Abomination (Version 1.0)





Abomination is a term often used to describe the mutated lowlives and homeless, these people are often outcast by the rest of society.

many of these mutated often live in the slums hunting mice and such for food. They've been noted to often turn to the gods for salvation, even while the gods never do seem to answer. Almost all abominations have atleast one quirk in addition to their obvious mutations. 1d12 Quirk 1 Your eyelids open and close sideways 2 One of your arms is covered in tissue damage 3 Your fingers are always slightly twitching 4 Sometimes your eyecolor shifts after blinking 5 You look sickly and smell of sulfur 6 Your skin is lightly translucent 7 Your eyes keep blinking uncontrollably when under stress 8 Your blood is the wrong color 9 Your skin has a lot of blisters 10 Pick two quirks (If you get this again reroll instead) 11 None 12 None

Abomination Level Proficiency Bonus Features 1st +2 Mutation 2nd +2 Predictable lies 3rd +2 School of thought, Increased bodymass 4th +2 Ability Score Improvement 5th +3 Mutation 6th +3 Ability Score Improvement, School of thought feature 7th +3 Resistant 8th +3 Ability Score Improvement 9th +4 Mutation 10th +4 School of thought feature, Extra Attack 11th +4 Fearless 12th +4 Ability Score Improvement 13th +5 Mutation 14th +5 Ability Score Improvement 15th +5 School of thought feature 16th +5 Ability Score Improvement 17th +6 Ultimate Mutation 18th +6 - 19th +6 Ability Score Improvement 20th +6 Controllable mutating Class Features As an Abomination, you gain the following class features Hit Points Hit Dice: 1d12 per Abomination level

1d12 per Abomination level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Abomination level after 1st Proficiencies Armor: Light armor, Shields

Light armor, Shields Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Constitution, Strenght

Constitution, Strenght Skills: Choose two from Religion, Survival, Intimidation, Insight, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: A simple weapon

(a) Shield (b) Leather armor

Bedroll Mutations When you reach 1st level, and again at 5th, 9th and 13th level, you can choose one of the Mutations from the list at the bottom of this class description. Predictable lies At 2nd level, as an abomination you're used to being lied to, since many merchants and such think of you as easy prey for getting a bit of extra coin.

After being tricked so many times, you've lerned to detect lies better than most people, and gain advantage on Insight checks when trying to determine if someone is lying or hiding the truth. School of thought As you reach 3rd, level you now have to make a choice, do you Embrace your mutations or Reject them?

Subclasses are detailed below the Class Features.

Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.



Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Increased bodymass You also gain +1 to AC again at 8th, 14th levels. Resistant At 7th level, your body has gotten used to it's own toxins, giving you resistance to poison, and immunity to disease.



In addition you are able to consume usually nonconsumable food like rotten or raw meat. Extra Attack At 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fearless At 11th level, you've already seen, and experience so many horrible things that you no longer fear anything. You are now immune to being frightened Ultimate Mutation At 17th level, you may choose one of the Ultimate Mutations, which can be found at the bottom of this Class description. Controllable mutating At 20th level, you gain the ability to change your mutations after a long rest, however you may not change your Ultimate mutation or the Prequisite of that mutation.

School of thought: Embrace Those who choose to embrace their mutations are often stronger then the ones who reject them, however this power comes at a cost. Vile mutating At 3rd, level as you embrace your mutated self, your mutations become more volatile.

Whenever you gain a Mutation you may now instead take Vile mutations Instability At 6th level, your mind has slowly began to detiriotate while your body enchances itself, raise any physical ability score (Strenght, Constitution or Dexterity) By 2 and, decrese one of your mental ability scores (Intelligence, Wisdom or, Charisma) by 1.

in addition which ever ability score you increased, also has it's maximum ability score limit increased by 2. Impurity At 10th level as you've embraced the mutation, your body no longer tries to contain it, causing your appearance to be horrifying to look at. You have advantage on Intimidation checks, and advantage on Persuasion checks against those who are afraid of you. Absorb At 15th level, as your mutations spread you discover that you can now absorb bodies of fallen creatures, taking 1 minute for each size category equal to or larger than small. and regaining 1d6 health for each size category equal to or larger than small (this ability cannot be used on creatures larger than large), this can also be used to gain temporary hit points



In addition you have a constant aura of decay, allowing you to quickly rot living objects within 5 feet to grey sludge.



This feature can be used equal to your contitution modifier per long rest.

School of thought: Rejection Many of those inflicted with mutations choose to reject them, ofcourse getting rid of them is almost impossible so those who reject them usually try to focus on making them less bothersome. Cleansed mutating At 3rd, level as you reject your mutations you are now trying to take back the control.

