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Abomination Voices Cry out As Figures Leap from the Treeline to Ambush a Traveling Elf in the Fading Twilight

Abomination Voices Cry out As Figures Leap from the Treeline to Ambush a Traveling Elf in the Fading Twilight

Abomination Voices cry out as figures leap from the treeline to ambush a traveling elf in the fading twilight. Only seconds pass before The their cries of battle turn to cries of fear as the elf howls and becomes a of teeth and claws, embracing the Proficiency within. Level Bonus Features Mutations A halfling lurks beneath the tranquil surface of the river, 1st +2 Abominable Form, — waiting for the bandit encampment to draw near. As soon as Abominable Influence one of them gets within reach, she explodes out of the water 2nd +2 Mutations 2 as a slimy mass of tentacles and aberrant eyes. A hulking creature with crimson skin makes quick work of 3rd +2 Frightful Gaze, 2 the orcs, slamming them to the side with every combination Uncanny Speed of claws, teeth, and curling black horns. When the bloodshed 4th +2 Ability Score Improvement 3 is done, the creature approaches the captives at the center of 5th +3 Extra Attack 3 the camp. A prisoner looks up with fear in his eyes, but he suddenly knows that the creature is more human than it 6th +3 Eldritch Strikes, 4 seems. Influence Feature No two are ever the same, endowed (or 7th +3 Bestial Strength (+2) 4 cursed, as some would say) with great power and defined by 8th +3 Ability Score Improvement 4 their abominable form. Though each appears as a normal humanoid, each possesses the ability to shapeshift into what 9th +4 — 5 can only be described as a horrific monster, an abomination 10th +4 Influence Feature 5 that is to be feared and served. The sources of power for such a creature are as varied as 11th +4 Feral Assault 5 the abominations themselves. Whether the product of horrid 12th +4 Ability Score Improvement 6 experiments, a terrible bloodline, or some other blasphemous 13th +5 Bestial Strength (+4) 6 ritual, abominations are people of immense power capable of using their gifts to protect those they love or destroy all that 14th +5 Influence Feature 6 offends them. 15th +5 — 7 Nightmarish Creatures 16th +5 Ability Score Improvement 7 17th +6 Rend 7 Monsters embody myriad things. They are terrors that stalk in the darkness, tales to keep naughty children from misbe- 18th +6 — 8 having, terrible creatures drawn as if from a nightmare; they 19th +6 Ability Score Improvement 8 are creatures of darkness, demons and devils of fire and brimstone, vast entities that lie outside the bounds of mortal 20th +6 Bestial Strength (+6) 8 comprehension. To be an abomination is to be counted among these. To be an abomination is to recognize one's true nature, to come to terms with oneself as a monster. Not all that have the gift are so willing to embrace it, volumes of lore or in tomes of spells, but found through however. Indeed, most that have it resist it, seeing it as a relentless pursuit of the gift. Once they are found, the new curse and a terrible retribution for some sin or misdeed. abomination is forced to keep its secret, for if discovered, Others become one with the monster within them, learning abominations are nearly always shunned or entirely cast out. to use its power and keep it in check, or falling prey to its People of almost all races and backgrounds throw them out appetites for power and destruction. It is only by taking this for the monsters they are, and their caution is shrewd and step that one can unlock their potential as an abomination. well-advised. Otherworldly Power Creating an Abomination There is no one way to create an abomination, and they can't When creating an abomination character, first of all consider be created without the use of some kind of black magic or where his or her power stems from. Talk with your DM about blasphemous ritual. Each seems to have its own unique an appropriate origin for your power. Did you anger a origin story. Some are the product of meddling in dark powerful eldritch being, who cursed you with a monstrous powers they didn't understand. Others are unfortunate souls nature? Did you stumble into a desecrated temple, where who were immersed in (or asked for) such power and unable fiendish power overtook you and worked profane power? Or to resist its call. Still others brought upon themselves the did you seek for power as a desperate attempt to save wrath of a powerful deity or other entity, who cursed them yourself or a dying community? with aSample power they couldn't separate themselves from. file Those who seek the power of an abomination can usually find it, but once they do, they find the price to be far greater than they had imagined. Such secrets aren't recorded in shape. You might grow fur, your face might elongate into a What is your relationship to the creature that gave you your long snout, you might grow spikes or a carapace, you might power? Were you the product of lasting fragments