addition, the Hellspawn can climb its chains at its normal speed without making Climb checks. Furthermore, this class feature gains the benefit of the enhancement bonus.

LordErebus12
2014-06-07, 07:06 PM
Least Invocations

ALL-SEEING EYES
Least; 2nd
As the Hellspawn uses this Invocation, it's eyes seem to ignite with energy. It's eyes gains the ability to be able to read and understand all written languages, as well as drastically improving its vision of the world around it.

You gain the benefits of comprehend languages, albeit for written words only. Additionally, you gain a +6 bonus on Search and Spot checks. All-seeing eyes lasts for 24 hours.

CALL OF THE BEAST
Least; 2nd
As the Hellspawn uses this Invocation, it gains rapport with the beasts of the world.

You gain the wild empathy ability as a druid of your hellspawn level and can communicate with animals as if under the effect of speak with animals. This invocation lasts for 24 hours.

DARKNESS
Least; 2nd
As the Hellspawn uses this Invocation, Inky blackness appears from nowhere.

You can use darkness as the spell.

DEVIL’S SIGHT
Least; 2nd
As the Hellspawn uses this Invocation, it's eyes take on a dark greenish glow for an instant.

You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.

ENTROPIC SHROUD
Least; 2nd
As the Hellspawn uses this Invocation, it's shroud seems to come alive, partially enveloping the Hellspawn and actively deflects incoming incoming projectiles.

This invocation deflects arrows, rays, and other ranged attacks (as entropic shield). Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected. Furthermore, You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked.) This invocation lasts for 24 hours.

FIENDISH WHISPERS
Least; 2nd
As the Hellspawn uses this Invocation, the Hellspawn begins hearing the fiendish whispers coming from the symbiotic artifact, revealing secrets of the multiverse.

You gain a +6 bonus on Knowledge (arcana), Knowledge (religion), and Knowledge (the planes) checks for 24 hours.

HIDEOUS BLOWS
Least; 2nd
As the Hellspawn uses this Invocation, it manifests large spiked gauntlets of brimstone over its hands.

As a standard action, you can make a single melee attack. If you hit, the target suffers 1d6 points of unholy damage per two Hellspawn levels. This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the effect.

OF THE DEEPSEA
Least; 2nd
As the Hellspawn uses this Invocation, black gills sprout from the neck of the Hellspawn. The fingers and toes of the Hellspawn also become webbed, aiding them in swimming.

Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (and all other benefits derived from a swim speed, including a +8 racial bonus on Swim checks; see MM 311). You gain the ability to breathe water as well as air. This invocation lasts for 24 hours.

SEE THE UNSEEN
Least; 2nd
As the Hellspawn uses this Invocation, its vision is enhanced so that invisibility no longer fools the Hellspawn.

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. This invocation does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. This invocation lasts for a period of 24 hours.

SHROUDED NIGHTMARE
Least; 2nd
As the Hellspawn uses this Invocation, it's shroud begins to spread in all directions, as if it were now made of a black smoky fog instead of cloth.


A bank of fog billows out in a 20-foot radius around you when you use this invocation. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.

SPIDERWALK
Least; 2nd
As the Hellspawn uses this Invocation, its hands and feet grow a combination of sticky hairs, suction cups and spikes.

You can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. You must have its hands free to climb in this manner. You gain a climb speed of 20 feet; furthermore, you need not make Climb checks to traverse a vertical or horizontal surface (even upside down). You retain your Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against you. You cannot, however, use the run action while climbing. While this invocation is in effect, you are unaffected by webs (either mundane or magical). This invocation lasts for a period of 24 hours.

SUMMON SWARM
Least; 2nd
As the Hellspawn uses this Invocation, a swarm of bats, rats, or spiders bursts forth from the shadows to attack those nearby.

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. You may summon the swarm so that it shares the area of other creatures. If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The Hellspawn has no control over its target or direction of travel. This invocation has a duration equal to the number of rounds the Hellspawn concentrates.


Lesser Invocations

CURSE OF DESPAIR
Lesser; 4th
As the Hellspawn uses this Invocation in combination with a single touch, it delivers a horrible curse upon a touched opponent.

You place a curse on the subject. Choose one of the following three effects.


