Abomination, Variant (5e Class)
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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 or Dexterity. Second, choose the Outlander background.
As a Abomination you gain the following class features.
- Hit Points
Armor: Light and medium armor
Weapons: Simple and martial weapons
Saving Throws: Constitution, Strength or Dexterity
Skills: Choose 3 from Athletics, Acrobatics, Insight, Perception, or Stealth
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.
|1st||+2||Stress, Unarmored Defense|
|2nd||+2||Savage Strike, Predators instincts|
|4th||+2||Ability Score Improvement, Wrathful Gaze|
|8th||+3||Ability Score Improvement, Damnation's endurance|
|12th||+4||Ability Score Improvement, Glutton for Punishment|
|16th||+5||Ability Score Improvement, Ageless|
|17th||+6||Extra Attack, Blood Bath Improvement|
|18th||+6||Manifestation Feature, Inhuman Bondage|
|19th||+6||Ability Score Improvement|
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. Certain features may require a saving throw. The DC for these is 8 + your proficiency bonus + your Constitution modifier.
At level 1, if you are not wearing any armor your AC equals 10 + your Constitution modifier + your Dexterity modifier. At level 3, you gain +1 AC when you enter your manifestation form
At level 2, you can channel your inner beast through your attacks. If a melee or thrown weapon attack hits, you can use 2 stress points to deal 1d6 additional damage of the weapon's damage type. At level 8, an additional stress point can be used to add another 1d6 damage, and at level 14, a third stress point can be used to add a total of 3d6 damage to the weapon damage.
Beginning at level 2, you can focus your mind on the task at hand, using your curse as a blessing to amplify all of your abilities. You can use 1 stress point to gain advantage on your next attack this round.
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 Raven Beast, 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, this decreases to 1 at 13th level. Your manifestation gives you features when you choose it at 3rd level and additional features at 7th, 11th, 13th, 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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level in this class and to four when you reach 17th level in this class.
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 twice 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.
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.
Beginning at level 9, others are at risk of your injuries. When you are bloodied, any creature that hits you with their first 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
Glutton for Punishment
Starting at level 12, 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.
Starting at level 14, as a bonus action, you can transform and obtain a number of stress points equal to your level. You must complete a long rest before using this feat again
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.
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.
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.
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.
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.
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.
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.
Starting at level 11, when you use the Attack action, you may attack four times instead of twice.
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.
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.
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.
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.
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.
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.
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
- 1st Level/1 Point
- Spell Level/Spell Point Cost
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.
Starting at level 11, you can use your action to cast a cantrip and make one weapon attack as a bonus action.
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.
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.
The Mystics have warned of this creature in times long lost, this creature is lost in the limbo of parallels of life and death. Once a blessed, now forsaken, this mystic legendary spirit bound to your soul making you hunger for arcane decay.
Starting at level 3, you gain the following features when you select this manifestation:
- While in your manifestation:
- Your size becomes Large. Your reach is still 5 feet.
- You also gain 35 ft. fly speed. 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.
- If a creature dies while inside your inhuman bondage aura, they are risen at the beginning of your next turn as a skeleton until inhuman bondage ends.
- Your Dexterity increases by 2.
- Your Constitution and strength increases by 1
Beginning at 7th level, when you are in your manifestation, as a bonus action you can force one target that is looking at you to make a Wisdom saving throw. On a failed save, the target becomes frightened of you 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.
Starting at level 11, As an action, you can summon a number of arcane necrotic ravens equal to the number of stress points used, up to a maximum of four ravens for 1 minute. As a bonus action on subsequent turns you can command your ravens to attack specific enemies. Ravens you command makes a melee attack roll using your dexterity modifier + proficiency. Each raven has 10hp, 20ft of movements, deals 1d10+5 necrotic damage on a successful hit and has an AC of 13. You must finish a long rest before using this feat again
Screech of Death
Beginning at level 13, While you are in your abomination form, you can use 5 stress points and an action to exhale in a 30ft cone. Each creature must make a wisdom saving throw. On a failed save, each creature affected by screech of death becomes frightened of you for 1 minute. Creatures affected can make a wisdom saving throw at the end of each of their turns. On a successful save the effect ends. Recharge 5-6.
Master of the Skies
Starting at level 15, as a bonus action and 5 stress point while you are flying you can use the dash action to attempt to restrain a creature. The creature must succeed a strength contest or become restrained by your claws until the end of your turn.
Improved Master Manifesto
Starting at level 18, as a bonus action you can now summon a maximum of 5 ravens instead of 4. The ravens you summon using your Master Manifesto now have 20hp, 30ft of movement, 15AC and deal 1d12+5 necrotic damage on a successful hit
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