0% found this document useful (0 votes)
65 views6 pages

Abomination Class Guide

Uploaded by

Ragnarok
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
65 views6 pages

Abomination Class Guide

Uploaded by

Ragnarok
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Abomination on holy symbol and blessing of god make him

In deep laboratory man try cure bestial curse while monstrous creature while she charge on enemies.
horns appear on his head and hands become giant bear- Abominations are people, that for some reason can
like claws. During magical incantation infernal calling change into terrifying beasts. They don't control this
awake devilish beast from tiefling and attack his friends power in absolute order and sometimes thier worst side
without secound thought. Religious warrior spil blood take over them and wake bloodthirsty monster inside.

The Concierge
Level Proficiency Bonus Features Transformations Abomination Traits
1st +2 Transformation, Mutation Origin, Abomination traits, Unstable Beast 1 2
2nd +2 - 2 2
3rd +2 - 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack (2) 3 4
6th +3 Ability Score Improvement, Mutation Origin 3 4
7th +3 - 3 5
8th +3 Ability Score Improvement, Over Limits 4 5
9th +4 - 4 6
10th +4 Mutation Origin 4 6
11th +4 Extra Attack (3) 5 7
12th +4 Ability Score Improvement 5 7
13th +5 - 5 8
14th +5 Mutation Origin 6 8
15th +5 - 6 9
16th +5 Ability Score Improvement 6 9
17th +6 - 7 10
18th +6 - 7 10
19th +6 Ability Score Improvement, Iron Control 7 11
20th +6 Beyond Consequences 10 13