-6 decrease to an ability score (minimum 1).
-4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

The curse bestowed by this invocation cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters this curse. The touched subject can make a Will save against the effect; although, even if the save against this ability succeeds, the creature takes a –1 penalty on attack rolls for 1 minute.

ENDURE THE ELEMENTS
Lesser; 3rd
As the Hellspawn uses this Invocation, you begin radiating an unnatural aura which renders you partly immune to the ravages of the environment.

You suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.Your equipment is likewise protected. This Invocation doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Additionally, you radiate a small aura of warmth or cold; allies within 30 feet of you also benefit from this effect. This invocation lasts for 24 hours.

FELL FLIGHT
Lesser; 3rd
As the Hellspawn uses this Invocation, the shroud spreads out into smoke like wings of darkness.

You can fly at a speed equal to your land speed with good maneuverability for 24 hours.

FLAMES OF THE HELLFIRE WYRM
Lesser; 4th
As the Hellspawn uses this Invocation, Infernal runes appear inside of the Hellspawn's mouth and a small streams of smoke float out of the Hellspawn's mouth and nostrils. The Hellspawn can now exhale an infernal breath weapon.

You gain a breath weapon resembling that of a fire-breathing dragon. When you cast this invocation, you choose the shape of the breath weapon. A line is 5 feet high, 5 feet wide, and 60 feet long, while a cone is 30 feet long, 30 feet high, and 30 feet wide. Once you make the selection of shape, it is fixed for the duration of the invocation. Using your breath weapon is a standard action. The breath weapon deals 3d6 points of damage, plus an additional 1d6 points of damage for every two levels above 5th (to a maximum of 10d6 at 19th level). Targets in the area may attempt a Reflex save for half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic.

After using this breath weapon, you can't use it again for 1d4+1 rounds. (Using this breath weapon has no effect on your ability to use other breath weapons you might have, and vice versa). You can't have more than one dragon breath invocation active at the same time. This invocation lasts for 24 hours.


FLEE INTO THE SHADOWS
Lesser; 4th
As the Hellspawn uses this Invocation, the Hellspawn's shroud seems to become a black portal made of pure shadows through which the Hellspawn enters inside, before appearing elsewhere in another portal of darkness.

You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels).

NECROPLASMIC BLAST
Lesser; 3rd
As the Hellspawn uses this Invocation, the Hellspawn fires a ray of negative energy at a nearby target.

You can fire a 60 ft. ray of negative energy that deals 3d8 points of damage +1 point per Hellspawn level (maximum +15). Since undead are powered by negative energy, this invocation cures such a creature of a like amount of damage, rather than harming it.


PREPARED FOR THE WORST
Lesser; 3rd
As the Hellspawn uses this Invocation, it focuses on what is to come. The artifact seems to react to it, instinctively aiding that aspect of defense.

You gain a luck bonus equal to your Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level.

SHROUD UNSEEN
Lesser; 2nd
As the Hellspawn uses this Invocation, the Hellspawn's shroud wraps around the Hellspawn and vanishes from visible sight.

You can use invisibility (self only), except the duration is 24 hours.

SOULREAVING AURA
Lesser; 3rd
As the Hellspawn uses this Invocation, the air around the Hellspawn turns black as it floods with negative energy.

This invocation deals 1 point of damage to every creature in the area that has 0 or fewer hit points. Stable creatures that were at –1 to –8 hit points become dying, while creatures at –9 hit points die immediately. If any creature within 10 feet of you dies, you gain temporary hit points equal to its HD (maximum 10) for 1 round. This invocation has no effect on creatures that have 0 or more hit points. This invocation lasts for 24 hours.


Greater Invocations

CHILLING TENTACLES
Greater; 5th
As the Hellspawn uses this Invocation, it conjures forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims.

This invocation conjures a field of soul-chilling black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check (http://www.d20srd.org/srd/combat/specialAttacks.htm#grappleChecks), opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your Hellspawn level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check (http://www.d20srd.org/srd/combat/specialAttacks.htm#grappleChecks) each round on your turn to deal 2d6+4 points of cold and bludgeoning damage. The tentacles continue to crush the opponent until the Invocation ends or the opponent escapes. Any enemy that enters the area of the Invocation is immediately attacked by the tentacles. Even creatures who aren’t grappling (http://www.d20srd.org/srd/conditionSummary.htm#grappling) with the tentacles may move through the area at only half normal speed. Chilling Tentacles last for 10 minutes unless dispelled early as a standard action.


