Image Credit All images used in this Dungeons and Dragons 5th edition homebrew class are the property, and are credited to Red Hook Studios, creators of Darkest Dungeon, including the official Darkest Dungeon artist Chris Bourassa. Please support the official video game. "Tortured and reclusive...this man is more dangerous than he seems..." Beaten, branded and imprisoned for untold decades, this furtive vagrant hides a terrible secret. The Eldritch poison coursing through their veins have given them unspeakable power, at a terrible cost. As their form changes, so too do their combat capabilities. A Vile History Abominations are individuals who was stolen away at a young age and subjected to horrific eldritch experiments. Some Abominations enter into these depraved procedures willingly, perhaps having been given the assurance of financial payment or promises of power. Whatever the reason, an Abomination is looked upon with contempt by most creatures across the earth, with very few allowing themselves to befriend these horrid creations. Mistreated and Isolated During the course of an Abomination's experimentation, they were abused and treated with a total disregard for their well-being. This gives an Abomination an innate paranoid and untrusting manner towards most creatures they encounter. An Abomination will find refuge and solace in the darkest and most lonely of places, with friends or even some who they might call family an extremely rare virtue. Eldritch Blood The experiments inflicted upon an Abomination has filled their veins not with blood of a mortal, but with a fluid synthesized by whatever maniacal scientist has injected into their body. With this comes a strong effect upon the Abominations' serotonin levels, forcing them to be almost always a slave to their unpredictable emotions. Abomination Traits Abominations share certain racial traits as a result of their experimentation. Ability Score Increase Your Constitution increases by 2, and your Strength increases by 1. Age It is unknown exactly how long an Abomination is capable of living, as there are so few documented cases available for public knowledge. It is a given that their bodies have been infused with longevity that may well take them past the hundred year mark. Age Suggestion If you wish to put down a more solidified age capability, choose a race that you were pre-experimentation and add fifty years to it. Alignment Abominations tend to reflect the conditions of their experimentation. A cruelly treated Abomination will lean towards a chaotic side, where conditions that treated the Abomination with relative respect will pull them towards a neutral point, though this is rare. Size In both your humanoid and bestial form, you are classed as medium. Speed Your humanoid form gives you a 30ft walking speed. Your bestial form gives you a 40ft walking speed.

Darkvision An Abomination inherits any darkvision from their original race at half-effectiveness. If you were originally a human before becoming an Abomination, you have darkvision of up to 30ft. Virus Resistance Thanks to the powerful substance flowing through you, you have resistance to any poison damage that afflicts you. Additionally, you have advantage against any effect that forces you to save against the Poisoned status effect. Languages You can speak, read and write Common and Deep Speech. Beast's Bile You know the Poison Spray cantrip by regurgitation. Your muscular throat increases the range of this spell from 10 feet to 15 feet. As you gain levels, the damage of this spell increases by 1d12 at 4th, 10th and 16th level. Manacles You carry with you the manacles that once bound you. As a melee attack, you can use these as a weapon with which you are proficient. Your manacles are counted as a finesse weapon when wielded by you. On a successful melee attack, the target takes 1d4 bludgeoning damage and must make a Strength saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failure, they are unable to use a reaction until the start of your next turn. Abolution Though usually non-religious, Abominations may seek redemption for what they are in the eyes of a higher power. Once per long rest, you can use an action to roll 1d100. On a 50 or below, you regain hitpoints equal to your level + your wisdom bonus. At 10th level, the threshold for successfully regaining hitpoints increases to 60. Credit: Chris Bourassa, Darkest Dungeon, Red Hook Studios Beast Form You are infused with a violent concoction of Eldritch science of which you can utilize a number of times equal to your Constitution modifier + your proficiency bonus. These uses recharge after you complete a long rest. While you are in beast form, anything you say is in Deep Speech. Anyone who does not understand Deep Speech instead hears gutteral roars and growls from you when you speak. You can attempt to give simple commands to feral beasts within 15 feet of you with a successful Animal Handling check. The DC for this check may change depending on what kind of beast you are attempting to command and its disposition towards you. The base DC is otherwise 10 + your proficiency bonus. While transformed, you have advantage on all Strength and Constitution dice rolls. Each time you revert back to your humanoid form, you suffer one point of exhaustion. Transformation As an action, you undergo a gruesome transformation, forcing every hostile creature that can see you and is within 30ft of you must make a Wisdom saving throw with a DC of 8 + your Constitution modifier + your proficiency bonus. On a failure, a creature is frightened of you until the start of your next turn. A creature frightened by this transformation cannot use their movement to approach you by any means, and any attack against you requiring sight of you is made with disadvantage. Feral Rage Any weapons you are carrying are appropriately discarded from you when you transform. You are unable to cast spells except for your racial Poison Spray cantrip. Claws Your primary attack while in Beast Form is your claws. As an action, you make a melee attack against a creature. On a hit, a creature takes 1d8 slashing damage. The damage for this ability increases by 1d8 at 5th (2d8), 11th (3d8) and 17th (4d8). Bite As an action, you make a bite attack against a target. On a hit, the target takes 1d8 piercing damage. You can force a creature hit by your bite attack to make a Strength saving throw with a DC of 8 + your Strength modifier + your proficiency bonus. On a failure, the creature is grappled by you. While grappling a creature in this way, you move at half speed, and the grappled creature can contest you to break the grapple. The DC to do this is 8 + your Strength modifier + your proficiency bonus. The damage for this ability increases by 1d8 at 5th (2d8), 11th (3d8) and 17th (4d8).