


Abomination
A gentle-looking hermit strolls through a moonlit wood, clad in a soft tunic and fur cape. He comes across a white stag, its fur stained red — slaughtered by hunters, who took its antlers and left the rest to rot. The man's rage begins to boil over at the thought. Wiry black fur bristles across his back and arms, terrible claws grow from his fingertips, and his face morphs, revealing slavering fangs under a pair of golden eyes.
A well-dressed noblewoman ducks into an alley, taking a shortcut across the city, only to discover a pair of masked thugs with wicked knives. One demands her coinpurse; the other grabs her arm and nicks the skin, drawing blood. Her fear melts away, replaced with righteous fury as the cut on her arm begins to exude not crimson blood but white-gold fire. Her eyes gleam pearlescent and a pair of feathered wings burst from her shoulders as she prepares to mete out terrible vengeance upon the petty criminals.
A librarian strolls through her archive, reshelving boooks as she finds them, humming softly to herself in the stillness. When soldiers burst in and begin heaping books into piles and setting them alight, she is first aghast and then outraged. A captain holds her arm in an iron grip until her eyes suddenly roll backward and are replaced with burning-red orbs. A barbed tail bursts through her robe and stabs through her captor's throat as her skin turns crimson and horns erupt from her forehead. The terrified soldiers shrink back as the demon marches forward with deadly purpose.
The town magistrate leaps up from his bed at the sound of gnollish raiders, running outside and seeing flame and carnage as the hyena-kin attack. They grab a shovel and sprints to join the fight, battering one across the head even as three more gnolls move to surround them. When a crudely-fletched arrow pierces the magistrate's shoulder, then a second, then a third, they fall to the ground. Then they erupt with twisting and cracking noises, as wood bends and rasps against wood. The gnolls shrink back as the magistrate stands again — their skin turned to iron-strong bark, their arms turned to grasping branches, and their unimposing figure replaced with the trunk of a massive and furious treant.
The tactician stands behind his troops, fighting a desperate rearguard action against a band of blackhearted cultists. He directs the soldiers deftly, commanding a sturdy shield wall, but one that shrinks as the cultists press ever forward. As his soldiers fall, one after another, he closes his eyes and calls upon his inner strength. Red-black scales erupt from his skin and leathery wings unfold from his shoulders as the commander turns into a terrifying draconic beast. He leaps over his men and bathes the cultists in a gout of deadly fire, as every combatant on both sides shrinks back in terror.
Uncontrolled Power
As an abomination, you are a creature apart from society. In the course of your ordinary day, you are unimposing, even gentle, offering a helpful word or a skillful eye but rarely inspiring fear. But when your sealed power breaks free, you transform into a raging monster, able to decimate the ranks of your foes. You may choose to constrain your inner beast, drawing on its power sparingly, or instead give yourself over to it fully in a terrifying frenzy.
Abominations rarely have any sort of negotiation with their inner power; it is a part of themselves, albeit a fearsome and terrifying one. An abomination's strength depends on their ability to maintain a delicate balance, drawing on their inner power without losing control entirely. Channeling too much power will awaken the beast and trap you in its form until you can recover. Holding too much in reserve, though, may mean the beast's power is unavailable when you truly need it.
Abomination
| Level | Proficiency Bonus | Features | Frenzy Limit | Mutations |
|---|---|---|---|---|
| 1st | +2 | Frenzy, Sinister Influence | 2 | — |
| 2nd | +2 | Hidden Nature, Fearsome Transformation, Abominable Mutations | 2 | 1 |
| 3rd | +2 | Channeled Curse, Unleashed Strike, Sacrificial Frenzy | 3 | 1 |
| 4th | +2 | Ability Score Improvement | 3 | 1 |
| 5th | +3 | Extra Attack, Abominable Power | 3 | 2 |
| 6th | +3 | Nature Feature | 4 | 2 |
| 7th | +3 | Uncanny Strength, Explosive Frenzy | 4 | 2 |
| 8th | +3 | Ability Score Improvement | 4 | 2 |
| 9th | +4 | — | 5 | 3 |
| 10th | +4 | Nature Feature | 5 | 3 |
| 11th | +4 | Eerie Resilience | 5 | 3 |
| 12th | +4 | Ability Score Improvement | 6 | 3 |
| 13th | +5 | Unnatural Recovery | 6 | 4 |
| 14th | +5 | Ability Score Improvement | 6 | 4 |
| 15th | +5 | Nature Feature | 6 | 4 |
| 16th | +5 | Ability Score Improvement | 6 | 4 |
| 17th | +6 | — | 7 | 5 |
| 18th | +6 | Invincible Awakening | 7 | 5 |
| 19th | +6 | Ability Score Improvement | 7 | 5 |
| 20th | +6 | Nature Feature | 7 | 5 |
Creating an Abomination
Creating an abomination requires defining why your character is an abomination. What resulted in their unnatural powers? Is it a form of lycanthropy, a soul-bonded fiend, or a a dryad in their family tree? Do they struggle with their condition (they probably do), or embrace it?