ENERVATING SHADOW
Greater; 5th
As the Hellspawn uses this Invocation, the Hellspawn's shroud cloaks and shields the Hellspawn from harm, while draining vitality from nearby foes.

This invocation grants you total concealment in any area that isn’t brightly lit (Example: it will not work in daylight or in the radius of a spell with the light descriptor). In addition, any living creature adjacent to you with this ability active must make a Fortitude save at the beginning of its turn or take a –4 penalty to Strength for 5 rounds. Once a creature is affected by enervating shadow, it cannot be affected again by your enervating shadow for 24 hours. The duration of this ability is 5 rounds, and it can be countered or dispelled by any light spell or effect of equal or higher level.

LEVITATING STRIDE
Greater; 4th
As the Hellspawn uses this Invocation, the Hellspawn's footsteps become supernaturally sure and supportive.

Your movement is unaffected by undergrowth or rubble of any kind, and you are immune to being entangled. You can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the Hellspawn’s feet hover an inch or two above the surface. (Hellspawn crossing molten lava still take damage from the heat because they are near it.) You can walk, run, charge, or otherwise move across the surface as if it were normal ground. If this Invocation is activated underwater (or while the Hellspawn is partially or wholly submerged in whatever liquid it is in), the Hellspawn are lifted toward the surface at 60 feet per round until they can stand on it. This invocation lasts for 24 hours.

TENACIOUS PLAGUE
Greater; 6th
As the Hellspawn uses this Invocation, the Hellspawn's summons forth a plague of locusts from the shadows.

You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee. You add your Charisma modifier to the Fortitude save DC to resist the swarm’s distraction ability. The attacks of any locust swarm summoned by this ability are treated as magic weapons for the purpose of overcoming damage reduction.

VOIDSENSE
Greater; 4th
As the Hellspawn uses this Invocation, the Hellspawn's eyes flash with a brilliant green light, shedding light equivalent to a torch for an instant.

You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 60 feet for 24 hours.


Diabolic Invocations

CASTER'S LAMENT
Diabolic; 8th
As the Hellspawn uses this Invocation, the Hellspawn's hands are covered infernal symbols and other dark sigils.

You can produce a break enchantment effect (as the spell) with your touch. You can only attempt to affect any single magical effect an ongoing spell, a permanent transformation, a magic item, or the like once per 24-hour period. In addition, you can use caster's lament to counterspell another caster's spell (of 7th level or lower) as if casting greater dispel magic.

DIABOLIC RESURRECTION
Diabolic; 9th
As the Hellspawn uses this Invocation, the Hellspawn holds forth a chunk of Diamond, Black Onyx or Jet worth 10,000 gp, which is used as a material component. The subject's body begins to leak darkness from the wounds, as if the damage was being burned away. After a few moments, the body regenerates to full health and the soul returns, awakening the subject from death. The shadow that is burned away is absorbed into the gemstone, before shattering into worthless dust.

You restore life to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the invocation must have been part of the creature’s body at the time of death. (For Example: the remains of a creature hit by a disintegrate spell count as a small portion of its body). The creature can have been dead no longer than 10 years per Hellspawn level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the invocation does not work; therefore, a subject that wants to return receives no saving throw.

Upon completion of the invocation, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. If this reduction would bring its Con to 0 or lower, it can’t be resurrected. This level loss or Constitution loss cannot be repaired by any means. You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.



IMPENETRABLE BARRIER
Diabolic; 7th
As the Hellspawn uses this Invocation, a wall of force springs into existence.

You can conjure a wall of force as the spell (PH 298) with this invocation. The wall is black and blocks sight of all kind. You can only have one impenetrable barrier in effect at a time. If you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed (such as by a rod of cancellation, a sphere of annihilation, a disintegrate spell, or a Mordenkainen’s disjunction spell), you take 1d10 points of damage.

