Abomination, 2nd Variant (5e Class)
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Regardless of the story behind the curse or condition, few abominations are willing to show the other form they can manifest. Regardless of the race they were originally, the brand or curse they obtained causes them to lose their original form and become hideous beasts. Very few people would be tolerant of such a thing, and as such most abominations tend to hide their true nature and keep moving, to avoid people learning what they truly are. In battle, they are strong fighters who can take multiple blows for their allies, but should the stress become too much or the pain too staggering, they may have to show their secrets to survive.
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 or Dexterity. Second, choose the Haunted One background.
As a Abomination you gain the following class features.
- Hit Points
Weapons: Simple and improvised weapons
Saving Throws: Constitution, Strength
Skills: Choose 2 from Acrobatics, Arcana, Athletics, Insight, Intimidation, Perception, Religion, Stealth, or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Manacles as a improvised weapon (whip) or (b) Any simple weapon
- (a) Two daggers or (b) Two light hammers
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 5d4 gp in funds.
|1st||+2||Stress, Malignant Mutation, Inhuman Bondage|
|2nd||+2||Beasts' Bile, Psych Up|
|3rd||+2||Manifestation, Damnation's Gift|
|4th||+2||Ability Score Improvement|
|5th||+3||Savage Strikes, Extra Attack|
|6th||+3||Absolution, Eldritch Corrupted Strikes|
|8th||+3||Ability Score Improvement|
|9th||+4||Eldritch Blood, Psych Up Improvement|
|11th||+4||Glutton for Punishment|
|12th||+4||Ability Score Improvement|
|13th||+5||Manifestation Feature, Eldritch Blood Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Eldritch Blood Improvement|
|19th||+6||Ability Score Improvement, Ageless, Eldritch Blood Improvement|
The abomination tries to hide his affliction while he can, but in battle, under torture or interrogation the stress may start building. The more stress the abomination accumulates, the less of a grip he has on humanity. This is not necessarily a bad thing in battle, as using the stress the abomination may channel the beast within to turn the tides of battle, often at the detriment of himself.
The abomination acquires 1 stress point whenever he takes damage from an attack roll or when he fails a saving throw, except for damage received from himself or features of this class. The maximum amount of stress you can have at any one time is equal to your current level of the abomination class.
At level 1, the abomination can only hold onto 1 point of stress.
The Abomination's DC = 8 + your proficiency bonus + your Constitution modifier.
Additionally, some of the Abomination’s class features causes him to take psychic damage. This damage cannot be reduced by any means except when specifically stated and it ignores temporary hit points.
The abomination channels his inner beast to deal more damage with his attacks. You gain the following benefits while you are unarmed or wielding an abomination weapon (simple weapons and improvised weapons) and you aren’t wearing armor or wielding a shield.
- You can roll a d4 in place of the normal damage of your unarmed strike or Abomination weapon. This die changes as you gain Abomination levels, as shown in the Mutation column of the Abomination Table.
- When you use the Attack action with an unarmed strike or an Abomination weapon on your turn, you can make one unarmed strike as a bonus action.
Beginning at 1st level, while you are not wearing armor or wielding a shield, your AC equals 10 + your Constitution modifier + your Dexterity modifier. Additionally, you have resistance to poison damage and advantage on saves against poison.
At level 2, you know the Poison Spray Cantrip by regurgitation. Your muscular throat increases the range of this spell from 10 feet to 15 feet. As you gain levels, the damage of this spell increases as described in the Poison Spray Cantrip. At 3rd level you gain the ability to cast an additional cantrip determined by your manifestation.
Starting at 2nd level, the abomination can focus his bestial rage onto the task at hand, using his curse as a blessing to amplify his attacks. As a bonus action the abomination gains 2 stress points and takes 1d6 psychic damage to gain a +3 bonus to damage rolls until the end of his turn. At 9th level, this feature allows you to gain a +6 bonus to damage rolls but at the cost of gaining 4 stress points per use and taking 1d12 psychic damage. You may only use this feature once per turn.
At level 3, the beast can no longer be contained, and the abomination will morph from his normal form to his true form once the maximum amount of stress is achieved. The effects of the manifestation depend on what the abomination's true form is, but it always has the following traits.
- You gain resistance to a type of damage determined by your manifestation.
- Your unarmed strikes damage dice increase by one step (1d4>1d6>1d8>1d10>1d12).
- You gain reach with your unarmed strikes.
- At the start of your turn you will lose two stress point, once you have 0 stress point, you will revert into your original form.