Quick Build
You can make an abomination quickly by following these suggestions. If you have the Nature of the Beast, select Wisdom as your highest attribute, followed by Constitution or Charisma. Then, choose a background that reflects wilderness life or dark magic.
Class Features
As a abomination, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per abomination level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per abomination level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Intimidation, Medicine, Nature, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger, (b) a sling, or (b) a simple weapon
- (a) leather armor or (b) hide armor
- (a) an explorer’s pack or (b) a dungeoneer’s pack
- a personal memento
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Frenzy
Also at 1st level, your inner monstrous nature rises to the surface in the heat of combat. As you perform actions in combat, you gain frenzy points. You can expend them to power various class features or to transform yourself into a terrible monster. Your abomination level determines the maximum number of frenzy points you can have.
If you have neither earned nor spent any frenzy points for 1 minute, you lose all unused frenzy points.
You may spend your frenzy points to perform various abilities in combat. If an ability calls for a saving throw, the DC is calculated as follows:
Frenzy save DC = 8 + your proficiency bonus + your Wisdom modifier
Sinister Influence
Also at 1st level, you learn to leverage your curse, drawing on its power to subtly aid your allies in combat and building your frenzy in the process. While you are not transformed, you can use your bonus action to perform one of the abilities described below.
- Unnatural Aid. You can take the Help action to aid an ally's attack. If the attack hits, you gain 1 frenzy point.
- Shared Frenzy. Choose a willing creature within 30 feet. On that creature's next turn, its speed is increased by 10 feet + 10 feet for each frenzy point you hold. If the creature ends its turn adjacent to you, you gain 1 frenzy point.
- Monstrous Defense. Choose one ally within 5 feet. Until the end of your next turn, all attacks against that creature are made with disadvantage and all attacks against you are made with advantage. You gain 1 frenzy point for each attack made against you before the start of your next turn.
Canny Defenses
Also at 2nd level, you can use your Wisdom in place of Dexterity when calculating your armor class.
Fearsome Transformation
Also at 2nd level, you can give in to your monstrous urgings and reveal your hidden nature, visibly taking on aspects of your nature (for example, a beastly nature might display fur and claws, while a fiendish one might grow horns and give off sulfurous smoke). You can expend all your frenzy points as a bonus action to transform yourself. Your form shifts into a more monstrous one, along with your armor and clothing (which no longer apply for calculating your AC but still apply any other effects). While transformed, you also gain the following benefits:
- Your Strength becomes equal to your Wisdom.
- Your AC increases by the amount of frenzy points spent.
- All your attacks deal bonus damage equal to the amount of frenzy points spent.
- You gain temporary hit points equal to three times the amount of frenzy points spent.
At the start of your turn, you must spend a number of frenzy points equal to half the amount you spent to transform or you revert back to your original form. When you do so, you gain temporary hit points equal to the frenzy spent.
You cannot transform unless you are in your untransformed state, and once transformed, you can revert back as an action. Once you revert, you can't transform again until at least 1 minute has passed.
Bag of
FrenzyRatsAnytime this document refers to a "hostile creature", it means a creature of CR 1/4 or higher that intends to do you or your companions harm. A creature isn't hostile if it doesn't mean you ill or if it isn't a significant threat. If it's hard to tell if a creature is hostile by this definition, then it probably isn't.
Gaining Frenzy
While you are transformed, you can gain frenzy points in a variety of ways:
- You gain 1 frenzy point when a hostile creature hits you with an attack.
