Abomination (5e Class)
From D&D Wiki
Abomination
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, so as 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
The Abomination from Darkest Dungeon |
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[1] 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: light armor
Weapons: Simple and Martial weapons
Tools: none
Saving Throws: Constitution, Strength
Skills: Choose 2 from Athletics, Acrobatics, Stealth, Insight, Perception or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Manacles as an improvised weapon (1d6) or (b) Any simple Weapon
- (a) 2 daggers or (b) 2 light hammers
- (a) Burglar's Pack or (b) Priest's Pack
- If you are using starting wealth, you have 4d4 x 10gp to buy starting gear in funds.
Level | Proficiency Bonus |
Features | Stress Points |
---|---|---|---|
1st | +2 | Stress, Beasts' Bile, Beast Armor | 1 |
2nd | +2 | Mutation, Savage Strike | 2 |
3rd | +2 | Manifestation | 3 |
4th | +2 | Ability Score Improvement, Wrathful Gaze | 4 |
5th | +3 | Extra Attack | 5 |
6th | +3 | Absolution | 6 |
7th | +3 | Manifestation Feature | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Rain of Blood, Damnation's Gift | 9 |
10th | +4 | Extra Attack (2) | 10 |
11th | +4 | Manifestation Feature | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Manifestation Feature | 13 |
14th | +5 | Bestial Defenses | 14 |
15th | +5 | Manifestation Feature | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Inhuman Bondage | 17 |
18th | +6 | Manifestation Feature | 18 |
19th | +6 | Ability Score Improvement, Ageless | 19 |
20th | +6 | Extra Attack (3) | 20 |
Sometimes, the most horrifying of curses may become the greatest of gifts in the face of danger...
Stress
Starting at 1st level, you try to hide your affliction while you 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 or demon within to turn the tides of battle, often at the detriment of himself. The abomination's self-loathing enables him to not value his life, enabling him to protect his allies even when the blows would normally fell ordinary men.
You will gain 1 stress point whenever one the following occurs:
- You are attacked.
- You take damage from any source.
- You see an ally taking damage from any source.
You can hold onto a number of Stress Points equal to your level.
The Abomination's DC = (8 + your proficiency bonus + your Constitution modifier)
Beasts' Bile
Starting at 1st level, you know how to launch poisonous gas from your body. As an action for 1 stress point, you can cast the poison spray cantrip.
Beast Armor
Also at 1st level, if you are not wearing any armor your AC equals 10 + your Constitution modifier + your Dexterity modifier.
Mutation
Starting at 2nd level, the beast inside of you has made your body alter itself in multiple ways. Choose one of the Mutation bellow:
- Devil's Sight
You will gain 60 ft. Darkvision. If you already poccess Darkvision, magical darkness doesn't impede your darkvision.
- Amphibious
You can breathe both air and water.
- Keen Hearing
You will have advantage on Wisdom (Perception) checks that rely on hearing.
- Keen Smell
You will have advantage on Wisdom (Perception) checks that rely on smell.
- Echolocation
You will gain Blindsight in 60ft.
- Bioluminescence
You shed bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. You can alter the radius as a bonus action.
- Tunneler
You will gain Burrowing speed equal to your movement speed. If you already have burrowing speed, you can now burrow through solid rock at half your burrow speed and leave a 10-foot-diameter tunnel in your wake.
You can choose another mutation at 20th level.
Savage Strike
At 2nd level, you can channel your inner beast through your attacks. If a melee or thrown weapon attack hits, you can use 1 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.
Manifestation
At 3rd level, the beast can no longer be contained. When you reach your maximum stress points, you shapeshift into the manifestation you select at this level: Lycanthrope, Demon Beast, Raven Beast, River Beast, Chain Beast, Fulmination Beast or Brood Mother. You lose 2 stress points at the beginning of your turns while in your manifestation and once your stress points reach 0, you return to your original form.
Ability Score Improvement
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.
You may ignore taking an ability score to choose an additional Mutation.
Wrathful Gaze
Beginning at 4th level, your inner beast can always be seen through your eyes. As an action for 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. If a target succeeds in the saving throw, it will become immune to this feature for 24 hours.