If you can cast spells, you can’t cast them or concentrate on them while transformed, except the ones granted by the Beast’s Bile feature. The transformation lasts if you have at least one stress point. It ends early if you are knocked unconscious, or you die. At this level, one manifestation must be chosen, and more abilities corresponding to the manifestation will be obtained on your journey. Whenever you leave manifestation form, you gain one level of exhaustion.
By level 3, the Abomination is less their original race and more their manifestation by this point. When you go to 0 hit points from an attack or from failing a saving throw, you gain temporary hit points equal to your level plus your Constitution modifier, you go back up to 1 hit point, and you gain a full stack of stress, manifesting the inner beast instantly instead of dying. When this feature ends you gain two levels of exhaustion instead of one. This feature doesn’t trigger when you are already in manifestation form. This feature can only be used once per long rest.
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.
At 5th level, you may now invoke an aspect of your manifestation to devastating effect, when you hit with an unarmed or melee abomination weapon attack, you can spend one stress point to deal an additional 1d6 damage, the type of which is determined by your manifestation, up to a total 5 stress points dealing a total of 5d6 damage of your manifestation’s damage type. You can only expend a number of stress points equal to your level divided by 4.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, the Abomination comes to the realization that in death he will not be able to protect anyone and decides to mend his wounds and take better care of himself. This feature can only be used once per Long Rest. By using an Action, and expending all his current stress points, the Abomination restores 1d12 hit points per stress point spent.
Eldritch Corrupted Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 9th level, if the Abomination is heavily injured and has half or lower than his maximum hit points, he may as an action, choose to splatter his blood in a 15ft cube centered on himself, taking 1d12 psychic damage and gaining 3 stress points. All targets within the cone must make a Dexterity saving throw. On a successful saving throw, the target completely evades the blood splatter. On a failed saving throw, the target takes 2d12 damage, the type of which is determined by your chosen manifestation. This ability can only be used once until the Abomination regains full hit points. At 13th level the damage he take increases to 2d12 and the damage it deals increases to 4d12 and he gains 6 stress, at 17th level the damage he takes increases to 3d12 and it deals 6d12 damage and he gains 9 stress, and finally at 19th level the damage he takes increases to 4d12 and the damage it deals increases to 8d12 and he gains 12 stress.
At level 19, the Abomination’s mutated body has slowed his aging process to the point of non-existence, granting him immortality. He can't be aged normally, or by magic and the Abomination gains true-sight in his manifestation form out to 30 feet.
Having mastered his curse at level 20, the Abomination seeks to use it to decimate his enemies entirely wherever encountered. Channeling the foul eldritch powers within himself, as an Action, the Abomination gains the following effects.
- The Abomination gains a full stack of stress.
- The unarmed strikes of the Abomination deal an additional 1d6 of damage, the damage type being determined by his Savage Strike feature.
- When you use the Attack Action, you can make two unarmed strikes as a Bonus Action.
- When you first activate this ability, an aura of eldritch energy emanates from you as you unleash the full extent of your tainted form. All targets within 15ft must make a Wisdom saving throw or take 6d12 psychic damage as well as an additional effect associated with your manifestation. If they succeed on their saving throw, they only take half damage and do not suffer from the additional effect.
Unlike normal, the manifestation from this feature doesn’t end when his stress points go down to 0, instead this feature ends after 1 minute has passed, regardless of the amount of stress points he has. Additionally, when this manifestation ends, he does not gain a level of exhaustion. The Abomination can only use this feature once per Long Rest.
At 3rd level, while the Abomination’s manifestation is active, his strength score increases by 2, but your intelligence is reduced by 4, this bonus and penalty increases and decreases respectively by 1 whenever your proficiency bonus increases. Additionally, you can now as a Bonus Action, Dash towards any hostile creature within sight.
Starting from 3rd level, the Abomination's mind becomes so focused on the task at hand while the manifestation is active, that it can completely shrug off all attempts to mind control or confuse the beast. If the abomination is Charmed or Frightened, he may use his Action and expend 3 stress point to end the effect. Additionally, the Abomination can quickly recover from the exhausting side-effects of his manifestation and extended exposure. Once per long rest, when the Abomination takes a Short Rest, he can reduce the amount of exhaustion he has by an amount equal to his proficiency bonus.
Beginning at 7th level, the damage die of your savage strike feature becomes a d10, but when you are not in manifestation form, the stress point cost to activate this feature is doubled.
