Abomination

by somanyrobots

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The Abomination

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.

Hidden Nature

At 1st level, you begin to show signs of the power trapped within you. Your choice grants you features at 1st level, and again at 6th, 10th, 15th, and 20th level.

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

Hidden Nature

An abomination's hidden nature reflects the power contained within. You may choose which hidden nature your abomination contains from the options listed below.

Nature of the Beast

The best-known and most-feared of all abominations is the beast. Often caused by a curse, a beast's hidden nature is a violent and savage creature, able to tear foes to shreds with claw, tooth, and horn. It may be related to lycanthropy, but it is just as possible that a beast abomination suffers from its own unique curse, with no connection to the moon or ordinary nature.

Beast abominations are the best-known variety. When fully in control, they are physically weak but able to command animalistic magics. As their control wanes, though, they sprout fur, horns, hooves, or other bestial features, before finally turning into savage brutes.

Beast Spells

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. These spells count as abomination spells for you, but they don't count against the number of abomination spells you know.

Abomination Level Spell
1st beast clawS, befriend beastSDS, find in natureSDS, speak with natureSDS
3rd beast perceptionSDS, lunar beamSDS, savage rushS, vicious houndK
5th command beastSDS, haste, moonlight gladeS, raven's wingsS
7th howl of the moonS, lion's roarS
9th commune with nature, eagle's wingsS

Beastly Transformation

When you discover this nature at 2nd level, your inner beast is able to erupt with untold ferocity. Immediately when you activate your fearsome transformation, you can leap up to 20 feet and make one melee attack. While in your transformation, you gain the following benefits:

  • Your speed is increased by 10 feet and your jumping distance is doubled.
  • You can take the Dash action as a bonus action.
  • The damage dice of your natural weapons and unarmed strikes increase 1 step, to a maximum of 1d12.

Feral Senses

Also at 2nd level, you develop the keen senses of a wild beast. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Beast of the Wild

At 6th level, the wilderness speaks to your soul irresistibly. When you make a Wisdom (Survival) check, you can treat any roll of less than 10 as a 10. In addition, while you are transformed, you can treat any exhaustion you have as if it is 1 level less.

Pack Leader

At 10th level, your allies feel a bit of your wildness too. While you are transformed, all creatures of your choice within 120 feet have their speeds increased by 10 feet, and gain advantage on any initiative checks they make.

Deadly Beast

At 15th level, your transformation becomes even more terrible. Your natural weapons gain the reach property, and your Unleashed Strikes deal an additional 1d10 damage.

Dire Monstrosity

At 20th level, your beast form is nearly unstoppable. Your Fearsome Transformation gains the following benefits:

  • Your walking speed is doubled.
  • You gain advantage on all your attacks against creatures below half their maximum hit points.
  • Your Unleashed Strike no longer costs a bonus action, though you can still only use it once per turn.
  • You can choose to become Large when you transform.

Beast Mutations

The following mutations available to characters with the Nature of the Beast.

Hidden Claws

You grow a pair of razor-sharp claws which are revealed when you transform. These are one-handed natural weapons with the finesse and light properties which can be used to make unarmed strikes, and which deal 1d6 slashing damage on a hit.


At All Times. You can momentarily transform one of your hands into a claw, using your hidden claw when you make an attack. In addition, you gain a climbing speed equal to your walking speed.


When Transformed. When you hit with your hidden claw, you can use your bonus action to make one additional claw attack with disadvantage.

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 function as a simple melee weapon with which you are proficient and which deal 1d6 bludgeoning damage. Once per turn when you hit an enemey with them, it must make a Strength saving throw or be knocked prone or shoved 10 feet (your choice).

Thickened Hide

Your skin grows unnaturally tough, becoming resistant to your enemies' attacks.


At All Times. Your AC is increased by half your Wisdom modifier, rounded up.


When Transformed. At the start of your turn, you can spend 1 control point to gain resistance to nonmagical bludgeoning, piercing, and slashing damage except from silvered weapons.

Leaping Sinews

Your legs become powerfully muscled, with explosive energy for pouncing attacks.


At All Times. Your jumping distance is tripled.


When Transformed. When you move at least half your speed before making a melee attack, you make the attack with advantage, and your attack deals 1 additional die of damage if it hits.

Ripping Teeth

Your teeth elongate into wickedly sharp fangs.


At All Times. You gain a bite attack, which is a simple melee weapon with which you are proficient 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.

Power of the Moon

You gain a mystical connection to the moon and are empowered by its light.


At All Times. When you can see the moon or the night sky, you can add your Wisdom modifier to the result of any healing you receive.


When Transformed. While you are concentrating on an abomination spell, you gain temporary hit points at the start of each of your turns equal to twice the spell's level.

Hunter's Venom

You develop a terrible venom which you can deliver with your natural weapons.


At All Times. When you hit a creature with a melee attack, you can spend 1 control point to force it to make a Constitution saving throw. On a failure, it is poisoned until the end of your next turn.


When Transformed. All your natural weapon attacks deal 1d4 bonus poison damage.

Surging Hunt

You develop a relentless hunting instinct, leading you inexorably to your prey.


At All Times. When a hostile creature within 120 feet is below half its maximum hit points, you can ignore nonmagical difficult terrain.


When Transformed. You have advantage on saving throws and ability checks to end the grappled or restrained conditions.

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

Jared Ondricek

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.