Abomination DND Class
Abomination DND Class
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, Unstable Beast                   1                -
 2nd            +2          Abomination traits                                                2                2
 3rd            +2          Empowered Claws                                                   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          Empowered Claws                                                   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.              claw attacks count as magical when overcomming
    You can’t use shields, concentrate and cast spells,      resistances and immunities.
    use magic items and speak.                               Ability Score Improvement
    Your hands aren’t made for weapons. Therefor you
    weapon attacks are made with disadvantage.               When you reach 4th level, and again at 6th, 8th, 12th,
    You get all other benefites from Abomination traits      16th, and 19th level, you can increase one ability score
    feature.                                                 of your choice by 2, or you can increase two ability
  Your appearance change as you want. You can get big        scores of your choice by 1. As normal, you can’t
curved horns, thick hide, big claws or more eyes. Your       increase an ability score above 20 using this feature.
equipment don’t change and fall on ground unless was         Extra Attack
created for this form. Clothes also don’t change and can
be riped apart when you transform (depend of players         Beginning at 5th level, you can attack twice, instead of
and DM).                                                     once, whenever you take the Attack action on your turn.
  Once you have transform the number of times shown          The number of attacks increases to three when you
for your abomination level in the Transformations            reach 11th level in this class.
column of the Abomination table, you must finish a long      Over Limits
rest before you can transform again.
Mutation Origin                                              From 8th level when you take Ability Score Improvment
                                                             you can raise your ability score to 22. Changes that
At 1 st. level you choose origin of your mutations from      happends inside you let you get power above many
Cursed, Infernal call, Holy blessing. Your choice grants     people.
you features at 1st level and again at 6th, 10th, and 14th   Iron Control
levels.
Unstable Beast                                               At 19th level you learn full potencial about your inside
                                                             force and know how fully control it. You ignore Unstable
When you transform into beast you take a bit of control      Abomination trait unleas you want othervise. Also
over force that crrate mutations. Unfortunately that         during transmutation you can cast spells, concentrate,
power can take control over you.                             speak and use magic items.
   Each time when you roll a 1 on d20 die or take            Beyond Consequences
critical hit you need to make DC 15 Charisma saving
throw. You have advantage on save if you have on             On 20th level you have achieved control over beast to
yourself holy symbol or handmade talisman. On failed         change rules of your body. You get additional 6 levels in
save you transform into abomination form attacking           other choosen class as you multiclassing but you don’t
everyone and destroing everything in sight. DM may           need meet the requirements of class and your
take control over your character during this time. This      proficiency bonus become +7 instead of +6.
transformation last until you fall unconscious, you get 3
or more levels of exaustion or after 1d6 minutes. If you     Mutation Origins
get natural 1 in saving throw agains transmutation, it       Power that you carry can have more than one source
last 2d6 hours.                                              and can come from curse, infernal flame or even as
   This transmutation don’t use your transformations         blessing of bloodthirsty gods. No matter of source this
uses. You can willingly failed this Charisma saving          power is destructive and unstable, trying freed
throw.                                                       themselfs from chains of your body and take full control
Abomination Traits                                           but can be woke by other sources.
Its hard to find two indentical abominations. That
becouse of varienty of traits that define beast inside. At   Dire Curse
2nd level, you gain two abomination traits of your           You are vessel for monstrous curse or furious spirit of
choice. When you gain certain abomination levels, you        nature. Either way your mutation represent raw nature,
gain additional traits of your choice, as shown in the       strength and gore that try to take control over you when
Abomination traits column of the Abomination table. A        blood drop on the ground. Your abomination form
level prerequisite refers to your level in this class.       reseble primal instinct and have animal apperance.
Empowered Claws                                              During transformation you can have thick fur, horns,
Starting at 3rd level, your claw attacks treat immunity to   animal faces and giant bear claws.
non-magical damage as resistance. On 9th level your
Woke By The Blood                                           Release The Flame
From 1st level you can enter your transformation as a       At 1st level your fiendish mutations let you burst with
reaction to being hit by hostile creature that you are      fire when you enter abomination form. When you use
aware of. If you transform this way, your speed             your transformation every creature other than you in 5
increases by 10 ft. and can make one natural weapon         ft. sphere need to make Dexterity saving throw with DC
attack as an bonus action while you in abomination          of 8 + your Constitution modifier + your proficiency
form.                                                       bonus. On a failed save they take 2d10 fire damage or
   If you take damage from creature that you’re not         half of that on succesful save. Radius and damage
aware you activate your Unstable Beast feature and          increase by 5 ft. and 1d10 on levels 6th (10ft., 3d10),
need to make Charisma saving throw as you roll 1 on         10th (15ft., 4d10) and 14th (20ft., 5d10). When you take
d20.                                                        fire damage equal or greater than your level in this class
   Also during transformation you count as beast type,      you activate your Unstable Beast feature and need to
not humanoid or other types.                                make Charisma saving throw as you roll 1 on d20. Also
                                                            during transformation you count as fiend type, not
Bloody Wrath                                                humanoid or other types.
