Abomination, Variant (5e Class)

Abomination

In some way, an abomination has part of another creature inside of it. It yearns for attention. It begs to be unleashed. An abomination may struggle with the conflict inside it, even developing schizophrenia sometimes. Abominations that learn more about their "heritage" find ways to let stress out by manifesting into whatever it is that makes them so stressed. Often times called monsters, people of this type aren't generally well received.

Creating an Abomination

Were they a scientist in a past life that made a mistake?
Perhaps a prisoner that was experimented on extensively, or mutated through witchcraft or magic?
Or perhaps the mark was self inflicted or by another party member as a last ditch effort to survive?
Either way, the abomination rarely willfully chooses to become such a thing.

Quick Build

You can make an abomination quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Outlander background.

Class Features

As a Abomination you gain the following class features.

Hit Points

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

Proficiencies

Armor:
Weapons: Simple and martial weapons
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose 3 from Athletics, Acrobatics, Insight, Perception, or Survival

Equipment

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

  • (a) 2 short swords or (b) a rapier
  • shortbow with 20 arrows
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Abomination

LevelProficiency
Bonus
Features
1st+2Stress, Unarmored Defense, Calm
2nd+2Retaliatory Strike
3rd+2Manifestation
4th+2Ability Score Improvement, Wrathful Gaze
5th+3Extra Attack
6th+3Absolution
7th+3Manifestation Feature
8th+3Ability Score Improvement, Damnation's Gift
9th+4Blood Bath
10th+4Calm Improvement
11th+4Manifestation Feature
12th+4Ability Score Improvement, Glutton for Punishment
13th+5Eternal Manifestation
14th+5Damnation's Gift
15th+5Manifestation Feature
16th+5Ability Score Improvement
17th+6Ageless, Blood Bath Improvement
18th+6Manifestation Feature
19th+6Ability Score Improvement
20th+6Abominational Monster

Stress

You try to hide your affliction while you can, but in battle, under torture or interrogation the stress may start building. The more stress you accumulate, the less of a grip you have on humanity.
You gain 1 stress point whenever the following occurs:

  • You are attacked
  • You take damage from any source
  • An ally takes damage from any source

Your stress cannot exceed your class level. In addition, whenever you receive healing from any source, your stress points are reduced by 1.
Certain features may require a saving throw. The DC for these is 8 + your proficiency bonus + your Constitution modifier.

Unarmored Defense

At level 1, if you are not wearing any armor your AC equals 10 + your Constitution modifier + your Dexterity modifier. Whatever curse or experimentation that was done to you has hardened your skin and provided your body with its own natural protection.

Calm

Beginning at level 1, your nerves try to keep things calm. Whenever you start your turn with 0 stress points, you gain temporary hit points equal to your proficiency bonus. You cannot gain stress points while you have temporary hit points.
At level 10, the temporary hit points you gain are now equal to your proficiency bonus + your Constitution modifier.

Retaliatory Strike

At level 2, sometimes it is just easier to let the stress out with a little bit revenge. Whenever you are hit by a melee attack, you may use your reaction and 1 stress point to make an attack against the creature that just hit you. You may use this feature a number of times equal to your Dexterity modifier. You regain all uses after you finish a short or long rest.

Manifestation

At level 3, you can no longer contain the stress when it reaches its max. You must choose a form this manifests into from the following: Lycan, Fiend, Enigma, and Hulk, each one is detailed at the end of the class description. When you reach your maximum stress points for your level, you immediately shapeshift into your chosen form. At the beginning of your turn, you lose 2 stress point while in your manifestation. Your manifestation gives you features when you choose it at 3rd level and additional features at 7th, 11th, 15th, and 18th level.

Ability Score Increase

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.