- You gain 1 frenzy point when you hit a hostile creature with a melee attack.
- You gain 1 frenzy point when you reduce a hostile creature to 0 hit points.
Abominable Mutations
Also at 2nd level, you begin to manifest mutations. Mutations typically have two effects, one which is always active and one which only becomes apparent when in your Fearsome Transformation. When you develop an additional mutation, you can select it from the lists presented at the end of your Hidden Nature. You can pick a new mutation at 5th, 9th, and 13th level. If a subclass feature gives you a mutation which you already have, you can choose a different one instead.
If a mutation ability calls for a saving throw, it uses your Frenzy save DC.
What? CHARNAME is Evolving?
Mutations are intended to be permanent character choices. If an earlier mutation stops making sense for your character or party composition, though, you can always talk to your GM about changing it. If you do so, it's suggested you wait until a level-up.
Channeled Curse
At 3rd level, you can also send a portion of your unnatural power flowing through your allies while you are untransformed. As an action, you can empower one of your allies within 30 feet to make a special attack. The next time that ally takes the Attack action before the start of your next turn, it can make one additional attack. If the ally hits with an attack on its turn, you can spend 1 or more frenzy points to force the target to make a Constitution saving throw against your frenzy save DC. On a failure, the target takes 1d4 additional damage for each point spent and suffers the following effects:
- 1 point: The target's speed is halved until the end of its next turn.
- 2 points: The target makes all its attacks with disadvantage until the end of its next turn.
- 3 points: The target is stunned until the end of its next turn.
You can choose more than one of these options, spending frenzy points for all effects chosen.
Unleashed Strike
At 3rd level, your fearsome transformation unleashes brutal power. Once on each of your turns after you hit with a melee attack while transformed, you can expend any number of frenzy points to deal 1d10 extra damage for each frenzy point spent.
Sacrificial Frenzy
Also at 3rd level, you can intentionally lose a little bit of yourself to your inner beast. At the start of your turn while you are are not transformed, you can choose to gain 1 frenzy. If you do so, you lose 1d6 hit points. This hit point reduction bypasses any temporary hit points you have.
Once you reach level 11, you can gain 2 frenzy in this way, losing 1d6 hit points for each frenzy point gained.
Draining Frenzy
Sacrificial Frenzy allows you to sustain your transformation at the cost of hit points, if you aren't generating enough frenzy to sustain it otherwise. It can even allow you to transform outside of combat. But fueling your monstrus urges this way will cost you.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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.
Abominable Power
At 5th level, your rage grows unceasingly. In combat, you gain 1 frenzy point before the start of each of your turns. This goes up to 2 points at 11th level and 3 points at 17th level.
Extra Attack
Also at 5th level, while you are transformed, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Explosive Frenzy
At 7th level, your monstrous frenzy occasionally comes on in an instant. As a reaction after you roll initiative, you can gain frenzy points equal to your frenzy limit. Once you gain frenzy in this way, you can't do so again until you finish a long rest.
Uncanny Strength
Also at 7th level, any natural weapons granted by this class count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Eerie Resilience
At 11th level, your normal form takes on some of your supernatural durability. While you are not transformed, you can add your Wisdom modifier to the result anytime you make a saving throw.
Unnatural Recovery
At 13th level, you gain an unnerving and supernatural resilience. At the start of your turn, you can choose to instantly cure one condition or disease on yourself as if you had cast lesser restoration (with Wisdom as the casting ability).
Once you use Unnatural Recovery, you can't use it again until you finish a short or long rest.
Invincible Awakening
At 18th level, your inner monster refuses to be beaten. When you would be reduced to 0 hit points, you can choose to enter a special transformation, receiving the following benefits:
- You drop to 1 hit point instead of 0.
- You immediately activate your Fearsome Transformation as if you spent 7 frenzy points, even if you are already transformed. You can stay transformed in this way for 1 minute without spending frenzy to maintain it (after which you must spend frenzy as normal).
- You also you gain resistance to all damage until the end of your next turn.
Once you use this ability, you can't use it again until you finish a long rest.