From 6th level your beast side let you eat other
creatures to help you survive your battle. When you         Devilish Inside
make an Attack action you can replace one attack with       From 6th level your flame energy protect you from fire
bite attack. This attack is an unarmed strike dealing 1d6   and poison. You get resistance to poison damage and
piercing damage. On the hit you get amount of               advatage agains poisons. Aslo you get Fire Protection
temporary hit point equal to damage dealt. In addition      equal to half your level in normal form and equal to your
you can eat corpses of humanoids. If you do so your         level during transmutation.
regain hit point and increase its maximum amount by
double of number of hit dices consumed creature had.        Burning Skin, Boiling Blood
You maximum hit points goes back to normal after long       At 10th level you can start fire just by touching things
rest and you can increase you maximum hit points this       and your blood burn like liquid fire. Once per turn while
way only once per long rest.                                you transform and hit creature or object you can deal
                                                            extra 1d8 fire damage. Also when creature hit you with
King Of Beasts                                              melee weapon when its 5ft of you, that creature take fire
From 10th level some creature feel beast inside you. All    damage equal to your Constitution modifiar as your
beasts and elementals are neutral towards you from          blood burn thru its skin and armor.
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
                                                            your AC your Constitution modifier instead of Dexterity.
Celestial Warrior
Also on 1st level your holy transformation let you keep          Protection
your armor and weapons making them even more                     Protection is a simple mechanic, that give some creatures
deadly. You can wear armor in which you proficient               more protection agains centrain type of damage but not that
during transmutation and in addition your AC increase            powerful as resistance.
by 1 if you do that. Also you can use weapons without              When you take type of damage that you are protected you
disadvantage. Used weapon grow in size to match                  subtract protection value form damage. Damage can’t be
yours, dealing extra 1d6 damage or extra 1d8 if you use          subtracted below 1. Subtraction happends after
                                                                 consideration of resistances, immunities and vulnabilities.
weapon with heavy property.                                        Form example if I have Fire Protection 6 and take 10 fire
  When you take damage from fiend or undead you                  damage I will take 4 instead (10 - 6 = 4). On this same
activate your Unstable Beast feature and need to make            example taking 5 fire damage decreased damage taken to 1.
Charisma saving throw as you roll 1 on d20.                        Protection can be as detailed as you want. Spell Protection
  You can automatically pass this save if CR of fiend or         resist damage from spells, Non-Magical protect agains all
undead is lesser than 1/4 of your level in this class.           non-magical damage including non-magical fire and so on. If
  Also during transformation you count as celestial              there is just “Protection” without damage type, that mean
type, not humanoid or other types.                               that this Protection protect against every damage.
                                                                   Also Protection can stack, so with Protection 3 and Fire
Gods Favorite                                                    Protection 6 reduce fire damage by 9.
At 6th level god that gave you this strength charge you
with more power when you mutate. When you                       Abomination traits
transform you can choose to spell bless was cast upon           If an abomination trait has prerequisites you must meet
you. If you do spell dosen’t require concentration and          then to choose it. You can choose the trait at the same
last until end of transmutation. You can use this feature       time that you meet its prerequisites. You can’t choose
once and reagain use after you finish a short or long           same trait more then once unleas it states otherwise.
rest.                                                           Traits activate only when you in abomination form
Radiant Weapons                                                 unleas states otherwise.
Also once per turn wneh you deal damage with your               Abnormal Mind
attack you can add to damage 1d8 radiant damage. If             You get Psychic Protection 10 during transformation
creature was fiend or undead you instead add 1d12 to            and become immune to scrying and to any effect that
damage. Also you get Radiant and Necrotic Protection            would sense its emotions, read its thoughts, or detect its
equal to your half of your level when you in normal form        location in normal and abomination form.
and equal to your level when you in abomination form.
Celestial Blood                                                 Acid Split
At 14th level your god let you heal your wounds in the          Prerequisites: 5th level to chooose secound time
                                                                   When you attack you can split acid. This is ranged
heat of battle. As an bonus action you can regain               attack with range 40/120 ft. On hit it deals 1d6 acid
amount of hit point equal to five times your level. Once        damage. Object hit with this automatically take
used this feature you cannot use that again until you           maximum damage. You can choose this trait twice. On
finish a long rest.                                             secound choose damage increase to 1d8 and you can
   Also when you are target of spell that restore hit           split acid in normal form but then damage decrease to
points you can restore extra amount equal to your               1d6 acid damage.