Extra Attack
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 20th level in this class.
Absolution
Starting at 6th level, you learn to manipulate your cells so you can heal yourself and keep up the good fight. As an action, you chose an amount to reduce your stress points by, and gain hit points equal to that amount times three. You can use this feature as much as your Constitution modifier before needing to finish a long rest.
Rain of Blood
Beginning at 9th level, if you are below half your hit point max, you can use an action to use all your remaining stress points to splatter your blood all around you. All creatures within 10 ft. of you must pass a Dexterity saving throw or take 2d12 + the amount of Stress Points spent of the damage type specified by your Manifestation. You gain a number of stress points equal to the number of creatures hit, and regain hit points equal to 1/4 of the total damage dealt. Once you reach max hit points, you can use this feature again.
Damnation's Gift
Starting at 9th level, you have accepted the beast inside you as a gift rather than a curse. You can now transform into your Manifestation as an action without spending stress points, and your manifestation does not spend stress points.
Bestial Defenses
At 14th level, while in combat you know that it's kill or be killed, so you must defend yourself with anything you have. As a reaction to being hit by an attack you can roll an unarmed melee damage roll, reducing said damage by that amount + your Constitution modifier.
Inhuman Bondage
At 17th level, you use your curse to decimate your enemies. As an action, and 8 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 failed 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.
Ageless
At 19th level, your constant beast within makes sure that you will be eternal. It can't be aged normally or magically and no longer requires to eat or drink.
Manifestations
Lycanthrope
Werewolf from the D&D wiki |
- Feral Kind
Starting at 3rd level, when you select this manifestation, you gain the following benefits:
Blood Scent. You gain an additional 10 ft. movement speed when moving towards hostile creatures below half their hit point maximum. This increases to 15 ft. at 6th level, 20 ft. at 9th levep, 25 ft. at 12th level, and to 30 ft. at 17th level.
Claws. You grow claws that are treated as finesse and you are proficient with them. Your claws deal 1d10 slashing damage and when you are in your manifestation they deal 1d12 slashing damage. At 5th level, your claws are treated as magical for the purposes of overcoming damage reduction. Your claw damage increases to 1d12/2d6 at 9th level, and to 2d6/2d8 17th level.
Fangs. You will grow sharp fangs that are treated as finesse and you are proficient with them. Your fangs deal 1d4 piercing damage in your normal state and a 1d6 on your manifestation. While on your manifestation, any successful hit with your fangs force the target to make a Strength saving throw, on a failure they are grappled by you and you cannot use your bite attack in any other creature but them. At 5th level your fangs are treated as magical for the sake of overcoming resistances and immunities. Your fang damage increases to 1d8/1d10 at 9th level, and to 1d10/1d12 at 17th level.
The damage type of the Beasts' Bile and Rain of Blood trait is acid.
Starting at 17th level, creatures restrained by your Inhuman Bondage are surrounded and attacked by ghost hounds. You create a number of Ghost hounds equal to your proficiency bonus, with each making a bite attack roll that deals your bite damage. All ghost hounds disappear after attacking.
- Beast Traits
Beginning at 7th level, your manifestation's traits become apart of you at all times.
Beast Vision. You have blindsight up to 5ft. times your proficiency bonus. While on your manifestation, it becomes 10 ft. times your proficiency bonus.
Keen Smell. You have advantage in perception checks related to smell.
Pack Taticts. While you have an allied creature within 5 ft. of you, your attacks are rolled with advantage.
- Leader of the Pack
Starting at 11th level, you are the leader of the pack, and will act as such. As an action, you can cast dominate beast into a dire wolf, a winter wolf or a normal wolf you can see. You cast this spell non magically, it does not need concentration and the wolf cannot escape the spell until the end of it's duration. You can use this feature as much as your Constitution modifier before needing to finish a short or long rest to use this again.
- Fear
Beginning at 13th level, you can cause true fear into your opponents by making an inhuman howl. As an action you can let out a loud howl, forcing every hostile creature in 100 ft. make a Wisdom saving throw. On a failure they will be frightened of you for one minute, and you will always know their location no matter what.
