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Abomination DND Class

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

Abomination DND Class

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
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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, 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.

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