Multiclassing
Should you want to multiclass into abomination, the prerequisites and proficiencies are listed below:
- Prerequisite: 13 in Strength or Dexterity, 13 in Wisdom
- Proficiencies gained: Light armor


Abominable Mutations
These are the available options to select for your Abominable Mutations. You can't gain a mutation more than once unless it explicitly says so. Some mutations require you to reach a certain level in this class before you can develop them.
2nd-Level Mutations
Brutal Horns
You grow a pair of massive curled horns atop your head which are revealed when you transform.
At All Times. When an enemy scores a critical hit against you, you can reduce the damage by your abomination level.
When Transformed. Your horns are a natural weapon which function as a simple melee weapon which deals 1d8 bludgeoning damage. Once per turn when you hit an enemey with them, it must succeed on a Strength saving throw or be knocked prone or shoved 10 feet (your choice).
Fearsome Might
Your arms are as strong as mighty bludgeons.
At All Times. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
When Transformed. Your unarmed strikes deal 1d8 bludgeoning damage.
Ripping Teeth
Your teeth elongate into wickedly sharp fangs.
At All Times. You gain a bite attack, which is a natural weapon that functions as a simple melee weapon that deals 1d6 piercing damage.
When Transformed. After you hit a target with an Unleashed Strike with your teeth, it begins to bleed (if it is able). Until a creature spends an action bandaging its wound, it loses 1d6 hit points at the end of each of its turns.
Note that higher-level mutations are not meant to be direct power increases, generally; there's nothing wrong with taking multiple lower-level ones. They simply enable abilities that can be inappropriate for low-level characters.
Spined Carapace
Your body develops terrible spikes of bone or shell, protruding from your back and arms.
At All Times. Your AC is increased by 1.
When Transformed. When a creature hits you with a melee attack, you can spend 1 frenzy to use your reaction to impale it with your spines for piercing damage equal to 1d6 + your abomination level. If it succeeds on a Dexterity saving throw, it takes half as much damage.
Preternatural Skill
You have an unlearned and unexplained talent for warfare.
At All Times. You gain proficiency with martial weapons.
When Transformed. You gain the benefits of one fighting style, as detailed in the Fighter class. You select this style when you first choose this mutation.
4th-Level Mutations
Destructive Curse
Your curse's strength grows more fearsome.
At All Times. When a creature fails its saving throw against your Channeled Curse, the bonus damage dealt is increased to 1d6 for each frenzy poitn spent.
When Transformed. When you use your Unleashed Strike, you can reroll 1's and 2's for the bonus damage.
Powerful Tail
You gain a strong and flexible tail, able to grab hold of your foes.
At All Times. You gain a tail, which is a natural weapon that functions as a simple melee weapon that deals 1d8 bludgeoning damage.
When Transformed. Your tail gains the reach property, and it can be used to make grapple or shove attempts or interact with objects. If you hit a creature with a tail on your turn, you can attempt to grapple it as a bonus action.
Thickened Hide
Your skin grows unnaturally tough, becoming resistant to your enemies' attacks.
At All Times. Your hit point maximum increases by your abomination level, and it increases by 1 every time you gain a level in this class.
When Transformed. When you activate your Fearsome Transformation, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn.
Unexplained Senses
You develop new senses that you've never displayed before.
At All Times. You gain darkvision out to 60 feet. If you already have darkvision, its range is increased by 30 feet.
When Transformed. You gain blindsight out to 15 feet.
9th-Level Mutations
Controlled Transformation
You have developed the self-control to transform entirely at will.
At All Times. You can now use your Fearsome Transformation for 0 frenzy points, and you can revert as a bonus action.
When Transformed. As a bonus action, you can spend any number of frenzy points to enhance your transformation. If you do so, your Transformation takes on the effects as if you had spent one fewer than that amount of frenzy points when you initially transformed.
For example, if you are permanently transformed at 0 points, you can choose to spend 2 frenzy to enhance your transformation. Your transformation now behaves as if you had initially spent 1 point.
Soaring Wings
You grow an unnatural pair of wings.
At All Times. You gain a 30-foot flying speed.
When Transformed. Your flying speed increases to 50 feet and you no longer fall at the end of your turn.
13th-Level Mutations
Enormous
You become unnaturally bulky, with a hulking appearance.