In addition, you will gain 2 points of stress for each creature successfully frightened.
You can use this as much as your Charisma modifier(minimum of 1) before needing to finish a long rest before using this feature again.
- Go for the Throat
Starting at 15th level, you're always aiming for the weak spots of your prey like an wild animal. If you score a critical hit against a creature with less than half their hit point maximum, you may use your bonus action or reaction to force the creature to make a Constitution saving throw. On a success they will only take the normal damage of a critical. On a failure however, they will start bleeding internally and will lose hit points equal to your Abomination level at the end of their turns. They may end the bleeding condition if they or another creature succeed on a medicine check against your Abomination DC.
In addition, bleeding creatures take one additional damage dice from slashing or piercing damage.
- Alpha Wolf
Starting at 18th level, you have truly become the leader of all wolves, the one above all. as a bonus action for 10 stress points you can coat your fangs and claws in acid for 1 minute. Whenever you deal damage with a bite or claw attack, the target must pass a Constitution saving throw or take 1d12 acid damage and become poisoned. If you attack an creature already poisoned and they fail the saving throw, they will be incapacitated until the end of your next turn. A creature incapacitated by this feature cannot be affected so again for 24 hours but still takes acid damage on failed saving throws.
Demon Beast
A powerful demon standing above a mountain |
- Demonic Entity
Beginning at 3rd level, you gain the following features when you select this manifestation:
Helish Strikes. Your melee attacks deal an additional 1d6 fire damage, at 9th level it increases to 2d6, and to 3d6 at 17th level.
Hellfire Skin. You will gain resistance to fire damage, which evolves to immnuty while on your manifestation.
Unholy Creature. Your body is made from a creature coming straight from hell, you will become vulnarable to radiant damage.
The damage type of Rain of Blood feature is fire.
At 17th level, your targets hit by Inhuman Bondage must past a Dexterity saving throw or become restrained by chains that sprout from the ground. Every turn a creature begins restrained by these chains, it takes 1d8 fire damage.
- Fiendish Sadism
Starting at 7th level, you enjoy greater delight in inflicting pain while in your manifestation. Your first melee attack each turn makes you regain hit points for half the damage dealt.
- Powerful Demonic Bloodline
At 11th level, you have gotten stronger as a demon, and is now able to overcome your weakness. You will lose your vunerability to radiant damage.
- Burning Aura
Starting from 15th level, you have a burning aura around you while in manifestation. At the start of each your turns, 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. While you aren't in your manifestation, you may deal fire damage equal to your Constitution modifier to creatures within 5 feet of you at the beginning of your turn.
- Sin Form
Starting from 18th level, the manifestation takes the form of a deadly sin, gaining powers as apply. You must choose between one of the sins bellow, and may change which sin is used at the end of a long rest. All attacks are considered magical for overcoming damage reduction.
Greed. Your greed manifests itself, turning your skin to gold and overwhelming your foes with a desire for wealth. Your Beast Armor is now 12 + Dexterity modifier + Constitution modifier, and all hostile creatures must make a Wisdom saving throw when trying to attack you. If they fail, they turn on their allies and try to seize their riches.
Sloth. Your sloth manifests itself, slowing the movements of your foes. Your enemies are slowed as the spell on a failed Constitution saving throw while within 30 feet of you, and all Dexterity checks, saving throws and attacks within 10 feet have disadvantage.
Lust. Your lust manifests itself, and you allow yourself to be consumed by desire. The air around is filled with an intoxicating aroma, forcing hostile creatures within 30 ft. of you to succeed on a Wisdom saving throw or be charmed for 1 minute. In addition, you may reroll a missed attack once per turn on enemies that are charmed.
Gluttony. Your gluttony manifests itself, splitting you downward and creating a hungering maw. You now have a massive mouth running vertically down your chest and stomach, which can be used to make a bite attack as an action that deals 8d6 bludgeoning damage. If the target is Tiny or smaller than you and is grappled, on a successful bite, you can swallow the target. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 3d6 acid damage at the start of each of your turns. If you take 25 damage or more on a single turn from a creature inside of you, then you must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you.