Whenever you gain a Mutation you may now instead take a Cleansed Mutation Stability At 6th level, your body structure has become closer to normal as you retain your control over the mutations, raise any mental ability score (Intelligence, Wisdom or, Charisma) By 2, and decrese one of your physical ability scores (Strenght, Constitution or Dexterity) by 1.

In addition which ever ability score you increased, also has it's maximum ability score limit increased by 2. Purity At 10th level, your trasformation towards bettering yourself inspires greatness in others. You may now give allies inspiration twice per long rest, requiring no action from you.

Inspiration: Functions the same as a bard, using a d10 Life energy At 15th level, you may use your knowledge of living mass allows you to give others some of your life energy, allowing you to cast Revivify or Cure wounds using Constitution as your spellcasting ability without expending spell slots.



This ability can only be used to cast Revivify once per day.

Mutations Bone blades The bones in your arms begin to shift, creating sharp bone spikes fom your arms giving you Natural weapons detailed below, however this spikes obstruct the use of your hands, and you now have disadvantage on all melee or ranged attack rolls using other weapons, in addition you can no longer use shields



Bone blade: One Handed Light Melee Weapon Attack: Strenght modifier + Proficiency to hit, reach 5 ft, one target. Hit: 2d4 + Strenght modifier piercing damage.



The damage of the Bone blade increases to 3d4 at 5th, 4d4 at 9th and 5d4 at 13th level Hive Small patches of your skin split open and begin generating small insects, to protect you, if your hitpoints fall below half of your maximum hitpoints (rounded down) at the start of each of your turns you gain 1 hitpoint. However these insects take food to produce and thus you must consume twice the food requiered for a normal person to keep this effect.

In addition the internal structures of the hive also weighs 20 pounds



This ability no longer functions if you are at 0 or less hitpoints Noxious fumes Your lungs have began to generate fumes and as a reaction you may exhale Noxious fumes to impose disadvantage to a melee attack against you also dealing 1d6 poison damage to you and the attacker. The damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level



You may use this feature equal times to your Constitution modifier and this ability resets after a long rest. Brain growth The damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th levelYou may use this feature equal times to your Constitution modifier and this ability resets after a long rest. Your brain grows a small growth that takes over your senses as you asleep, causing you to go into a "trance" instead which allows you to be semi conciouss as you rest, giving you an advantage on perception checks as you sleep, however sometimes the growth won't let you sleep due to intense pain, due to this whenever you try to sleep there is a 5% (same as rolling a 1 on a d20) to not be able to sleep that night giving you one level of exhaustion until you finish a short or a long rest. Arcane gland A thumb sized gland grows on your neck and begins collecting remnants of magic from the air, using this gland you gain the ability to cast weaker forms of magic.

However casting magic using the gland is painful due to impurities inside it, causing you to take 1d8 necrotic damage whenever you cast a spell



You gain two cantrips and two 1st level spells from either Wizard, Sorcerer, Ranger, Bard or Druid spell list, along with two spellslots of first level which you recover after a long rest.

You use constitution as your spellcasting modifier



If the gland is ever cut off, it will regrow itself after 24h, during which you are unable to use this ability. Heightened senses Your eyesight enhances allowing you to gain blindsight up to 30 feet as a bonus action, however your sight beyond that point becomes extremely blurry until you remove the blindsight as a bonus action.

While you are using blindsight any attacks coming outside its visible area have advantage against you.

Cleansed Mutations Retractable Bone blades Prerequisite: Bone blades Mutation Your bones begin to shift again, allowing you retract your Bone blades as a bonus action which also allows you to use other ranged and melee weapons along with shields without restrictions again, as long as the spikes are retraced. Resource stockpile Your bones begin to shift again, allowing you retract your Bone blades as a bonus action which also allows you to use other ranged and melee weapons along with shields without restrictions again, as long as the spikes are retraced. Prerequisite: Hive Mutation The hive has began for searching and stockpiling resources like food and water, they also begin to produce adrenaline and using it on you if fall unconcious causing you to gain 1 hitpoint, and 1d4 times half of your Abomination level temporary hitpoints and immidiately regain conciousness. In addition the insects no longer need to consume additional food to keep the Hive mutation active



You may use this ability again after a long rest. Noxious resistance The hive has began for searching and stockpiling resources like food and water, they also begin to produce adrenaline and using it on you if fall unconcious causing you to gain 1 hitpoint, and 1d4 times half of your Abomination level temporary hitpoints and immidiately regain conciousness. In addition the insects no longer need to consume additional food to keep the Hive mutation activeYou may use this ability again after a long rest. Prerequisitee: Noxious breath Mutation Your body has gotten used to poison due to being under constant exposure to poison, you are now able to safely exhale more of it, and may cause each creature within 5 feet to take the damage from Noxious Fumes. Pacified growth Your body has gotten used to poison due to being under constant exposure to poison, you are now able to safely exhale more of it, and may cause each creature within 5 feet to take the damage from Noxious Fumes. Prerequisite: Brain growt Mutation You've trained yourself how to not overstress the growth causing you to no longer have 5% chance of intense pain while trying to sleep.