Unleash the Beast
At 13th level, you can as a Bonus Action, gain the maximum amount of stress points you can have, but you take 1d6 psychic damage per stress point gained. This feature can only be used once per long rest.
Go for the Throat
At 15th level, the Abomination can now score a critical hit with his abomination weapons or unarmed strikes on a roll of 19-20. Additionally, when the Abomination does score a critical hit with his abomination weapons or his unarmed strikes, he can roll one additional damage die when determining the extra damage. The Abomination also gains 5 stress points whenever he scores a critical hit.
At 18th level, the Abomination has become a deadly force and an even more deadly leader. Whenever you or an ally attacks a creature while within 30ft of you and there is a friendly creature next to the target, they can have advantage on their attack rolls. While the abomination is in manifestation form, he can expend 5 stress points to summon three wolves formed out of brambles and thorns, the stats for the wolves is the same as the Dire Wolf (PG321 MM), except it deals acid damage instead of piercing damage. The wolves act on their own initiative count and obeys the abomination’s commands. The wolves must remain within 30ft of the abomination, if they go farther then 30ft from the abomination their forms will collapse and will wither away. They remain active one hour after the abomination leaves it manifestation form.
Additional Feature Effects
- Beasts' Biles damage type changes to acid and you learn Acid Splash as the Abomination has acid liquids in its stomach.
- While manifesting, you gain resistance to acid damage, as your coat is particularly thick and slick against such corrosive liquids.
- Your Savage Strike’s damage type is acid damage, as even your very sweat is hot and corrosive to the touch.
- Eldritch Blood's damage type for the Abomination is acid damage, as their blood becomes a boiling tar like substance.
- All creature affected by the initial effect of the Abomination’s Quickening feature must make a strength save or become restrained by thorny vines and take 2d4 piercing damage at the start of their turn. As an action, a creature affected restrained by the thorns can make a strength check to break out of the vines, another creature can also use their action to make a strength check to free the restrained creature. Additionally, the area around the abomination becomes difficult terrain with a 30ft radius centered on him, as thorny vines grow around the abomination. Also, whenever a creature moves through the difficult terrain they take 2d4 piercing damage.
At 3rd level, while your manifestation is active, a physical ability score of your choice and its maximum score is increased by 2, but a corresponding mental ability score and its maximum score is reduced by 6, this bonus and penalty increases and decreases respectively by 1 whenever your proficiency bonus increases. Additionally, a fiery aura surrounds you while you are manifesting making it so that when a creature hits you with a melee attack, they take fire damage equal to your Constitution bonus (rounded down). (Strength-Intelligence, Dexterity-Wisdom, Constitution-Charisma)
Starting at 3rd level, the Abomination can summon a fiendish familiar to aid him in his goals. The familiar remains until you manifest, this causes the familiar to disappear until the manifestation ends. The form which your familiar takes is either a quasit (PG63 MM) or an imp (PG76 MM). As an action, you can sense through your familiar’s senses, allowing you to hear and see through its eyes and ears, but while doing this you are blind and/or deaf. You can also communicate telepathically with your familiar as long as it is on the same plane of existence as you.
At 7th level, the Abomination can make an infernal deal granting him a boon to one his abilities at the cost of his other abilities. As a bonus action, you can expend 3 stress points to be able to add a 1d6 to all of his ability checks, saving throws, or attacks for 1 minute, at the cost of subtracting a 1d6 to his rolls whenever he rolls for the other two options. This feature can be ended as an action on his turn, but ending it early causes you to gain 6 stress points.
At 13th level, the Abomination takes greater delight in inflicting pain upon others while the manifestation is active. Once per turn when you hit a target with a melee attack, you can gain temporary hit points equal to half the damage dealt.
Flames of the Pit
At 15th level, the Abomination’s fiendish form grows to gain a fiery aura of burning heat. At the start of each of your turns, each creature within 15 feet of you takes fire damage equal to half your abomination level plus your constitution modifier and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches you or hits you with a melee attack while within 5 feet of you takes fire damage equal to your abomination level plus your constitution modifier.
The Abomination can unleash his darkest nature invoking an aspect of sin whenever he manifests. At 18th level, you choose, instead of having the aura of Flames of the Pit, to instead have the aura of a sinful nature you choose, when you manifest your fiendish manifestation you a powerful aura of sin and a unique feature determined by your sin of choice. You can choose a different sinful nature whenever you take a long rest.