Constitution modifier.
                                                                Aquatic Gills
 Variant: Variable Stats                                        Prerequisites: 3th level
 If you want a little change in Abomination you can use rule:
    Variable Stats: When you transform into abomination form
                                                                  You can breath underwater and in the air.
 you change value of Strength with one other abilitiy           Armor Breaker
 depenting of your origin. For Curse this is Inteligence, for
                                                                Prerequisites: 3th level
 Infernal call thats Charisma and for Holy blessing - Wisdom.
                                                                  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                                                 DC 8 + your Strength modifier + your proficiency bonus
Prerequisites: 7th level, Dire Curse                         or fall prone. You can choose this trait twice. On
  When you hit a creature with an attack, the creature       secound choose if you moves at least 15 ft. straight
takes an extra 1d6 damage if it’s below its hit point        toward a target and then hits it with a horns Attack on
maximum.                                                     the same turn, the target takes an extra 3d6 piercing
                                                             damage.
Brutal Hit
You can add your proficiency bonus to your claw attacks      Howl Of Blood
damage.                                                      Prerequisites: 3th level
                                                                Once per transformation as an action you can howl.
Call From Hell                                               Each hostile creature in 20ft. radius gets disadvantage
Prerequisites: 11th level, Infernal Call origin              in all attacks against creatures other than you. This
  When you transform you summon 2 under your
                                         Imps                effect end when you transform into normal form.
command in unocupied space that you can see within           Creatures immune to frightened condition are immune
30ft. of you. They act directly after you and you can        to this efect.
command thier movement and actions as a bonus
action. Imps dissapear when thier Hit Points drop to 0       Long Legs
                                                             Your moving speed increace by 10ft
or when you transformation ends.
Destroyer Of Magic                                           Mutated Wings
Prerequisites: 5th level                                     Prerequisites: 11th level
   When you attack you ignore bonuses to AC comming            You sprout giant wings granting you 30ft of flying
from spells (mage armor, shield, shield of faith, barkskin   speed.
etc.).                                                       Night Eyes
Elemental Hide                                               You get 60 ft. of darkvision. If you already have
Choose one: acid, cold, fire, lightning, poison, thunder.    darkvision its distance increase by 60 ft.
You get Protection 5 for this damage type. You can           Painful Howl
choose this trait multiple times taking new damage type
or incresing already taken (up to X Protection 20).          Prerequisites: 5th level
                                                                Once per transformation as an action you can howl.
Everyday Monster                                             Each creature in 15ft. radius other than you must
Prerequisites: 7th level                                     succeed on Wisdom saving throw or take 3d8 thunder
   When in normal form you can cast alter self witout        damage or half on succeed. Also you and every friendly
limitations.                                                 to you creature gets advantage in all attacks against
                                                             creatures that failed save until end of your next turn.
Fire Immunity                                                Creature immune to frightened condition automatically
Prerequisites: 13th level, Infernal Call origin              pass saving throw.
  You get immunity to fire damage.                           Prince Of Beasts
Giant Figure                                                 Prerequisites: 9th level, Dire Curse
Prerequisites: 7th level                                       When you transform you summon 3 Wolfes under
   Your size increase by 2 categories instead of 1, your     your command in unocupied space that you can see
attack range increase by 5ft. and at the start of            within 30ft. of you. They act directly after you and you
transformation you get Temporary Hit Points equal to         can command thier movement and actions as a bonus
four times your level. Also you deal extra 1d6 daamge        action. Wolfs dissapear when thier Hit Points drop to 0
with your attacks or extra 1d8 if you use weapon with        or when you transformation ends.
heavy property.                                              Punish The Heretic
Holy Armor                                                   Prerequisites: 9th level, Holy Blessing
Prerequisites: 7th level, Holy Blessing                        When creature deals damage you with weapon attack
  When you use   Gods Favorite   feature you get             that creature take radiant damage equal to half damage
additionalNon-magical Protection     equal to half your      dealt.
abomination level.
Horns
You can replace one attack with horns unarmed strike
attack dealing 1d6 piercing damage. If target was a
creature it must succeed on Strength saving throw with
Radiant Aura
Prerequisites: 5th level, Holy Blessing
   During tranformation you create 20ft. aura of dim
light around you that moves with you. If fiend or undead
start its turn in aura its take amount of radiant damage
equal to your Constitution modifier.
Regeneration
Prerequisites: 11th level
  At the start of your turn you regaint 5 Hit Points if you
have at least 1 Hit Point.
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.