Wrath. Your wrath manifests itself, overtaking you with rage. Your attacks deal +4 damage while in your manifestation.
Envy. Your envy manifests, causing peasants to attack nobles and squires to turn on knights. All enemies within 30ft must succeed on a Wisdom saving throw or begin to worship you as their leader for the duration of your transformation. You have advantage on Charisma and Wisdom (Insight) checks against targets that failed their saving throw.
Pride. Your pride manifests, evoking foolishness and hubris in the hearts of men. All enemies within 30ft become must pass a Wisdom saving throw or be affected by the spell confusion as they all attempt to establish who is better than each other.
Raven Beast
Mod for Darkest Dungeon by qpoljanan |
- Mystical Form
Beginning at level 3rd level, you gain the following features when you select this manifestation:
Raven Wings. While in your manifestation you gain a 35 ft. flying speed with dark wings sprouting from your back. Your flying speed increases to 40 ft. at 7th level, 45 ft. at 11th level, 50 ft. at 13th level, 55 ft. at 15th level, and 60 ft. at 18th level.
Scavenger. You have become a Scavenger animal, searching for dead bodies to consume. You can smell corpses or undead from up to 120 ft. away, and may consume them as an action. When you consume a corpse, you will gain xd4 hit points, with x being the corpse's CR(minimum 1) and 1 stress point. The die tier increases to a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and to a d12 at 17th level.
Creature of the Night. The night is when you hunt the best. You gain 60 ft. of darkvision, or expand it by 30 ft. if you already have darkvision. In addition while in dim light or darkness, you have advantage on attack rolls and Stealth checks.
The damage type of the Beasts' Bile and Rain of Blood feature is necrotic.
Creatures restrained by inhuman bondage must pass a Constitution saving throw or be blinded until the feature ends. If a creature dies while inside your inhuman bondage aura, they arise at the beginning of your next turn as a specter permanently under your control.
- Untapped Magic
At 7th level, you have a few tricks up your feathers. You know 3 Cantrips from the warlock spell list and can use each of them a number of times equal to your Constitution modifier. While you are in your manifestation, reducing a creature to 0 hit points grants you an extra use of each cantrip. The number of Cantrips you know increases to 4 at 11th level, and to 5 at 17th level.
- Master Manifesto
At 11th level, you have learned how to unleash your stress into a burst of dark energy. As an action you can use your remaining stress points to end your manifestation, dealing necrotic damage to enemies and recovering hit points of allies in a 30 ft. radius equal to the number of stress points you had remaining.
- Screech of Death
At 13th level, you have learned how to unleash a foul screech that kills anything in it's path. As an action you can use 5 stress points to exhale in a 30ft cone. Every creature in that area must make a Constitution saving throw. On a failure they take 3d8 necrotic damage and will not be able to regain hit points for 1 minute. On a success, they take half damage and can regain hit points as normal.
This feature's damage increases to 4d8 necrotic damage at 17th level.
- Master of the Skies
At 15th level, you have become a master of fighting while on flight. You gain the following benefits while flying:
- Ranged attacks you make while flying deal +2 damage.
- You can use a bonus action to take the dash action while you are flying.
- You have advantage in Dexterity saving throws.
- You take half damage from failing Dexterity saving throws, and no damage in case you succeed.
- Improved Master Manifesto
At 18th level, you can freely shapeshift into your manifestation regardless of how many stress points you have. You do not lose stress while in your manifestation and returning to your original form when using master manifesto does not consume stress points. Additionally, you can make ranged attacks with your feathers. Each feather is treated as magical, has a range of 30 ft., and deals 1d6 damage. You may use your savage strike feature with your feather attacks as well.
River Beast
Your manifestation is one of gluttony and self indulgent nature, ever consuming and taking as revolt against your previous identity. Your manifestation is of a large catfish.
- One with the World
At level 3, when you choose this manifestation, you gain the following features:
- You gain 60ft movement speed while swimming.