- Greed: The Abomination’s greed manifests itself, turning his skin to gold and overwhelming his foes with a desire for gain. Your Inhuman Bondage armor class increases by half your proficiency bonus (10 + Half of Proficiency Bonus + Dexterity + Constitution), and all enemies within 15 feet must make a wisdom saving throw equal to your abomination DC. On a fail they are blinded by their greed.
- Sloth: The Abomination’s sloth manifests itself, drawing upon the vigor of others to enhance its own speed. All enemies within 15ft of you must make a wisdom save at the start of their turns or be affected by the Slow spell. Additionally, while a target is effected by your sloth forms Slow feature, you are subject to the Haste spell.
- Lust: The Abomination’s lust manifests itself, and those around himself become consumed by desire. The air around you filled with an intoxicating aroma, forcing enemies within 15 feet to make a wisdom saving throw against your abomination DC or become charmed by you. Unlike traditional charms, targets subject to this feature can be commanded to do actions that would be self-harmful. Additionally, you have advantage on Charisma checks and have advantage to attack targets who are charmed by you.
- Gluttony: The Abomination’s gluttony manifests itself, causing an inhumanly large mouth to form and causing unceasing hunger in those around you. A sickly-sweet scent akin to rotting fruit and meat surrounds you, forcing enemies within 15 feet to make a constitution saving throw against your abomination DC or become poisoned. While poisoned, the target can only make unarmed strikes against random targets within reach, if no targets are within reach, then the creature will make an attack on itself, attempting to consume its own flesh. Additionally, you have a voracious maw that deals twice your Malignant Mutation damage die and grapples a target on hit. And lastly, you can use your Action to attempt to swallow a grappled target by making an attack roll with your gluttonous maw. The target can be no larger than one step your size (Tiny>Small>Medium>Large>Huge>Gargantuan). While swallowed by you, the target is blinded, restrained, has full cover from all outside effects, takes 6d12 acid damage at the start of their turn, and you gain hit points equal to half the acid damage they take.
- Wrath: The Abomination’s wrath manifests itself, and those around himself become completely obscene with rage. You begin to eminent a red menacing glow that makes those around you to begin frothing at the mouth, forcing enemies within 15 feet to make a wisdom saving throw against your abomination DC or be enrage. While enraged, each target gains advantage on melee attack rolls but all attack rolls on them have advantage, additionally, they must use their turn moving towards the nearest creature or object and attack it until it is destroyed. A creature can dash or throw a weapon if they cannot get in range. And lastly, you roll twice your Malignant Mutation damage die when you make melee attacks and whenever a creature hits you with an attack, you can use your reaction to move half your speed and make a single melee attack.
- Envy: The Abomination’s envy manifests itself, granting him greater proficiency at the cost of others. A sickly-green aura of inadequacy and envy surrounds the Abomination, forcing enemies within 15 feet to make a charisma saving throw against your abomination DC or have their proficiency bonus become 0. For each creature under the effect of your aura of envy, you gain a +1 to your proficiency bonus up to twice your proficiency bonus.
- Pride: The Abomination’s pride manifests itself, causing those within sight to flee and cower from your grandeur. You shine with a glimmering and awe-inspiring glow, forcing enemies within 15 feet to make a wisdom saving throw against your abomination DC or become frightened and charmed before your epic visage. Additionally, as a Bonus Action on each of your turns, you can command those under your presence as if casting the spell Command.
Additional Feature Effects
- Beasts' Biles damage type changes to fire and you learn Produce Flame as the Abomination can spew a searing tar like loogie.
- While manifesting, you gain resistance to fire damage, as your fiendish nature makes you resistant to the pitiful flames of the material plane.
- Your Savage Strike’s damage type is fire damage, as you can emminent searing heat from your form as you strike.
- Eldritch Blood's damage type for the Abomination is fire damage, as your blood turns into hot coal like ash when expose to mortal flesh.
- All hostile targets hit by inhuman bondage become chained to the ground by red hot chains and will take an additional 1d8 fire damage from the chains until they manage to remove the restrained condition with a dexterity saving throw. (Additionally, the aura of your Sinful Form feature is increased out to 30 feets)
At 3rd level While the manifestation is active, your strength is reduced by 6 while your dexterity is increased by 2, these penalties and bonuses go down and up, respectively, every time your proficiency bonus improves. Additionally, you can use your dexterity, instead of your strength, for your unarmed strikes and abomination weapon attacks. And finally, you hover while manifested and you gain a fly speed of 40ft.
|Class Level||Cantrips Known||Spell Known||Spell Slots||Slot Level|
Additionally, at 3rd level, the innate mystical powers that lie within you grants you the ability to cast a limited, but powerful number of spells.