Class Features (a) a martial melee weapon or (b) two simple melee
As an abomination, you gain the following class features weapons or (c) one simple ranged weapon and 20
ammunition in quiver or bag
Hit Points (a) holy symbol or (b) handmade talisman
Hit Dice:1d12 per abomination level explorer’s pack, two suits of normal clothes
12 + your Constitution modifier
Hit Points at 1st Level: Transformation
Hit Points at Higher Levels:1d12 (or 7) + your
Constitution modifier per abomination level after 1st From 1st level you can wake beast inside you taking
Proficiencies form of powerful monster. As a bonus action you can
Shields transform itself into abomination form for number of
Armor:
Simple weapons, Martial melee weapons rounds equal to your Constitution modifier + your
Weapons:
None proficiency bonus. You don’t transform into normal
Tools: form if you die or fall unconscious. In abomination form
Saving Throws: (a) Strength and Constitution or (b) you get following benefits:
Dexterity and Intelligence Your size increase by 1 category.
Skills: Choose three from: Animal Handling, Athletics,
Deception, Intimidation, Nature, Perception, Stealth, You have advantage on Strength checks and
Survival Strength saving throws.
You add your Constitution modifier to your AC if you
Equipment aren’t wearing armor.
You start with the following equipment, in addition to You have claw unarmed strike (1d8 slashing).
the equipment granted by your background: You have Protection equal to your proficiency bonus.
You can take Dash action as a bonus action. scores of your choice by 1. As normal, you can’t
You can’t use shields, concentrate and cast spells, increase an ability score above 20 using this feature.
use magic items and speak. Extra Attack
Your hands aren’t made for weapons. Therefor you
weapon attacks are made with disadvantage. Beginning at 5th level, you can attack twice, instead of
You get all other benefites from Abomination traits once, whenever you take the Attack action on your turn.
feature. The number of attacks increases to three when you
Your appearance change as you want. You can get big reach 11th level in this class.
curved horns, thick hide, big claws or more eyes. Your Over Limits
equipment don’t change and fall on ground unless was
created for this form. Clothes also don’t change and can From 8th level when you take Ability Score Improvment
be riped apart when you transform (depend of players you can raise your ability score to 22. Changes that
and DM). happends inside you let you get power above many
Once you have transform the number of times shown people.
for your abomination level in the Transformations Iron Control
column of the Abomination table, you must finish a long
rest before you can transform again. At 19th level you learn full potencial about your inside
Mutation Origin force and know how fully control it. You ignore Unstable
Abomination trait unleas you want othervise. Also
At 1 st. level you choose origin of your mutations from during transmutation you can cast spells, concentrate,
Cursed, Infernal call, Holy blessing. Your choice grants speak and use magic items.
you features at 1st level and again at 6th, 10th, and 14th Beyond Consequences
levels.
Abomination Traits On 20th level you have achieved control over beast to
change rules of your body. You get additional 6 levels in
Its hard to find two indentical abominations. That other choosen class as you multiclassing but you don’t
becouse of varienty of traits that define beast inside. At need meet the requirements of class and your
1st level, you gain two abomination traits of your choice. proficiency bonus become +7 instead of +6.
When you gain certain abomination levels, you gain
additional traits of your choice, as shown in the Mutation Origins
Abomination traits column of the Abomination table. A Power that you carry can have more than one source
level prerequisite refers to your level in this class. and can come from curse, infernal flame or even as
Unstable Beast blessing of bloodthirsty gods. No matter of source this
power is destructive and unstable, trying freed
When you transform into beast you take a bit of control themselfs from chains of your body and take full control
over force that crrate mutations. Unfortunately that but can be woke by other sources.
power can take control over you.
Each time when you roll a 1 on d20 die or take
critical hit you need to make DC 15 Charisma saving Dire Curse
throw. You have advantage on save if you have on You are vessel for monstrous curse or furious spirit of
yourself holy symbol or handmade talisman. On failed nature. Either way your mutation represent raw nature,
save you transform into abomination form attacking strength and gore that try to take control over you when
everyone and destroing everything in sight. DM may blood drop on the ground. Your abomination form
take control over your character during this time. This reseble primal instinct and have animal apperance.
transformation last until you fall unconscious, you get 3 During transformation you can have thick fur, horns,
or more levels of exaustion or after 1d6 minutes. If you animal faces and giant bear claws.
get natural 1 in saving throw agains transmutation, it
last 2d6 hours.
This transmutation don’t use your transformations Woke By The Blood
uses. You can willingly failed this Charisma saving From 1st level you can enter your transformation as a
throw. reaction to being hit by hostile creature that you are
Ability Score Improvement aware of. If you transform this way, your speed
increases by 10 ft. and can make one natural weapon
When you reach 4th level, and again at 6th, 8th, 12th, attack as an bonus action while you in abomination
16th, and 19th level, you can increase one ability score form.
of your choice by 2, or you can increase two ability
If you take damage from creature that you’re not aware fire damage equal or greater than your level in this class
you activate your Unstable Beast feature and need to you activate your Unstable Beast feature and need to
make Charisma saving throw as you roll 1 on d20. make Charisma saving throw as you roll 1 on d20. Also
Also during transformation you count as beast type, during transformation you count as fiend type, not