- You grow a massive tongue that is treated as finesse and you are proficient with. Your tongue deals 1d6 bludgeoning damage and when you are in your manifestation it deals 1d8 force damage. At level 5, your tongue is treated as magical for the purposes of overcoming damage reduction. Your tongue damage increases at level 9 to 2d4/2d6, and at level 17 to 3d4/3d6
- Creatures restrained by your Inhuman Bondage are marked by you, and you know where they are instinctively up to 1,000 ft. away for the next 10 minutes. Marked creatures have disadvantage on all checks against being terrified, confused or charmed.
- Laugh in their Face
At level 7, your manifestation invades your every thought. While in your manifestation, you gain resistances to all non magical damage. Any time you take damage you may give temporary hit points (equal to half the damage you received rounded down) to any allies within 5 ft. of you, split as you choose. This costs 1 stress point.
- Benevolent Maw
At level 11, your mouth can transform without the rest of your body. As an action or reaction and 3 stress points, you may swallow a willing ally (small or medium) within 20 ft. of you. This reduces your movement speed to 10 ft., and you may spit them out at any time during your turn or theirs, consuming your reaction.
- Abyssal Dive
Starting from 13th level, you may use your action to dive into solid ground and leap from a point within 40 ft. that you can see. Any creatures above you have to succeed on a Dexterity saving throw or be knocked prone (DC 10 + Constitution modifier). Any swallowed creatures travel with you and are spat out on arrival. You may use this for free once per short rest, any uses afterwards cost 4 stress points.
- Thick Skin
At 15th level, you may gain temporary hit points equal to your current stress points + Constitution modifier as a reaction to taking damage. You must finish a short or long rest before using this feature again.
- Improved Benevolent Maw
At 17th level, swallowing an ally gives them 1d8 temporary hit points, you may swallow up to two willing allies within range.
- King of the River
At 18th level, your manifestation can no longer be satisfied. During your manifestation, your gluttony manifests itself, splitting you downward and creating a hungering maw. You now have a massive mouth running vertically down your chest and stomach, which can be used to make a bite attack as an action that deals 8d6 bludgeoning damage. If the target is Medium or smaller than you and is grappled, on a successful bite, you can swallow the target. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 3d6 acid damage at the start of each of your turns. You gain 1 additional stress point from creatures inside of you. If you take 25 damage or more on a single turn from a creature inside of you, then you must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you.
Chain Beast
Abomination Subclass
Your manifestation is of a taut, creaking mess of chains, hooks, candles, cages and smoke. One of possessive and torturous nature, this manifestation appears as a second skin of metal bondage and servitude. While transformed, you are encased in a suit of assorted chains and other forms of restraints. This may include but is not limited to: small animal cages, keys, locks, cuffs, collars, or even weights, any or all of which may have smoke or mist seeping out of them.
- Soul Warden
When you choose this manifestation at 3rd level, you gain access to the following features:
- Enemies grappled or restrained by you in any way become cursed with barbs and hooks, and receive 1d6 + your Constitution modifier piercing damage every time they make a Strength save against your grapple. This damage increases to 1d8 + your Constitution modifier if restrained by Inhuman Bondage.
- You can conjure a sickle and chain that is treated as finesse and you are proficient with. Your sickle deals 1d6 slashing damage and when you are in your manifestation it deals 1d8 piercing damage and has a 10 ft. reach. At level 5, your sickle is treated as magical for the purposes of overcoming damage reduction. Your sickle damage increases at level 9 to 2d4/2d6, and at level 17 to 3d4/3d6
- At the beginning of your turn while Inhuman Bondage is still active, you may explode with chained spikes, piercing all restrained enemies and ripping them towards you if they are of large or smaller size, bringing them within 5 ft. of you or the nearest unoccupied space. This deals 1d8 + your Constitution modifier + your Dexterity modifier magical piercing damage.
- Eternal Damnation
At level 7, your manifestation's visage clouds everyone's image of you. While in your manifestation, enemies within 5 ft. of you may not take the attack action against creatures other than yourself. This range increases to 10 ft. while in your manifestation.
