
Abomination
beast/werewolf flavor
fiend flavor
celestial flavor
war oak flavor
dragon flavor
Uncontrolled Power
As an abomination, you control a mighty power, sealed inside you. It may be a dreadful curse, a deva's touch, or a beatific blessing, but no matter its origin, containing it is a struggle. You can choose to resist it entirely, and live life as an ordinary mortal. or you can draw on its power, casting mighty magic but slowly eroding the boundary that protects you. As you channel more magic, that shield thins, and your inner power manifests itself, in your form, your powers, and your very self.
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 balance magical power and supernatural might. Channeling too much magic 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 | Control Points | Control Limit | Mutations | Spells Known | Maximum Spell Level |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Hidden Nature, Spellcasting | 1 | 1 | 0 | 2 | 1st |
| 2nd | +2 | Fearsome Transformation | 2 | 1 | 1 | 2 | 1st |
| 3rd | +2 | Unleashed Strike | 3 | 2 | 1 | 2 | 2nd |
| 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | 2nd |
| 5th | +3 | Extra Attack | 5 | 3 | 2 | 3 | 3rd |
| 6th | +3 | Nature Feature | 6 | 3 | 2 | 3 | 3rd |
| 7th | +3 | Uncanny Strength, Controlled Recovery | 7 | 4 | 2 | 4 | 4th |
| 8th | +3 | Ability Score Improvement | 8 | 4 | 2 | 4 | 4th |
| 9th | +4 | — | 9 | 5 | 3 | 4 | 5th |
| 10th | +4 | Nature Feature | 10 | 5 | 3 | 5 | 5th |
| 11th | +4 | Abominable Power | 11 | 6 | 3 | 5 | 5th |
| 12th | +4 | Ability Score Improvement | 12 | 6 | 3 | 5 | 5th |
| 13th | +5 | TBD | 13 | 7 | 4 | 6 | 5th |
| 14th | +5 | — | 14 | 7 | 4 | 6 | 5th |
| 15th | +5 | Nature Feature | 15 | 8 | 4 | 6 | 5th |
| 16th | +5 | Ability Score Improvement | 16 | 8 | 4 | 7 | 5th |
| 17th | +6 | — | 17 | 9 | 4 | 7 | 5th |
| 18th | +6 | TBD | 18 | 9 | 4 | 7 | 5th |
| 19th | +6 | Ability Score Improvement | 19 | 10 | 4 | 8 | 5th |
| 20th | +6 | Nature Feature | 20 | 10 | 4 | 8 | 5th |
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?
What drove you to adventure? Were you driven from your community by a pitchfork-wielding mob, or lose control in a horrible moment? Have you always struggled to live in society, or were you a recluse to hide your condition?
Quick Build
You can make an abomination quickly by selecting Wisdom as your highest attribute, followed by Dexterity or Constitution. Second, choose a background that reflects wilderness life or dark magic. Third, select the spells TBD and TBD.
Class Features
As a abomination, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per abomination level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per abomination level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.
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
- (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.
Spellcasting
Also at 1st level, the force entwined with your soul grants you the ability to cast spells. Your spells allow you to augment your abilities, bedevil your foes, or conceal your nature. The abomination spell list is included at the end of this document.
Control Points
The Abomination table shows how many control points you have to keep your inner monster in check. You can willingly sacrifice your control, expending control points to cast your abomination spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You can never expend more control points at a time than your control limit. You regain all your expended control points when you finish a long rest.
For example, if you know the 1st-level spell bane, have 2 control points available, and have a control limit of 2, you can cast it using either 1 or 2 control points. If your control limit is 1, you can only cast it using 1 control point.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the abomination spell list.
The Spells Known column of the Abomination table shows when you learn more abomination spells of your choice. Each of these spells must be of at or below your Maximum spell level, as shown on the abomination table. Additionally, when you gain a level in this class, you can choose one of the abomination spells you know and replace it with another spell from the abomination spell list, which also must be equal to or below your maximum spell level. Your Hidden Nature will grant you additional known spells.
Spellcasting Ability
Wisdom is your spellcasting ability for your abomination spells, as your magic derives from your self-control and your intuitive understanding of the power within you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an abomination spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Components
When you cast an abomination spell, your appearance briefly transforms to resemble your innate power. Your abomination spells don't require material components unless those components have a cost associated.
Fearsome Transformation
At 2nd level, your innate power breaks through when your arcane control is depleted. As you expend your control points, your hidden nature reveals itself.
When your reserve of control points drops to half your maximum (rounded up), your hidden nature reveals itself. You visibly take 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). While transformed in this way, you gain the following benefits:
- You can use your Wisdom in place of Strength for attack rolls and ability checks.
- You can use your Wisdom in place of Dexterity for calculating your armor class.
- You gain temporary hit points equal to your abomination level plus your Wisdom modifier, which fade as soon as you regain any control points.
If you fall unconscious while transformed, your transformation ends. You can't transform again until your control points go above half your maximum.
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 4th, 9th, and 13th level. When you gain a level in this class, you can replace a mutation you possess with a different option. If a subclass feature gives you a mutation which you already have, you can choose a different one instead.
Regained Control
Also at 2nd level, you learn to partially recover control of yourself after your inner abomination is revealed. When you finish a short rest, you can choose to recover half your expended control points (rounded up). Once you recover control points in this way, you can't do so again until you finish a long rest.
Unleashed Strike
At 3rd level, you can choose to surrender a bit more to the monster within you. As a bonus action after you hit with a melee attack, you can expend control points up to your control limit. If you do so, the attack deals 1d10 bonus damage per control point spent.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Uncanny Strength
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.
Controlled Recovery
Also at 7th level, your restorative abilities improve. You can now use your Regained Control feature as an action, and when you do so, you heal a number of hit points equal to your abomination level.
Abominable Power
At 11th level, you gain one temporary control point at the start of each of your turns. This control point doesn't have any effect for features which depend on your number of control points, but you can spend it to cast spells or power other class features. It fades at the end of your turn.
At 17th level, this goes up to two temporary control points.
TBD
At 13th level,
TBD
At 18th level,
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