not humanoid or other types. humanoid or other types.
Bloody Wrath Devilish Inside
From 6th level your beast side let you eat other From 6th level your flame energy protect you from fire
creatures to help you survive your battle. When you and poison. You get resistance to poison damage and
make an Attack action you can replace one attack with advatage agains poisons. Aslo you get Fire Protection
bite attack. This attack is an unarmed strike dealing 1d6 equal to half your level in normal form and equal to your
piercing damage. On the hit you get amount of level during transmutation.
temporary hit point equal to damage dealt. In addition
you can eat corpses of humanoids. If you do so your Burning Skin, Boiling Blood
regain hit point and increase its maximum amount by At 10th level you can start fire just by touching things
double of number of hit dices consumed creature had. and your blood burn like liquid fire. Once per turn while
You maximum hit points goes back to normal after long you transform and hit creature or object you can deal
rest and you can increase you maximum hit points this extra 1d8 fire damage. Also when creature hit you with
way only once per long rest. melee weapon when its 5ft of you, that creature take fire
damage equal to your Constitution modifiar as your
King Of Beasts blood burn thru its skin and armor.
From 10th level some creature feel beast inside you. All Also while transform your unarmed attacks count as
beasts and elementals are neutral towards you from magical.
beggining and if they try to attack you they need to make
Wisdom saving throw with DC of 8 + your Strength Devil Powers
modifier + your proficiency bonus. If they failure they At 14th level you become immune to poison damage
can’t attack you this turn. You also can add your and poisoned contidion, effects of all poisons and
proficiency bonus to damage dealt by your bite attack. resistance for non-magical bludgeoning, piercing, and
slashing damage. Silver and adamantine weapons
Tear Apart overcome this resistance.
At 14th level you become the bloodthirsty monster that Also when you use Release the flame ability every
never miss an occasion to tear someone apart. You can creature that failed save is in addition frightened of you
make up to 2 reactions during round by only one per while you transform or until they take damage.
turn. Also as an reaction to being attack by creature
with melee weapon you can make one non-bite attack Holy Blessing
against that creature. In addition you get permament
Protection equal to your Constitution modifier. Your mutations aren’t curse, bad luck or infernal power.
Instead you were given this raw, brutal power by one of
Infernal Calling gods that favor battle, war and bloodshed. When you
transform on your body can appear symbol of god,
Maybe you get pact with archdevil or you were exposed bloody halo may float beyond your head and eyes start
to corruption of abyss. It don’t matter. Now you carry glow celestial light, when you thow yourself into battle.
piece of unnatural flame inside you and become fiendish
nightmare during transmutation. Your apperance as Bonus Proficiency
beast may include devil horns, cracked skin with lava On 1st level you get proficiency in religion if you don’t
inside and your eyes can become black wells with red have that already and proficiency in medium armor. In
burning dots. addition when you wear medium armor you can add to
Release The Flame
your AC your Constitution modifier instead of Dexterity.
At 1st level your fiendish mutations let you burst with Celestial Warrior
fire when you enter abomination form. When you use Also on 1st level your holy transformation let you keep
your transformation every creature other than you in 5 your armor and weapons making them even more
ft. sphere need to make Dexterity saving throw with DC deadly. You can wear armor in which you proficient
of 8 + your Constitution modifier + your proficiency during transmutation and in addition your AC increase
bonus. On a failed save they take 2d10 fire damage or by 1 if you do that. Also you can use weapons without
half of that on succesful save. Radius and damage disadvantage. Used weapon grow in size to match
increase by 5 ft. and 1d10 on levels 6th (10ft., 3d10), yours, dealing extra 1d6 damage or extra 1d8 if you use
10th (15ft., 4d10) and 14th (20ft., 5d10). When you take weapon with heavy property.
When you take damage from fiend or undead you
activate your Unstable Beast feature and need to make
Charisma saving throw as you roll 1 on d20.
You can automatically pass this save if CR of fiend or
undead is lesser than 1/4 of your level in this class.
Also during transformation you count as celestial
type, not humanoid or other types.
Gods Favorite
At 6th level god that gave you this strength charge you Abomination traits
with more power when you mutate. When you If an abomination trait has prerequisites you must meet
transform you can choose to spell bless was cast upon then to choose it. You can choose the trait at the same
you. If you do spell dosen’t require concentration and time that you meet its prerequisites. You can’t choose
last until end of transmutation. You can use this feature same trait more then once unleas it states otherwise.
once and reagain use after you finish a short or long Traits activate only when you in abomination form
rest. unleas states otherwise.
Radiant Weapons Abnormal Mind
From 10th level all your attacks count as magical. Also You get Psychic Protection 10 during transformation
once per turn wneh you deal damage with your attack and become immune to scrying and to any effect that
you can add to damage 1d8 radiant damage. If creature would sense its emotions, read its thoughts, or detect its
was fiend or undead you instead add 1d12 to damage. location in normal and abomination form.
Also you get Radiant and Necrotic Protection equal to
your half of your level when you in normal form and Acid Split
equal to your level when you in abomination form. Prerequisites: 5th level to chooose secound time
When you attack you can split acid. This is ranged
Celestial Blood attack with range 40/120 ft. On hit it deals 1d6 acid