PATH OF SHADOW
Diabolic; 6th
As the Hellspawn uses this Invocation, all those in willing contact with the Hellspawn are pulled into the interplanar space between the current realm and the plane of shadow.

To use this invocation, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level as a limit), but all must be touching each other. In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this invocation to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.


Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the invocation virtually useless for scouting or spying. Furthermore, when the invocation effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).


Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours. Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.


Each hour that you spend shadow walking with this ability, you regain hit points as if you had rested for a full day. This invocation lasts for 1/hour per Hellspawn level.

RETRIBUTIVE INVISIBILITY
Diabolic; 6th
As the Hellspawn uses this Invocation, the Hellspawn's shroud wraps around the Hellspawn and vanishes from visible sight. When dispelled, the shroud releases a blast of energy that deals damage to those nearby.

You can use greater invisibility as the spell, but you can target only yourself with the invocation. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-foot radius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).

LordErebus12
2014-06-07, 07:07 PM
I noticed that the warlock had much of the flavor and abilities of Spawn from the comics, so I figured I'd make a more tailored version for fun.

LordErebus12
2014-06-10, 01:01 PM
its starting to take a final shape...

Loek
2014-06-10, 01:27 PM
Sounds interesting (as far as that can be judged before the whole thing is completed).

My take one what is there so far:

Invocations: Interesting, especially the heavier focus on least/lesser invocations. I'd consider increase the levels they gain greater/diabolical invocations. Both to make the amount of invocations known progression a bit smoother and to keep them from matching the (more magic-y) warlock to closely.


New Invocations to come: I'm curious about these, but I think the following areas are probably not suited to be invocations (at least not easily):

resurrecting the dead (would still need some sort of material (and/or XP) component, which aren't normal for invocations)
shape-shifting (Is already a pain as a spell/ability, so at will it will be worse - will need a tightly nailed down list of forms or a clearly defined (and limited) list of what benefits it grants you)
portal creation (Might be okay as greater or diabolical - will need some limits (amount of portals/what the portals can transport/where they can lead to)
time manipulation (Some of the most powerful magic around messes with time... remember that a diabolical (dark) invocation generally will be a level 5-6 spell equivalent (in terms of what they imitate)
soul manipulation (Sound powerful, but can't really see how you intend this one, so can't decide yet)
reality warping (See time manipulation)
(for "reading minds" see my thread with some new stuff for the normal warlock here (http://www.giantitp.com/forums/showthread.php?348166-Some-themed-warlock-invocations).)


Base attack bonus: When I was looking through this, I was expecting a full BAB. Especially since the first thing that comes to mind when thinking of hell spawn is a warrior. (Would need to be balanced with the rest ofcourse... currently the (not yet defined) "hellspawn enhancement bonus" might compensate. Giving +20 to attack (combined with BAB) but with only 3 attacks.


Automatic languages: While clear for a being of another species that turns into a hellspawn, it doesn't really give you a nice list of languages for when you start with a hellspawn (of course you can pick some base race (probably a good idea for the background anyhow) but then you can go pick some races with massive amounts of languages... not really an issue, but something that I wouldn't like.


Hellspawn traits: The table isn't defined yet, so might less extreme than it feels like... But currently I'd be tempted to give it a LA... a substantial one at that...
My advice: Include the abilities (weapon/chain/shroud/regenerate wounds) as part of the class and split of the "change to another being" part to a template. (This also works against dipping)

stuff in the template: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence || Outsiders (Evil, Native) || etc (basically the stuff in the spoiler, granting infernal as a bonus language etc)

That said, the DR gets huge (even if it was included in the class I'd be tempted to lower it, by at least half?) especially if it is a race trait. The wound regeneration is extreme (assuming it's per round and truly regeneration and not fast healing - My advice: make it fast healing and do something like (class level / 4)).



My apologies if this sounds a bit negative, but currently it does seem to match with Spawn... but you have the remember he is practically (and in some part of the whole, truly) god almighty in that world. In general stuff like that doesn't really make for fun games in DnD.

Anyhow, curious about how this will all turn out.