However the growth is now less active at all times causing you to add you to add your Constitution score to perception checks while asleep instead of gaining advantage. Purified Gland You've trained yourself how to not overstress the growth causing you to no longer have 5% chance of intense pain while trying to sleep.However the growth is now less active at all times causing you to add you to add your Constitution score to perception checks while asleep instead of gaining advantage. Prerequisite: Arcane gland Mutation You manage to purify the Magic gland causing it to no longer damage on use, also gaining one 2nd level spell and spell slot Fixed vision You manage to purify the Magic gland causing it to no longer damage on use, also gaining one 2nd level spell and spell slot Prerequisite: Heightened senses Your sight is no longer blurry outside of your blindsight range, removing the advantage from attackers outside of the 30 feet range Vile Mutations Overgrown Bone blades Your sight is no longer blurry outside of your blindsight range, removing the advantage from attackers outside of the 30 feet range Prerequisite: Bone blades Mutation Your bones shift once again to form additional stronger spikes, this allows your Bone blades to deal 2d4 extra piercing, however you can no longer use other melee or ranged weapons.

These spikes will also count as magical for the purposes of overcoming resistances. Adrenaline overdrive Your bones shift once again to form additional stronger spikes, this allows your Bone blades to deal 2d4 extra piercing, however you can no longer use other melee or ranged weapons.These spikes will also count as magical for the purposes of overcoming resistances. Prerequisite: Hive Mutation The hive has began to stockpile adrenaling and it will begin using it if fall unconcious, causing you to gain 1d4 times your abomination level temporary hitpoints and you immidiately regain conciousness. However this effect only lasts for your Constitution modifier ammount rounds, after which, you immidiately lose all of your temporary hitpoints



You may use this ability again after a long rest.

The weight of the hive is also raised by 5 pounds. Thicker Fumes The hive has began to stockpile adrenaling and it will begin using it if fall unconcious, causing you to gain 1d4 times your abomination level temporary hitpoints and you immidiately regain conciousness. However this effect only lasts for your Constitution modifier ammount rounds, after which, you immidiately lose all of your temporary hitpointsYou may use this ability again after a long rest.The weight of the hive is also raised by 5 pounds. Prerequisite: Noxious fumes Mutation Your Noxious fumes become thicker, causing you to be able to shoot further and deal more damage with it. Noxious fumes now deals 1d6 extra damage to you and the target, in addition as an action you may shoot it out of your mouth at a target within 30 feet the target must make a constitution saving throw on failing taking 2d6 + Constitution Modifier poison damage or half as much on a successful save



The damage increases to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level



Saving throw: 8 + Constitution Modifier



Larger growth Your Noxious fumes become thicker, causing you to be able to shoot further and deal more damage with it. Noxious fumes now deals 1d6 extra damage to you and the target, in addition as an action you may shoot it out of your mouth at a target within 30 feet the target must make a constitution saving throw on failing taking 2d6 + Constitution Modifier poison damage or half as much on a successful saveThe damage increases to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level Prerequisite: Brain growth Mutation As you've let the growth develop, it enlarges allowing you to gain expertice in perception and while you are resting you have blind sight within 10 feet.

However the growth is now under more stress causing the chance of pain to increase to 10%

(Same as rolling 1 or 2 on a D20). Additional inpurities As you've let the growth develop, it enlarges allowing you to gain expertice in perception and while you are resting you have blind sight within 10 feet.However the growth is now under more stress causing the chance of pain to increase to 10%(Same as rolling 1 or 2 on a D20). Prerequisite: Arcane gland Mutation As you allow your body to keep transforming, the Arcane Gland in your neck grows slightly larger and more impure, causing your magic casting to deal 2d6 damage instead of 1d8, allowing you to learn two 2nd level spells from the previously selected spell list, in addition you gain two 2nd level spell slots.



In addition if the gland is cut off it now regrows itself after a long rest. Enchanced blindsight As you allow your body to keep transforming, the Arcane Gland in your neck grows slightly larger and more impure, causing your magic casting to deal 2d6 damage instead of 1d8, allowing you to learn two 2nd level spells from the previously selected spell list, in addition you gain two 2nd level spell slots.In addition if the gland is cut off it now regrows itself after a long rest. Prerequisite: Heightened senses Your blindsight distance inceases to 120 feet but you are no longer able to turn it off. Your blindsight distance inceases to 120 feet but you are no longer able to turn it off.