At 14th level your god let you heal your wounds in the damage. Object hit with this automatically take
heat of battle. As an bonus action you can regain maximum damage. You can choose this trait twice. On
amount of hit point equal to five times your level. Once secound choose damage increase to 1d8 and you can
used this feature you cannot use that again until you split acid in normal form but then damage decrease to
finish a long rest. 1d6 acid damage.
Also when you are target of spell that restore hit
points you can restore extra amount equal to your Aquatic Gills
Constitution modifier. Prerequisites: 3th level
You can breath underwater and in the air.
Armor Breaker
Prerequisites: 3th level
You get +2 to hit when you attack creature wearing
armor.
Blind Monster
You get 60 ft. of blindsight but you blind beyond this
radius.
Bloodied Aim
Prerequisites: 7th level, Dire Curse
When you hit a creature with an attack, the creature
takes an extra 1d6 damage if it’s below its hit point
maximum.
Brutal Hit
You can add your proficiency bonus to your unarmed
strike damage.
Call From Hell Once per transformation as an action you can howl.
Prerequisites: 11th level, Infernal Call origin Each hostile creature in 20ft. radius gets disadvantage
When you transform you summon 2 under your
Imps in all attacks against creatures other than you. This
command in unocupied space that you can see within effect end when you transform into normal form.
30ft. of you. They act directly after you and you can Creatures immune to frightened condition are immune
command thier movement and actions as a bonus to this efect.
action. Imps dissapear when thier Hit Points drop to 0 Prince Of Beasts
or when you transformation ends. Prerequisites: 9th level, Dire Curse
Destroyer Of Magic When you transform you summon 3 Wolfes under
Prerequisites: 5th level your command in unocupied space that you can see
When you attack you ignore bonuses to AC comming within 30ft. of you. They act directly after you and you
from spells (mage armor, shield, shield of faith, barkskin can command thier movement and actions as a bonus
etc.). action. Wolfs dissapear when thier Hit Points drop to 0
or when you transformation ends.
Elemental Hide
Choose one: acid, cold, fire, lightning, poison, thunder. Long Legs
Your moving speed increace by 10ft
You get Protection 5 for this damage type. You can
choose this trait multiple times taking new damage type Mutated Wings
or incresing already taken (up to X Protection 20). Prerequisites: 11th level
Everyday Monster You sprout giant wings granting you 30ft of flying
Prerequisites: 7th level speed.
When in normal form you can cast alter self witout Night Eyes
limitations. You get 60 ft. of darkvision. If you already have
Fire Immunity darkvision its distance increase by 60 ft.
Prerequisites: 13th level, Infernal Call origin Painful Howl
You get immunity to fire damage. Prerequisites: 5th level
Giant Figure Once per transformation as an action you can howl.
Prerequisites: 7th level Each creature in 15ft. radius other than you must
Your size increase by 2 categories instead of 1, your succeed on Wisdom saving throw or take 3d8 thunder
attack range increase by 5ft. and at the start of damage or half on succeed. Also you and every friendly
transformation you get Temporary Hit Points equal to to you creature gets advantage in all attacks against
four times your level. Also you deal extra 1d6 daamge creatures that failed save until end of your next turn.
with your attacks or extra 1d8 if you use weapon with Creature immune to frightened condition automatically
heavy property. pass saving throw.
Holy Armor Punish The Heretic
Prerequisites: 7th level, Holy Blessing Prerequisites: 9th level, Holy Blessing
When you use Gods Favorite feature you get When creature deals damage you with weapon attack
additionalNon-magical Protection equal to half your that creature take radiant damage equal to half damage
abomination level. dealt.
Horns Radiant Aura
You can replace one attack with horns unarmed strike Prerequisites: 5th level, Holy Blessing
During tranformation you create 20ft. aura of dim
attack dealing 1d6 piercing damage. If target was a light around you that moves with you. If fiend or undead
creature it must succeed on Strength saving throw with start its turn in aura its take amount of radiant damage
DC 8 + your Strength modifier + your proficiency bonus equal to your Constitution modifier.
or fall prone. You can choose this trait twice. On
secound choose if you moves at least 15 ft. straight Regeneration
toward a target and then hits it with a horns Attack on
the same turn, the target takes an extra 3d6 piercing Prerequisites: 11th level
At the start of your turn you regaint 5 Hit Points if you
damage. have at least 1 Hit Point.
Howl Of Blood
Prerequisites: 3th level
Resisted Skin
Prerequisites: 11th level
You get Blugeoning, piercing and slashing Protection
equal to your proficiency bonus.
Sharp Claws
Your claw damage increace to 1d10. You can choose
this trait three times. Secound choose let you use claws
with 1d6 damage in normal form and third choose
increace damage to 1d12 in abomination form.
Siege Monster
Prerequisites: Dire Curse
You deal double damage to objects and structures.
Spikes
When creature in 5ft. of you hit you with melee attack
its take 3 piercing damage.
Suluric Breath
Prerequisites: 5th level, Infernal Call origin
Once per transformation as an action you can breatch
sulfur dust and explosive gase. Every creature in 20ft.
cone emanating from you must succeed on Constitution
saving throw with DC 8 + your Constitution modifier +
your proficiency bonus or take number of d8 poison
damage equal to your proficiency bonus or half that
damage on succesful saving throw. If in the cone is
source of open fire equal or greater than torch every
affected by cone creature take additional 3d6 fire
damage.
Surface Adaptation
You get climbing or swimming speed equal to your
moving speed.
Tentacles
You replace your claw attack with tentacles attack.
Damage type change to blugeoning and tentacles attack
gets Reach. This still counts as claws for purpouse of
abilities or features like Sharp claws trait.

You might also like