Wrathful Gaze

Beginning at level 4, your inner beast can always be seen through your eyes. As an action and 3 stress points, you can force one target that is looking at you to make a Wisdom saving throw. On a failed save, the target is stunned for 1 minute. The target may make a Wisdom saving throw at the beginning of its turn each round to end this effect. You must finish a short or long rest before using this feature again.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Absolution

Starting at level 6, you learn to manipulate your cells so you can heal yourself and keep up the good fight. As a bonus action, you chose an amount to reduce your stress points by, and gain hit points equal to the number of stress points used + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again.


Damnation's Gift

Starting at level 8, you are less your original race and more your manifestation at this point. When you reach 0 hit points, you can use a reaction and all of your remaining stress points to instead have a number of hit points equal to the amount of stress points used. You must finish a long rest before using this feature again.

Blood Bath

Beginning at level 9, others are at risk of your injuries. When you are bloodied, any creature that hits you with a melee attack must pass a Dexterity saving throw or take 2d12 necrotic damage from your blood that splatters on them.
In addition, while you are bloodied you may attempt to fling, throw, shake your blood onto all creatures around you within 5 feet. As an action, you project you blood from the injuries you've sustained and all enemies within 5 feet must pass a Dexterity saving throw or take 2d12 necrotic damage as blood is splashed onto them.
At 17th level, this damage increases to 3d12 + your Constitution modifier.

Optional Feature: Monstrous Hide

Optional Feature: Monstrous Hide
Rather than gain the normal 9th level feature, this option is for players that would rather have a defensive option to play with.
Beginning at level 9, when you are hit by a melee weapon attack, you can use your reaction and add your proficiency bonus to your AC, forcing your opponent to miss you instead. You can only use this feature when you are bloodied.

Glutton for Punishment

Starting at level 10, the joy of protecting allies thrills you. When an ally within 5 ft. of you is hit by a melee attack, you can use your reaction to have the attack hit you instead.

Eternal Manifestation

Starting at level 13, maintaining your manifestation has become appealing. At the start of your turn, if you are in your manifestation, you may choose to lose 1 stress point instead of 2.

Damnation's Gift

Starting at level 14, you are less your original race and more your manifestation at this point. When you reach 0 hit points, you can use a reaction and all of your remaining stress points to instead have a number of hit points equal to the amount of stress points used. You must finish a long rest before using this feature again.

Ageless

At level 16, you've learned how to manipulate your metabolism. You cannot age normally or magically and you no longer require to sleep, eat or drink.


Inhuman Bondage

At 18th level, you use your curse to decimate your enemies. As an action, and 15 stress points, you create an aura that surrounds you for 1 minute. Enemies that start their turn within 30 ft. of you make a Wisdom saving throw. On a fail saved, they take 2d6 Psychic damage and become restrained; if they pass they take half damage and are not restrained. You must finish a long rest before using this feature again.

Abominational Monster

Starting at 20th level, you control the thing inside you. You can freely shapeshift into your manifestation during your turns and back to your normal form as you like. You no longer lose stress points do to being in your manifestation anymore.

Manifestations

Due to the curse or experiments, there is no telling what end there is to the list of manifestations possible. You could have been infected by a lycanthrope, or experimented on with demon blood, or the Raven Queen herself could cursed you. Other abominations in world have been heard of by great adventurers to include those with multiple limbs, tentacles growing out their face, or even growing wings and breathing fire.

Lycan

You are worse than a lycanthrope. Their existence is due to a curse but yours is unknown. If born out of some unfortunate event, why are you not just a lycanthrope subject to the same curse as them? Why didn't the thing that cursed with this affliction tie you to the moon's control? As an abomination, no other lycanthrope wants to deal with you. The first time you manifest is a pivotal moment with friends. They see you for what you really are-not quite humanoid, though not quite lycan. Just an abomination.

