Path of the Abomination (5e Subclass)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Darkest Dungeon franchise, and/or include content directly affiliated with and/or owned by Red Hook. D&D Wiki neither claims nor implies any rights to Darkest Dungeon copyrights, trademarks, or logos, nor any owned by Red Hook. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Path of the Abomination[edit]

Upon reaching 3rd level in the barbarian class, you may choose this as your primal path.

Many barbarians are able to remain in their humanoid form as they rage, even as they seem to be animalistic in their rage, they do not change. However, that is not the case for those who walk the path least followed, those of the path of the abomination. They are mutated with a foul blood, one of a feral monster, and when they rage the beast within comes out to hunt.

Transform

Starting at 3rd level, when you choose this path, your rage transforms you into a foul beast. When you rage, you gain the following features.

  • You gain resistance to poison, necrotic and acid damage.
  • You gain vulnerability to radiant damage.
  • Your unarmed strikes deal 1d6 slashing damage, and you can use your bonus action to make an unarmed strike.
  • You treat your unarmed strikes and one-handed melee weapon attacks as having the reach property.
Psych Up

Beginning at 6th level, anger is merely one of the few tools at your disposal. After a short or long rest, you can choose to psych yourself up. When psyched up, you deal additional damage equal to your rage damage bonus on all weapon attack damage rolls, for 1 hour. However, for the same hour, you take irreducible psychic damage equal to your rage damage bonus, whenever you take damage from a creature. As a bonus action, you can choose to stop being psyched up.

Experimental Nails

Additionally, at 6th level, your unarmed strikes are counted as being magical for the sake of overcoming resistance.

Eldritch Blood

At 10th level, your claws sharpen, and your hide toughens, in your bestial form. You unarmed strikes now deal 1d8 slashing damage, and you are no longer vulnerable to radiant damage while raging.

The Quickening

Beginning at 14th level, your destructive habits manifest in a pure form. As a bonus action, while raging, you can choose to mark one creature for death, for 1 minute. When you take the Attack action on your turn, if you hit only that creature, you can make one more weapon attack than you normally could. At the end of each of your turns, you take irreducible psychic damage equal to half the damage you took this turn, or half your barbarian level, whichever is higher. You can end this effect early, as a bonus action. After using this feature, you must take a short or long rest before doing so again.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: