Abomination, Variant (5e Class)
From D&D Wiki
- 1 Abomination
- 1.1 Creating an Abomination
- 1.2 Class Features
- 1.3 Stress
- 1.4 Unarmored Defense
- 1.5 Calm
- 1.6 Retaliatory Strike
- 1.7 Manifestation
- 1.8 Ability Score Increase
- 1.9 Extra Attack
- 1.10 Absolution
- 1.11 Blood Bath
- 1.12 Eternal Manifestation
- 1.13 Damnation's Gift
- 1.14 Ageless
- 1.15 Abominational Monster
- 2 Manifestations
- 2.1 Lycan
- 2.2 Fiend
- 2.3 Enigma
- 2.4 Hulk
- 3 Multiclassing
- 4 References
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
As a Abomination you gain the following class features.
- Hit Points
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, Calm|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Ageless, Blood Bath Improvement|
|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. 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.
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.
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.
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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 1d6 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 1d6 necrotic damage as blood is splashed onto them.
At 17th level, this damage increases to 2d6 + your Constitution modifier.
Optional Feature: Monstrous Hide
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.
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.
At level 17, you've learned how to manipulate your metabolism. You cannot age normally or magically and you no longer require to eat or drink.
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 10 ft. movement speed when moving towards enemies below half their hit point maximum during your manifestation.
- 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.
- 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 three 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.
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.
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.
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.
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.
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.
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.
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.
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