Feral Kind

Starting at level 3 when you select this manifestation, you gain the following features:

  • You gain an additional 20 ft movement speed.
  • You get a +2 to your AC
  • You grow claws that deal 1d6 slashing damage and when you are in your manifestation they deal 1d8 slashing damage. At level 5, your claws are treated as magical for the purposes of overcoming damage reduction. Your claw damage increases at level 9 to 2d6/2d8, and at level 17 to 3d6/3d8.
 *The damage type of the Beasts' Bile and Rain of Blood trait is acid.
  • You know the poison spray cantrip. You may cast this a number of times equal to your Constitution modifier. All uses are restored after a long rest.
  • Creatures restrained by your Inhuman Bondage are surrounded and attacked by ghost hounds. Ghost hounds deal 1d8 bludgeoning damage and disappear when hit. All ghost hounds disappear at the start of your turn.
  • your manifestation's traits become apart of you at all times. You have blindsight to 15 ft.
  • 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. You can't discern color in darkness, only shades of gray.
  • You have advantage on Wisdom (Perception) checks that rely on smell.

Beast Armor

Beginning at level 7, the lycanthrope curse protects you more in multiple ways. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. In addition, your AC is equal to 11 + your Dexterity modifier + your Constitution modifier.

Multi-Attack

Starting at level 11, when you use the Attack action, you may attack four times instead of twice.

Pack Tactics

Starting at level 15, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Lycan Alpha

Starting at level 18, the animosity of lycanthropy presents itself to you more. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Alpha Wolf

Starting at level 20, as a bonus action and 10 stress points you can coat your fangs and claws in acid for 2 minute. Whenever you deal damage with a bite or claw attack, the target must pass a Constitution saving throw or take 3d12 acid damage and become incapacitated until the end of its turn. A creature incapacitated by this feature cannot be affected so again for 24 hours but still takes acid damage on failed saving throws. You must finish a short or long rest before using this feature again.

Fiend

An abomination from the hells is what you are? Or is it the Abyss? That is the joke all fiends have for you. The powers ruling over really had a hay day deciding what way to mess with a mortals life. When you shapeshift into your manifestation you may have hideous parts of demon spawn or that of the higher ranking devils. Your shape is misshapen from uncertainty of what creature actually contributes to your abomination. Perhaps the last laugh would be an abomination fiend becoming overseer of both the Nine Hells and every layer of the Abyss.

Nine Hells of the Abyss

Beginning at level 3, you gain the following features when you select this manifestation:

  • During your manifestation, you have resistance to fire damage. If you already have resistance to fire damage, you can instead cast the produce flame cantrip.
  • Your melee attacks deal an additional 1d6 fire damage.
  • You gain Darkvision of 30 feet. If you already have Darkvision, it extends by 30 feet.

Pain and Glory

Starting at level 7, you enjoy greater delight in inflicting pain while in your manifestation. Your first melee attack each turn heals for half the damage dealt.

Fiendish Attack

At level 11, when you make an attack using the Attack action, and have advantage, you deal an addition 4d6 damage. Fiends always find ways to make the most of their attacks when an opportunity presents itself.

Flames of the Abyss

Starting from level 15, you have a burning aura around you. At the start of each your turns, deal fire damage equal to your Constitution modifier to creatures within 5 feet of you at the beginning of your turn.
While you are in your manifestation, you deal fire damage equal to your abomination level to each creature within 5 feet of you, and flammable objects in the aura that aren't being worn or carried are ignited.

Wrath of the Nine Hells

Starting from level 18, you are fueled by your infernal nature. A war path is before you and the blood in your veins protects you. You have advantage on saving throws against spells and other magical effects magical darkness doesn't impede your Darkvision. You also gain immunity to fire damage while you are in your manifestation.

Enigma

Truly a unique abomination of all those that exist. While in your manifestation there the stress seems to fade and calm demeanor exists for all to see. There could a be storm of emotions on the inside but no one would ever know. Your appearance changes to seem featureless. Your skin is a translucent color of your choice, and free of any hair or wrinkles. Your eyes, mouth, ears, etc. mold into this contoured humanoid shape. There is beauty and awe to this abomination, though much more reason to fear the creature inside.

Gifted

Beginning at level 3, you gain the following features when you select this manifestation:

  • During your manifestation, you gain a fly speed of 35 feet. Your fly speed increases to 40 ft. at level 7, 45 ft. at level 11, 50 ft. at level 13, 55 ft. at level 15, and 60 ft. at level 18.
  • You know the cantrip eldritch blast. When casted using this feature, your eldritch blast has an airy, blue, hue to it. Use your Charisma modifier during your attack rolls.
  • Your attacks are considered magical for the purposes of overcoming damage reduction.

Unnatural Magic

Starting at level 7, when you are in your manifestation, any creatures you kill grant you a spell point. Spell points can be used to cast spells from any spell list even when you are not in your manifestation. The number of souls you can store at any given time is equal to half your abomination level. The Soul Point table lists the costs for casting spells.

Spell Level/Spell Point Cost
1st Level/1 Point
2nd Level/3 Points
3rd Level/5 Points
4th Level/7 Points
5th Level/9 Points

Spellcasting Ability
Charisma is your spellcasting ability for your Mystic spells. You use your Charisma whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Cantrips
You know 2 cantrips of your choice from any class spell list. The number of cantrips you know increases to 3 at level 11, and 4 at level 15.

War Magic

Starting at level 11, you can use your action to cast a cantrip and make one weapon attack as a bonus action.

Channel Magic

Starting at level 15, after you hit with a weapon attack, you may use a bonus action and spend spell points to increase the damage of the attack. For every spell point you spend, the damage is increased by 1d6.

Natural Magician

Starting at level 18, you gain spell points even when you are not in your manifestation. In addition, you gain 2 spell points instead of 1 for every creature you kill and the number of spell points you can store is equal to your abomination level.

Hulk

This content deviates from 5th Edition standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This subclass allows players to be Large size for undetermined periods of time without restriction. It is important to discuss with your DM the options of this subclass before selecting it.

Hulk
While serving in the military, a special section was opened up for those willing to let spells, potions, and elixirs tested on them in exchange for wealth and nobility. Many lives were lost during the trials but one tough soul was able to survive the process, but not many would call it a success. The experimentation changed your body’s reaction to stress and now, when you are too stressed, you succumb to a rage and increase in size. Truly, no other abomination is more deserving of being called a monster than you.

Enrage

Starting at level 3, you gain the following features when you select this manifestation:

  • You gain 2 stress points instead of 1 whenever you gain a stress point.
  • While in your manifestation:
  • Your size becomes Large. Your reach is still 5 feet. Your weapon attacks die type increases by 1 and you deal an extra 1d4 damage.
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You lose 1 stress point at the end of your turn if you didn’t attack a hostile creature or take any damage.

Hulk Smash

Beginning at 7th level, your unarmed strikes deal 1d6 damage. This d6 changes as you gain abomination levels: d8 at level 11 and to a d10 at level 15. During your manifestation, the die type increases by 1 size.

Relentless Enrage

Starting at 11th level, your Enrage can keep you fighting despite grievous wounds. If you drop to 0 hit points while in your manifestation and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Pummel

Beginning at level 15, if you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an unarmed strike against that target, as part of the same action. If this unarmed strike hits, you may also use your bonus action to make an additional unarmed strike against the same target, if you have not used your bonus action yet. You can only use pummel once per turn.

Incredible Hulk

Starting at level 18, during your manifestation, your Strength increases by 4. Your score may exceed your ability score cap you have for Strength during your manifestation. You are also immune to bludgeoning, piercing, and slashing damage during your manifestation.

Multiclassing


Prerequisites. To qualify for multiclassing into the abomination class, you must have a Constitution score higher than 13.
Proficiencies. When you multiclass into the Abomination class, you gain the following proficiencies: Simple and martial weapons

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gollark: Typically maths and such.
gollark: Apparently most of the people who significantly contributed to computer science actually mostly didn't do CS as undergraduates.
gollark: Poland removal is the process of removing Poland from a location.
gollark: No. Avoid thought at all costs. Emergency counter-brain systems are standing by.

References


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