of a long- manifest scales, or any number of other things. Once you use lost entity, left according to your own will? If your power this feature, you can't use it again until you finish a short or came as a result of searching and asking, does the entity who long rest. granted your wishes expect some sort of payment or You can stay in your alternate form for a number of hours devotion? If you were cursed, what did you do to bring upon equal to half your abomination level (minimum 1 hour, yourself such a curse, and does the entity who cursed you rounded down). You then revert to your normal form unless leave you to your own devices or still harbor a vengeful you use this feature again (as given below). You can revert to vendetta? your normal form earlier by using a bonus action on your The adventuring life always finds every abomination, if they turn. You automatically revert if you fall unconscious, drop to don't seek it out themselves. Their power always manifests 0 hit points, or die. eventually, and when their true nature comes to light, even When you transform, you gain the following benefits, which friends or loved ones might find it difficult to retain the last until you revert to your normal form: relationship. This leads many to a life of seclusion, and they While you are not wearing armor, your Armor Class don't usually spend very long in one place, lest their affliction equals 10 + your Dexterity modifier + your Constitution become known. How did your character find the adventuring modifier. life? Were you driven out of your homestead by those who You gain a number of temporary hit points equal to three claimed to be friends? Perhaps your adventuring life led you times your abomination level plus your Constitution to the abonimable path. Or did you run from your settlement, modifier. afraid of someone finding your secret? You have advantage on Strength checks and saving throws. Quick Build Your unarmed strikes deal 1d6 bludgeoning damage, You can make an abomination quickly by following these rather than the normal damage for an unarmed strike. suggestions. First, make your highest ability score Strength, When you use the Attack action with an unarmed strike followed by Constitution. Second, choose the hermit on your turn, you can make one unarmed strike as a background. bonus action.

If you can cast spells, you can't cast them or concentrate on Class Features them while you are in this form. As an abomination, you gain the following class features. When you transform, you choose whether your equipment falls to the ground in your space, merges into your new form, Hit Points or is worn by it. Worn equipment functions as normal, but the Hit Dice: 1d12 per abomination level DM decides whether it is practical for the new form to wear a Hit Points at 1st Level: 12 + your Constitution modifier piece of equipment, based on your abominable shape and Hit Points at Higher Levels: 1d12 (or 7) + your Constitution size. Your equipment doesn't change size or shape to match modifier per abomination level after 1st the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Proficiencies Equipment that merges with the form has no effect until you Armor: Light armor, medium armor leave the form. Weapons: Simple weapons If you wish to use this feature again after you have already Tools: None expended its use, you can attempt a DC 10 Wisdom saving Saving Throws: Strength, Constitution throw. On a success, you transform into your abominable Skills: Choose two skills from Arcana, Athletics, form, and the save DC increases by 5. On a failure, you Intimidation, Perception, Nature, Stealth, Survival transform into your abominable form, the save DC increases by 5, and you lose control as your abominable form takes Equipment over. If the save fails by 5 or more, you can't transform, and You start with the following equipment, in addition to the you can't attempt to do so again until you finish a short or equipment granted by your background: long rest. The save DC resets to 10 when you finish a short or (a) leather armor or (b) hide armor long rest. (a) a dungeoneer's pack or (b) an explorer's pack If you lose control of the form, you must spend your turn (a) a ten-foot length of chain or (b) manacles attacking the nearest creature, moving toward that creature if any simple weapon and two daggers necessary. At the end of each of your turns, you can attempt the save again, ending the effect and regaining control of Abominable Form yourself on a success. You can also attempt the save again if a creature friendly to you uses an action and succeeds on a DC When you become an abomination, you gain an alternate 15 Charisma (Persuasion) check. You automatically regain abominable form. You can use a bonus action on your turn to control after 1 minute or when you are reduced to 0 hit manifest this form. When you do, you take on an abhorrent points. appeaSamplerance of your choice, but you retain your general body file Abominable Influence Extra Attack At 1st level, the