- Dark Passage
At level 11, the candles and mist on and inside your body always glow softly. For 3 stress points, and an action or held action, you may conjure an ephemeral lantern and throw it at an unoccupied space within 60 ft. of you. The lantern floats in the same space and persists until it is used, you end your turn more than 90 ft. away from it, or you dismiss it. Any allies within 5 ft. of the lantern may use their reaction to grab hold of the mist and be pulled back with it, letting go at any point on its path back towards the abomination. This does not provoke attacks of opportunity.
- Flay
Starting from 13th level, as an action, you may use your action to hurl your chain and sickle, encased with glowing smoke at an enemy within 30 ft. of you. You make a ranged attack against the creature and knock it 5 ft. In a direction you choose. The creature makes a Dexterity saving throw, and is knocked in the direction you chose on a failed save, dealing 1d8 + your Constitution modifier slashing damage and restraining them. You may use this for free once per short rest, any uses afterwards cost 3 stress points.
- The Box
At 15th level, as a reaction to taking damage, if you can see them and they are within 100 ft. of you, you may curse the enemy that damaged you, causing ethereal chains to hook from your ankles and wrists to theirs. While cursed, the enemy may not use their movement speed to move away from you in any way. If the cursed creature is teleported or blown further away by an explosion etc. the chains are broken. This costs 2 stress points.
- Improved Dark Passage
At 17th level, any number of allies may use their reaction to grab onto the lantern's mist as it passes by them, and thus may also let go at any point.
- Death Sentence
At 18th level, your manifestation feeds off of your fleeting willpower and tempts you with eternal servitude. As an action and up to 20 stress points (minimum of 2, in increments of 2), you may instantly decimate a creature within 10ft, assaulting them with all manner of barbs, spikes, hooks, razors, serrated blades and other forms of metalic nightmarish torture. Ripping and tearing away at a creature's flesh, carving into skin and bone alike. This ability deals Xd10 + Y× your Constitution modifier magical slashing damage, where Y is every 2 stress points expended, and X is equal to half your abomination level rounded down. This feature immediately shapeshifts you into your manifestation and may not be used again until you complete two long rests or 10 days have passed.
Fulmination Beast
- Manifestation
Your Manifestation takes form as a lightning-scarred and battle-worn quadruped. Your manifestation might be that of an elk, bear, wolf, rhino or even a tiger. Each of these could have scars on their body, symbols carved into their fangs, horns or antlers, all of which can glow and crackle with latent power during your manifestation. Your lightning could glow blue, gold, orange or red.
- Eye of the Storm
Beginning at level 3, you gain the following features when you select this manifestation:
- You gain immunity to lightning damage, which becomes immunity during your manifestation.
- Your Poison Spray and Rain of Blood's damage types are now lightning.
- You gain an additional 10 ft. of movement speed if you take damage before the beginning of your turn, or if you began your turn in your manifestation.
- When you restrain an enemy using Inhuman Bondage, they receive an additional 1d10 lightning damage.
- Thundering Smash
Starting at level 7, your manifestation's aggressive temperament enhances your strikes. As a bonus action after a successful melee or thrown weapon attack, you may expend 1 stress point to deal an additional 1d8 thunder damage. The creature must make a DC 10 + your Constitution modifier Wisdom saving throw or be stunned until the end of its next turn. At the beginning of its next turn, it may attempt the saving throw again.
- Frenzied Maul
Starting at level 11, your monstrous vitality only boldens in the face of combat. If you attack a creature at least twice on the same turn, you heal for half of the largest damage die you rolled on your second attack.
- Relentless Storm
Beginning at level 13, pure energy crackles and flashes across your limbs, raising your hair and pulsing through your bones. Dealing damage during your manifestation causes lightning to rip through your target and all nearby enemies. When you deal damage to a creature, all enemies within 20 ft. take 4 lightning damage.
- Sky Splitter
Starting at level 15, you've learned to weave the ebb and flow of energy from your curse. As an action and 5 stress points, you can channel a mighty and furious storm upon the battlefield. All enemies within 30 ft. of you must make a DC 8 + your Constitution modifier + your Dexterity modifier Dexterity saving throw, taking 3d6 lightning damage or half as much on a successful save. All allies caught in the storm have advantage on their first attack next turn.