Abomination Spell List


1st Level
- Bad BloodK
- Bane
- Blade MirageK
- Charm Person
- CorpselightS
- Creeping ShadowS
- Crippling AgonyK
- Detect Evil and Good
- Detect Poison and Disease
- Disguise Self
- Earth TremorSDS
- Eldritch ArmorSDS
- Elemental ReflectionSDS
- Expeditious Retreat
- False Life
- Fearsome VisageSDS
- Heavy BlowK
- Hellish Rebuke
- Jump
- Minor DrainSDS
- Nauseating PoisonK
- Osseous WeaponS
- Shadow BindK
- Spiritual ConsultationK
2nd Level
- AdaptationSDS
- Alacrity
- Arcane ConduitK
- Aura of ConcealmentSDS
- Blindness/Deafness
- Blur
- Darkness
- Darkvision
- Deathly ChillS
- Detect HazardsSDS
- Enhance Ability
- Hold Person
- Hurricane SlashK
- Invisibility
- Lightfoot
- Locate Object
- MisfortuneSDS
- Misty Step
- PhantasmSDS
- Protection from Poison
- See Invisibility
- Shadow PhaseS
- Silence
- Spider Climb
- Suggestion
- Touch of FilthSDS
3rd Level
- Aura of SlaughterS
- Bestow Curse
- Circle of ProtectionSDS
- DigK
- False DeathSDS
- False FoesSDS
- Fear
- Fly
- Ghost StepK
- ImmutabilityK
- Mounting ParanoiaK
- MutateK
- Nondetection
- Power Word NapSDS
- Siphon LifeSDS
- Slow
- Stinking Cloud
4th Level
- Accursed BladeS
- BewilderSDS
- Black BoltS
- Compulsion
- Freedom of Movement
- Greater Invisibility
- Locate Creature
- Quicksilver StepsK
- Soul LeechS
- Stoneskin
5th Level
- Dominate Person
- Drink LifeSDS
- Hold Monster
- Inflict Disease
- Midnight FireS
- MisdirectionSDS
- Passwall
- Seeming
- Sonic ShriekK
- Terrifying GuiseS
Spells marked with S were created by somanyrobots. Spells marked with SDS were created as part of the Spells That Don't Suck project. Spells marked with K were created by KibblesTasty and used with permission. All are linked in the Spell Sources appendix.


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
v0.1
- 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
- arawnannwn
- bluewarbler
- Danny Mendoza
- David Sharp
- GlaciesGlace
- Graham Hildebrandt
- Gregory Miao
- Mattias Torres
- matthew luisi
- Maya
- nitro_dynamite18
- Oldmanfranks
- Santi L.S
- Scott Guthrie
- Seita
- Ssenmad
- TikiShades
- William Davis
- 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
- Spellrune Howler, by Lucas Graciano © 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.