At All Times. You have advantage on ability checks and saving throws to avoid being moved against your will.
When Transformed. You can increase your size by one category when you transform, to a maximum of Huge. You have proficiency with Strength saving throws and make all Strength ability checks with advantage.
Unstoppable Charge
You cannot be controlled on the battlefield.
At All Times. Your walking speed is increased by 10 feet.
When Transformed. As a reaction when you roll a saving throw or ability check to avoid being grappled or restrained, you can expend 1 frenzy to automatically succeed.
17th-Level Mutations
Abominating Influence
Your horrid transformation is able to change even those around you.
At All Times. When you succeed at an ability check, you can designate a number of creatures up to your proficiency bonus within 30 feet to receive advantage the next time they make the same type of ability check within 1 minute.
When Transformed. Designate a number of creatures you can see within 30 feet. Each willing creature gains a 2nd-level Abominable Mutation of its choice for the duration of your transformation.
Unnatural Flight
You gain the ability to fly in ways that defy physical understanding.
At All Times. You gain a flying speed equal to half your walking speed, and can hover. If you already have a flying speed, it is increased by this amount.
When Transformed. As a bonus action, you can teleport up to 30 feet.
Wretched Shield
Your unnatural resilience applies to nearby creatures.
At All Times. Creatures of your choice within 10 feet of you can add your Wisdom modifier to all their saving throws.
When Transformed. When you gain temporary hit points from your class features, every creature of your choice within 30 feet gains the same amount of temporary hit points.









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Appendix 1: Spell Sources
Spells used are available in these collections, all of which are free to use and reference for any purpose.
- Spells That Don't Suck is a set of spells by Omega Ankh and somanyrobots, creating replacements for problematic spells contained in first-party WotC materials. These are marked with SDS.
- So Many Spells is a set of wholly original spells written by somanyrobots. These are marked with S.
- Kibbles' Casting Compendium is the complete set of spells written by KibblesTasty. These are marked with K.
Changelog
v0.8
- Added the Nature of Blood!
- Nerfed Sacrificial Frenzy
- Increased cost and limited to 1 frenzy per round
- Renamed Unlearned Skill and clarified
- Nature of Flame
- Replaced Overwhelming Blaze with Spreading Blaze
- Buffed Unbounded Ignition
- Nature of the Slayer
- The general idea here is a) to rein it in, it was too strong, and b) to open up more space for the Nature of Blood. So most of Slayer's temporary hit point generation is gone, and instead of being tanky while it kills things, it's more of a glass cannon that burns through its own hit points to deal damage.
- Nerfed Whirling Claws
- Replaced Demonic Frenzy with Demonic Consumption
- Reworked Bloodthirsty Frenzy to accomodate above
- Reworked Bathed in Blood similarly
- Added Chatoic Defenses
v0.7
- Added the Nature of the Forest!
- Added scaling at level 17: 7 frenzy and 5 mutations
- This is mostly so I can justify the continuing existence of level-17-locked mutations
- Added Canny Defenses
- Corrected starting hp error
- Channeled Curse
- Buffed with damage
- No longer costs a reaction
- Sacrificial Frenzy
- Reduced maximum by 1 at most levels
- Increased self-damage to 1d6
- Abominable Power: clarified timing trigger
- Eerie Resilience: buffed from Str/Dex prof to adding Wisdom mod
- Fearsome Transformation: added a 1-minute cooldown
- Abominable Mutations
- Added Fearsome Might
- Added Unstoppable Charge
- Added Wretched Shield
- Reworked (mostly nerfed) Thickened Hide
- Nature of the Beast
- Buffed Power of the Moon
- Buffed Hunter's Venom
v0.6
- Added the Nature of the Slayer!
- Abominable Mutations
- Added Spined Carapace
- Added Abominating Influence
v0.5
- Added an additional ASI at level 14
- Changed hit die to a d10
- Reworked Sinister Influence: now generates frenzy instead of spending it
- Monstrous Transformation now costs frenzy to maintain
- You can generate this frenzy with Sacrificial Frenzy, if needed
- Added Channeled Curse
- This is an untransformed support action that buffs an ally's attack, and can spend frenzy to apply control effects
- Moved Abominable Power from 11th to 5th
- Added a second rung of scaling
- Moved Eerie Resilience from 7th to 11th
- Converted Unnatural Recovery from a frenzy cost to 1/rest
- Invincible Awakening bypasses transformation's new frenzy maintenance
- Mutations
- Added Unlearned Skill
- Added Destructive Curse
- Beast
- Dreadful Pounce: Channeled Curse grants bonus movement.