[edit] Also, the shroud (a 9th level feature) beats up to 8th level light spells (a 15/16th level class feature)... seems a bit much... Might want to start with shadowy light conditions that beat level 3/4 light spells and maybe upgrade it at a higher level to provide better concealment and beating higher level spells?

LordErebus12
2014-06-11, 04:10 AM
Sounds interesting (as far as that can be judged before the whole thing is completed).

My take one what is there so far:

Invocations: Interesting, especially the heavier focus on least/lesser invocations. I'd consider increase the levels they gain greater/diabolical invocations. Both to make the amount of invocations known progression a bit smoother and to keep them from matching the (more magic-y) warlock to closely.


New Invocations to come: I'm curious about these, but I think the following areas are probably not suited to be invocations (at least not easily):

resurrecting the dead (would still need some sort of material (and/or XP) component, which aren't normal for invocations)
shape-shifting (Is already a pain as a spell/ability, so at will it will be worse - will need a tightly nailed down list of forms or a clearly defined (and limited) list of what benefits it grants you)
portal creation (Might be okay as greater or diabolical - will need some limits (amount of portals/what the portals can transport/where they can lead to)
time manipulation (Some of the most powerful magic around messes with time... remember that a diabolical (dark) invocation generally will be a level 5-6 spell equivalent (in terms of what they imitate)
soul manipulation (Sound powerful, but can't really see how you intend this one, so can't decide yet)
reality warping (See time manipulation)
(for "reading minds" see my thread with some new stuff for the normal warlock here (http://www.giantitp.com/forums/showthread.php?348166-Some-themed-warlock-invocations).)


Base attack bonus: When I was looking through this, I was expecting a full BAB. Especially since the first thing that comes to mind when thinking of hell spawn is a warrior. (Would need to be balanced with the rest ofcourse... currently the (not yet defined) "hellspawn enhancement bonus" might compensate. Giving +20 to attack (combined with BAB) but with only 3 attacks.


Automatic languages: While clear for a being of another species that turns into a hellspawn, it doesn't really give you a nice list of languages for when you start with a hellspawn (of course you can pick some base race (probably a good idea for the background anyhow) but then you can go pick some races with massive amounts of languages... not really an issue, but something that I wouldn't like.


Hellspawn traits: The table isn't defined yet, so might less extreme than it feels like... But currently I'd be tempted to give it a LA... a substantial one at that...
My advice: Include the abilities (weapon/chain/shroud/regenerate wounds) as part of the class and split of the "change to another being" part to a template. (This also works against dipping)

stuff in the template: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence || Outsiders (Evil, Native) || etc (basically the stuff in the spoiler, granting infernal as a bonus language etc)

That said, the DR gets huge (even if it was included in the class I'd be tempted to lower it, by at least half?) especially if it is a race trait. The wound regeneration is extreme (assuming it's per round and truly regeneration and not fast healing - My advice: make it fast healing and do something like (class level / 4)).



My apologies if this sounds a bit negative, but currently it does seem to match with Spawn... but you have the remember he is practically (and in some part of the whole, truly) god almighty in that world. In general stuff like that doesn't really make for fun games in DnD.

Anyhow, curious about how this will all turn out.


[edit] Also, the shroud (a 9th level feature) beats up to 8th level light spells (a 15/16th level class feature)... seems a bit much... Might want to start with shadowy light conditions that beat level 3/4 light spells and maybe upgrade it at a higher level to provide better concealment and beating higher level spells?

Well i realise spawn basically becomes a god, but that would be epic and does not really need to occur in this homebrew.

I was aiming for tier 3 with this, although im not super good at rating tiers. I got a lot of work to finish this. Its layed out in my mind.

Shroud will need to be rewritten, as it was just a conceptual idea. Something had to be wrote up for it and i was tired, so it isnt worked out right.

Its regeneration is closer to fast healing, but it requires concentration and consumes a standard action for each round its active. Its unlimited healing with the ability to reattach limbs, but only if you do nothing else but focus on healing.

LordErebus12
2014-06-13, 09:32 PM
Okay, got the class together. Its finally ready for review.
Sorry about the wait, but I was really busy.

The invocations are still in the works.

LordErebus12
2014-06-15, 02:49 PM
Invocations are finished.

The class needs a good PEACHing.