You know two cantrips of your choice from the warlock’s spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Untapped Magic table.
The Untapped Magic table shows how many spell slots you have. The table also shows what the level of those slots are; all your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a Short or Long Rest.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Untapped Magic table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your warlock spells, or when you are in your manifestation form, you can cast spells without requiring material components, unless they have a material cost.
Additionally, you can concentrate on spells while in manifestation form, at 7th level you can cast cantrips while in manifestation form, and at 13th level you can cast spells while in your manifestation form.
Manipulation of Life and Death
Starting at 7th level, while in manifestation form, whenever you kill a creature with your unarmed strikes you can have them return to life as an undead as if casting the spell Animate Dead. To use this ability, you must expend 3 stress points, also you can only have a maximum number of undead under your control equal to your proficiency bonus. Additionally, whenever you create an undead using your Mystical Manifestation features, it has the following additional benefits.
- The creature’s hit points maximum is increased by an amount equal to your abomination’s level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Master of the Skies
At 13th level, the Abomination can now use Savage Strike on any weapon. Additionally, the Abomination can now communicate with birds, as well as being able to sense through their eyes and ears and can speak using the birds. It takes an Action for the Abomination to sense through a bird’s senses and the bird must be within sight of the Abomination. The Abomination controls the bird with which it senses through, but the Abomination cannot make it do anything directly harmful to itself. If the Abomination or the bird it is sensing through takes damage, the Abomination must make a concentration check to maintain the connection. The abomination is blinded and deafened while doing this.
Mastery of Life and Death
At 15th level, the Abomination’s control over the undead has grown even stronger than before, being able to create more powerful undead, and even being able to use their necromatic energies to heal their allies and to harm their enemies. Whenever the Abomination kills a creature while in manifestation form, he can now spend 6 stress points to return the creature to life as if casting the spell Create Undead. Additionally, by using an Action and by expending all of his stress points the Abomination can cause all the undead under his control to explode in a wave of necromatic energy, all creatures of your choice within 15ft of an undead under your control regains hit points equal to the amount of stress points you expend, the hit points gained from the feature stack for each undead within range of those targets, all other creature within 15ft of them that you don’t designate for regaining hit points take necrotic damage equal to the amount of stress points you expend, the damage from this feature also stacks.
At 18th level, the abomination gains the ability to disperse into a flock of ravens at will, the stats for this form is the same as a Swarm of Ravens (PG 339 MM) with the following changes; he retains his mental stats, he does not have the immunity to being charmed or frightened, he cannot use any of his class features from this class or another one, except for the Stress feature and the Beasts’ Bile feature. Once the Abomination goes down to 0 hit points while in this form the Abomination takes any remaining damage and cannot assume this form again until he takes a long rest. Additionally, the Abomination can now attack with razor sharp feathers which deal 1d8 piercing damage and an additional 1d8 necrotic damage and have a range of 30ft/120ft. The abomination can use the Savage Strike feature on these feathers.
Additional Feature Effects
- The Abomination can now cast Toll the Dead with the Beasts’ Bile feature, as the Abomination’s cawing can overwhelm a target with the sense of their impending doom.
- While manifesting, you gain resistance to necrotic damage, as your deathly form and visage merely soaps up such negative energies as it exudes it.
- The damage of the Abomination’s Savage Strike feature is necrotic as the Abomination can infuse his strikes with life draining necrotic energy.
- The abomination’s Rain of Blood’s damage type is Necrotic Damage, for their blood becomes completely black and drains the life of all it touches.
- All creature affected by the initial effect of the Abomination’s Quickening feature must make an Intelligence saving throw or become deafened and blinded as illusionary ravens fly around their heads, the targets also take 2d6 necrotic damage as the ravens’ mad pecking drains the life out of them. Additionally, the area around the Abomination becomes enveloped with necromatic energy with a 30ft radius centered on him, the Abomination as an Action can deal 2d6 necrotic damage to all creature of the Abomination’s choice within the aura and can heal all creatures of the abomination’s choice for the same amount.
Prerequisites. To qualify for multiclassing into the abomination class, you must have a Constitution score higher than 15 and be damned with a cursed mark.
Proficiencies. When you multiclass into the Abomination class, you gain the following proficiencies: Arcana or Religion and improvised weapons