- Hunter's Venom: Damage reduced from 1d4/hit to 1d6/turn.
- Added attack no longer costs frenzy; hitting with multiple attacks generates it
- Flame
- Flaming Frenzy: gain 1 frenzy when you deal fire damage
- Cauterizing Heat: transformed effect changed
- Krampus: gain 1 frenzy if you start next to a controlled enemy
v0.4
- Added the Nature of Flame!
- Added (for now) the Nature of Krampus!
- Added Eerie Resilience
- Mutations
- Added Controllled Transformation (9th)
- Fearsome Transformation
- Reverting now costs an action (instead of a bonus action)
- Abominable Mutations
- Removed swapping and replaced with a note block
- Unleashed Strike
- Removed bonus action cost. This is experimental and will quite possibly be reverted if it opens up too many overpowered builds.
- Natue of the Beast
- added attack no longer conditioned on BA & hitting two attacks; now it's action-free and costs 1 frenzy
v0.3
- Frenzy
- Added frenzy on initiative
- Split frenzy generation clauses to be different for transformed vs. untransformed
- Fearsome Transformation
- Fearsome Transformation now ends after 1 minute without earning or spending frenzy
- Fearsome Transformation allows either Wis or Dex for the AC calculation
- Yo dawg, you can no longer transform while transformed
- Buffed Monstrous Deflection
- Removed action cost from Sacrificial Frenzy
- Added Unsettling Aspect
- Added Invincible Awakening at 18th
- Abominable Mutations
- Buffed damage on Brutal Horns
- Moved Thickened Hide to 5th level
- Added Gliding Wings, Powerful Tail, Soaring Wings, Enormous
- Nature of the Beast
- Buffed/reworked Pack Leader
- Added frenzy generation to Magic of the Wild
- Adjusted third bullet of Beastly Transformation
- Fixed several typos
v0.2
- Reworked untransformed chassis from a half-capacity points spellcaster to a resource-building support-martial
- Added front flavor
v0.1
- Initial Release!
Thank you supporters!
A heartfelt thank you to all my patrons, whose generous support helps make this work possible. And a special thank you to:
- Alex Whitehurst
- Alexander LeHane
- Andrew Porteous
- arawnannwn
- Ben
- bluewarbler
- Bryce Koskela
- Danny Mendoza
- David Sharp
- expikah
- GlaciesGlace
- Graham Hildebrandt
- Gregory Miao
- Guilllame DUPREZ
- Llewelyn Shingler
- Lucas Gebser
- Matias Torres
- matthew luisi
- Maya
- MH
- Oldmanfranks
- psaror
- Seita
- SendFeetPics
- Ssenmad
- TikiShades
- Trevor Szewczyk
- William Davis
- Wyatt Zumbro
- Zee Xorn
And a very special thank you to Archmage-tier supporters!
- Grimm
Credits & References:
Abomination created by somanyrobots Discord | Patreon
All systems and spells used with permission of their creator.
Playtesting
Coordinator: Roman Penna Testers:
Editing
None yet!
Art
- Savage Packmate, by Mila Pesic © Wizards of the Coast
- Sure Strike (Innistrad: Crimson Vow) by Lie Setiawan, © Wizards of the Coast
- Shady Traveler, by Lie Setiawan © Wizards of the Coast
- Ravaging Blaze, by Aleksi Briclot © Wizards of the Coast
- Awoken Demon, by Tuan Duong Chu © Wizards of the Coast
- Krampus Card, artist unknown (public domain)
- Great Oak Guardian, by Steven Belledin © Wizards of the Coast
- Zul Ashur, Lich Lord, by PINDURSKI © Wizards of the Coast
Background Image Stains
Licensing
All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into commercial works as long as credit is given to the original creators.
Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.
Includes spells from So Many Spells by somanyrobots, which is licensed CC-BY and available here.
Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.
5E SRD Content
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.
