Homebrew (HB) HellSpawn Species Details
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.
(HB) HellSpawn Traits
As a Spawn you gain the following class features.Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Ability Score
Your Constitution score increases by 1, and your Strength score increases by 2.
Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light
Alignment
Hellspawn might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many Hellspawn toward a chaotic alignment.
Necroplasm
A Hellspawn weighs over 450 pounds and is composed completely of Necroplasm. This fluid gives them superhuman strength, speed, and durability and even though they have organs, they are only for show. Your powers feed 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 Necroplasm points you have starts at 2+Wisdom Modifier and increases by two per your class level, and you regain all your Necroplasmic points after a short or long rest.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Deathless Nature
- You have escaped death, a fact represented by the following benefits:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You have advantage on death saving throws.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Life
You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Infernal Physiology
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)
Will Forged In Hell
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.
Symbiotic Armor Hellspawn (NGtE)
Hellspawn
While attuned to the Symbiotic Armor, it grants the following benefits in its Hellspawn state:
- Symbiotic Armor. You can not wear Armor. Your Armor Class equals 12 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Back from Hell. You gain proficiency with Martial Weapons and Firearms if you don't already have them.
- Dark Shroud. In an area of dim light or darkness you have advantage on Dexterity (Stealth) checks.
- Gift and Punishment. You gain proficiency in and have advantage on Wisdom (Insight) checks. Additionally, you can sense if you are within 30 feet of an evil-aligned creature.
- Vaporizer's Visage. You have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.
- Natural Ability. You can cast the following spells at will: entangle, alter self, speak with animals, fly and detect thoughts.
Cape Lash. As a bonus action, the crimson-red cape lashes out towards a creature within 30 feet of you that you can see and pulls it towards you. That creature must succeed on a DC 18 Dexterity saving throw or be pulled 20 feet directly towards you. You can use this feature a number of times equal to your proficiency bonus.
Necro Blast. As an action, you hurl a 4-inch-diameter sphere of necroplasm at a creature that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 2d8 necrotic damage. You can use this feature a number of times equal to your proficiency bonus.
Necroplasm. The suit has 9 charges. You can use an action and expend 1 or more charges to cast one of the following spells from it: misty step from an area of dim light or darkness to another area of dim light or darkness (1 charge), hold person at 3rd level (2 charges). K7-Leetha regains 1 charge at dusk and each time; you take necrotic damage from a hostile source, you reduce an evil-aligned creature to 0 hit points, for each hour spent within 30 feet of an evil-aligned creature, or for each hour spent on a Lower Plane.
The Lord of The Night
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 A 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.
Spawn Weaponry
As a bonus action, 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
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
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.
Hell's Comin' With Me
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 summoning's 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 Feats that can be added.
Infernal Presence
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
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.
Hell Fire
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.
Chains of Hell
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.
Hellspawn Aura
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
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.
Titan Killer
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.
Dragged Back To Hell
If a Hellspawn exhaust's its Necroplasm Points it is immediately killed and dragged back to Hell, no death saving throws.
Be Beyond Understanding
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.
Exorcist
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
When you reach your classes 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.
Elemental Improvement
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
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 Symbiote will absorb the curse and transform it into Necroplasm equivalent to the level of the curse for the Hellspawn with no negative effects to it.
Ascension
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.
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 Fury of the Heavens
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.
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Posted Jan 31, 2026Gamyu Shalamayne here, if you see anything here that needs updated please let me know. Its a wip and the source material was found off DnDWiki to the best of my ability. Some of the skills and feats were wayyy too powerful so I toned it down to be more reasonable. Thanks for viewing my Homebrew Species.