- Stormbringer
Starting at level 18, shapeshifting into your manifestation unleashes far more energy than you can handle. When you transform, you may launch yourself up to 20 ft. away and crash down, decimating everything underneath and around you. All creatures within 5 ft. must make a DC 10 + your Constitution modifier + Strength modifier Dexterity saving throw or be knocked prone.
Brood Mother
A group of common highwaymen lie in wait as a simple traveler crosses the outcrop in the treeline, poor soul dismounting her horse to fill her waterskin. A loud whistle and not one breath later, surrounded, if she relinquishes her belongings, they might only sell her. The thieves tie her mount to a stake in the ground, and she feels the pressure. Every laugh, taunt in a language she doesn't need to understand, she feels the panic of all who were unfortunate enough to have come before her. The contents of her satchel spill out into the ground, she feels it grow in her throat and mind. They toss the parchment into the pond, and threaten her with blades, shouting louder. She begs and pleads, but they just smile. Right as she'd be gutted and left for the maggots, that same panic leaves her body. She catches the blade with her newly formed mandibles and snaps the neglected steel with a hiss. Another swings to save his leader, and loses his head just as quickly. They try to run but she simply dives into the ground, emerging only to snap them up and crush their bones. Every step they take they see more hellish spiders waiting to feast. Their mother looses a howling scream that echoes through the bandits' teeth, and every last one drowns paralyzed in a chittering sea of biting and legs.
- Manifestation
Your manifestation is that of a large insect, complete with claws and razor-sharp mandibles. This may take form as a praying mantis, a beetle, a spider, or even a wingless wasp.
- Xer'Sai Bloodline
Beginning at 3rd level when you choose this manifestation, you gain the following features:
- You gain stress points when you or an ally deals damage with a critical attack.
- You have 10 ft. of blindsight when touching solid ground.
- Also, most insects are not hostile to you.
- Creatures restrained by your Inhuman Bondage are swarmed by spiders, and have disadvantage on all saving throws until Inhuman Bondage ends.
- Furious Bite
Starting at level 7, you enjoy nothing more than receiving and dealing as much devastation as possible. After receiving melee damage from a creature, you may use your reaction and 2 stress points to perform an attack of opportunity against the creature. You may use Savage Strike and Eldritch Blood during this, as well as all other attacks of opportunity.
- Prey Seeker
Starting at level 11, Enemies that you have damaged or have damaged you during combat are marked. You have an innate sense of all marked creatures and know where they are as long as they occupy physical space and aren’t actively flying.
- Improved Bloodline
Beginning at level 13, while in your transformation, your blindsight increases to 20 ft. Furious Bite, Savage Strike and Queen’s Wrath cost half as many stress points as they normally do.
- Queen's Wrath
At level 15, When you shapeshift into your manifestation, you may summon 1d4 phase spiders. This feature may also be used during Void rush, and if so, you designate whether they emerge from the ground at your original burrow site or around your target. They are treated as companions until the end of combat. This feature costs 4 stress points, and cannot be used again until you complete a short rest.
- Void Rush
Beginning at level 18, the thrill of the hunt fuels you with energy and vigor. As an action and 8 stress points, you may choose one creature marked by Prey Seeker (within 120 ft.) and temporarily shapeshift into your manifestation, burrowing into solid rock as if it were water. Doing this allows you to stay under the surface of the ground until the beginning of the chosen creature’s turn. Assuming that solid earth leads an obvious path to the creature and that creature isn’t flying more than 20 feet in the air. You speed through the ground, tearing towards the creature until eventually you rupture through the ground, pouncing on and mauling your prey. You make a melee attack with advantage dealing 4d8 bludgeoning damage, and you shapeshift back into your original form afterwards. If you are already in your manifestation, the stress point cost is halved (via Improved Bloodline) and does not revert you to your original form.
Multiclassing
Prerequisites. To qualify for multiclassing into the abomination class, you must have a Constitution higher than 15, and went through a harrowing event that left a damning brand.
References
- ↑ Curse of Strahd
Back to Main Page → 5e Homebrew → Classes