influence of some abominable creature has Beginning at 5th level, you can attack twice, instead of once, left its mark in your form. Choose the Beast, the Eldritch, the whenever you take the Attack action on your turn. Fiend, the Shadow, or the Warborn, each of which is detailed at the end of the class description. Your choice grants you Eldritch Strikes features at 1st level and again at 6th, 10th, and 14th level. Starting at 6th level, while you are in your abominable form, your unarmed strikes count as magical for the purpose of Mutations overcoming resistance and immunity to nonmagical attacks As your power as an abomination grows, you begin to and damage. manifest more powerful mutations as a part of your abominable form. Bestial Strength At 2nd level, you gain two mutations of your choice. Your Starting at 7th level, while you are in your abominable form, mutation options are detailed at the end of the class your Strength score increases by 2, to a maximum of 22. description. When you gain certain abomination levels, you When you reach 13th level, your Strength score instead gain additional mutations of your choice, as shown in the increases by 4, to a maximum of 24. Mutations column of the Abomination table. When you reach 20th level, your Strength score instead Occasionally, mutations may continue to manifest or increases by 6, to a maximum of 26. become repressed over time. When you gain another mutation, you can choose one of your mutations and replace it with another mutation that you could gain at that level. Feral Assault Unless otherwise noted, you only gain the benefits of a Starting at 11th level, you can use your action to make a mutation while you are in your abominable form. melee weapon attack against any number of creatures within your reach, with a separate attack roll for each target. Frightful Gaze When you reach 3rd level, you gain the ability to frighten Rend other creatures using only your otherworldly gaze. The Starting at 17th level, your attacks can leave a lasting injury. If effects of your gaze differ depending on whether or not you you score a critical hit with a melee weapon attack, you can are in your abominable form. Once you use this feature, you force the creature to make a Constitution saving throw (DC can't use it again until you finish a short or long rest. equal to 8 + your proficiency bonus + your Strength modifier). Normal Form. You can use an action to target a creature On a failed save, the creature gains an open wound and takes within 30 feet of you. You and the target must be able to see 1d6 necrotic damage from blood loss at the start of each of each other. That creature must succeed on a Wisdom saving its turns until it or another creature takes an action and throw or become frightened of you for 1 minute. The effect succeeds on a DC 15 Wisdom (Medicine) check. Magical ends early if it is attacked or damaged, or if it witnesses its healing automatically closes the wound and ends the effect. allies being attacked or damaged. Creatures that don't have blood, such as constructs and If the target succeeds on its saving throw, it has no hint that undead, automatically succeed the saving throw. A creature you tried to frighten it. can have only one such wound at a time. Abominable Form. You can use an action to target a creature within 60 feet of you. You and the target must be able to see each other. That creature must succeed on a Abominable Influences Wisdom saving throw or become frightened of you for 1 Abominations are created in a multitude of different ways; no minute. While the creature is frightened in this way, its two are exactly the same, but the experiments and magics movement speeds are reduced to 0 as it is frozen with fear. used to create them are derived from similar areas. The The creature can attempt the save again at the end of each of following options are possible influences from which the its turns, ending the effect on itself on a success. power of an abomination could originate. In either case, the DC for the saving throw equals 8 + your proficiency bonus + your Constitution modifier. The Beast Your traits are derived from natural beasts, such as bears, Uncanny Speed wolves, eagles, and other animals. Pacts or rituals involving Starting at 3rd level, your speed increases by 10 feet while gods of beasts, hunting, and nature could result in a bestial you aren't wearing heavy armor. abomination. They share many traits with lycanthropes, though the two are not exactly the same, and many Ability Score Improvement abominations that take after the Beast are artificial When you reach 4th level, and again at 8th, 12th, 16th, and fabrications spawned of a mad 's attempts to recreate 19th level, you can increase one ability score of your choice lycanthropy. by 2, oSampler you can increase two ability scores of your choice by file 1. As normal, you can't increase an ability score above 20 Beast Speech using this feature. Starting at 1st level, you can comprehend and verbally communicate with beasts.