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The Abomination
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# 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. \columnbreak 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. \pagebreakNum
##### 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 \columnbreak #### 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. \pagebreakNum ### 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. ### Hidden Nature At 2nd level, your Hidden Nature is revealed. Your choice grants you features at 2nd level, and again at 6th, 10th, 15th, and 20th level. ### 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. \columnbreak 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 ~~Frenzy~~ Rats > Anytime 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. \pagebreakNum ### 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. \columnbreak ### 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 \pagebreakNum
## 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. #### Hidden Claws You grow a pair of brutal claws, which reveal themselves in your fearsome transformation. These are one-handed natural weapons which function as simple melee weapons with the finesse and light properties, and which deal 1d6 slashing damage on a hit. ___ **At All Times.** You can momentarily transform one of your hands into a claw and use it in place of an unarmed strike. ___ **When Transformed.** Your hidden claw's damage goes up to 1d8 and you gain a climbing speed equal to your walking speed. #### 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak ### 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. \pagebreakNum
## 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 more widely known than any other kind. When fully in control, they are physically weak but able to commune with animals, even calling on primal magics. As a Beast's frenzy builds, though, it sprouts fur, horns, hooves, or other bestial features, before finally turning into a savage brute. \columnbreak
#### Feral Senses At 2nd level, you develop the keen senses of a wild beast. You gain proficiency in the Survival skill, or an abomination skill of your choice if you're already proficient. In addition, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell. #### Leaping Attack Also at 2nd level, you can impart your allies with some of your vicious nature. When you use your Channeled Curse, the targeted ally has its speed increased by 10 feet until the start of your next turn. #### 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. * You can Dash as a bonus action. * Once on each of your turns when you hit with a melee attack, you can use your bonus action to make one additional attack at disadvantage. * If you hit with two or more attacks on your turn, you gain 1 frenzy. #### 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. When you roll initiative, you can choose to grant any number of creatures within 30 feet advantage. Once you gain advantage in this way, you can't do so again until you finish a long rest. \pagebreakNum #### Deadly Beast At 15th level, your transformation becomes even more terrible. All your melee attacks gain the reach property. If you have a natural weapon with the reach property, its reach increases to 15 feet. In addition, when you use your bonus action to make an attack as described in Beastly Transformation, it is no longer made with disadvantage. #### 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 extra attack from Beastly Transformation 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. #### 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. #### 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.** When you you can see the moon or the night sky, your Fearsome Transformation takes effect as if you had spent 1 additional frenzy. #### 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 frenzy 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.** The first time you hit with an attack on your turn, it deals 1d6 bonus poison damage. \columnbreak #### 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.** Your speed is increased by 10 feet, and you have advantage on saving throws and ability checks to end the grappled or restrained conditions. #### Magic of the Wild You gain a limited facility with spells drawing on your beastly heritage. You learn spells when you reach certain levels in this class, as shown in the table below. You can cast each spell once with Wisdom as your casting ability, regaining the ability to do so after finishing a long rest. When you cast one of these spells, you gain 1 frenzy point. | Abomination Level | Spell | |:---:|:-----------| | 2nd | *befriend beast^SDS^* | | 5th | *savage rush^S^* | | 9th | *haste* | | 13th | *howl of the moon^S^* | | 17th | *commune with nature* | > Spells marked with ^S^ were created by [somanyrobots](https://www.gmbinder.com/share/-NMZq9u_rDyV_XD5YTxf "So Many Spells)"). Spells marked with ^SDS^ were created as part of the [Spells That Don't Suck](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck") project. Spells marked with ^K^ were created by [KibblesTasty](https://www.kthomebrew.com/s/SpellCompendium-v20_CC.pdf "Kibbles' Casting Compendium") and used with permission. All are linked in the Spell Sources appendix. \pagebreakNum
### Nature of the Flame Sometimes an abomination's curse comes from a hidden fire, a raging flame trapped within the recesses of their soul. When it emerges, it does so in an explosion of heat and fury, searing any who dare challenge its bearer. Flame abominations are most often found on the front lines, searing enemies with their heat and controlling the battlefield by presence alone. The burning rage that fuels them demands nothing less. #### Inner Fire At 2nd level, you learn the cantrips *manipulate fire^K^* and *produce flame*, with Wisdom as your spellcasting ability. Additionally, you have advantage on any saving throws against effects caused by extreme cold weather and you learn to speak Ignan if you do not already know it. #### Flaming Frenzy Also at 2nd level, you revel in your scorching heat. The first time on each of your turns that you deal fire damage, you gain 1 frenzy. #### Unleashed Flame When you discover this nature at 2nd level, your inner fire ignites with terrible fury. While you are transformed, you gain the following benefits: * At the end of each of your turns, every creature within 10 feet of you takes 1d6 fire damage. * When you make a melee weapon attack, you can change its damage to fire damage. * You gain resistance to fire damage. * You cast bright light for 30 feet and dim light for an additional 30 feet. \columnbreak
#### Controlled Burn At 6th level, you learn to open yourself to the flame just slightly, harnessing its heat without full ignition. As an action, you can perform this controlled transformation. While half-transformed in this way, you can squeeze through spaces as small as 1 inch wide. You can return to your normal form as a bonus action. Your Fearsome Transformation also gains this benefit. #### Incandescent Flame At 10th level, your inner fire burns more fiercely. The damage of your Unleashed Flame increases to 1d10, and it additionally applies to any creature that hits you with a melee attack. In addition, creatures of your choice within your 30 feet of bright light gain resistance to fire damage, and you now have immunity to fire damage. #### Spreading Blaze At 15th level, your Unleashed Flames affect creatures within 30 feet of you, and you can choose which creatures are affected. #### Unbounded Ignition At 20th level, you embody the flame utterly. While you are in your Fearsome Transformation, you gain a 30-foot flying speed and can hover (if you already have a flying speed, it is instead increased by 30 feet). The first time each round that a creature takes fire damage from you, it must succeed on a Constitution saving throw against your frenzy DC or be set ablaze, taking 2d8 fire damage at the end of each of its turns until it or another creature within 5 feet spends an action to extinguish the flames. Once per turn on each of your turns when you deal fire damage to the creature, you can increase this damage by 1d8. \pagebreakNum ### Flame Mutations The following mutations available to characters with the Nature of the Flame. #### Burning Gaze You can emit a ray of fire with a simple look. This is a ranged spell attack with a 60-foot range, which uses your Wisdom to attack and deals fire damage equal to 1d6 plus your Wisdom modifier on a hit. ___ **At All Times.** You can replace one attack with your Burning Gaze when you take the Attack action. ___ **When Transformed.** Your Burning Gaze's damage increases by 1d6. If you target a flammable object, it ignites. #### Fiery Lash You can conjure a brutal whip of flame, reaching out to scorch your foes. This is a one-handed simple melee weapon with the finesse and reach properties, which deals 1d6 fire damage on a hit. ___ **At All Times.** You can conjure a fire whip at will (no action required). ___ **When Transformed.** Once per turn when you hit an enemy with your whip, you can force it to make a Strength saving throw. On a failure, it is pulled up to 10 feet towards you and knocked prone. #### Jet of Flame You can propel yourself around the battlefield by summoning blasts of flame. ___ **At All Times.** Your jumping distance is doubled. When you jump unusually far, visible flames emerge from your feet. ___ **When Transformed.** You gain a 30-foot flying speed, but you cannot stay in the air after the end of your turn. #### Searing Fire Your fire burns with an unnatural intensity. ___ **At All Times.** Your attacks and spells ignore resistance to fire damage. ___ **When Transformed.** Your Unleashed Flame's damage die increases by one size, to a maximum of 1d12. \columnbreak #### Enkindled Magic You gain a limited facility with spells drawing on your hidden nature. You learn spells when you reach certain levels in this class, as shown in the table below. You can cast each spell once with Wisdom as your casting ability, regaining the ability to do so after finishing a long rest. When you cast one of these spells, you gain 1 frenzy point. | Abomination Level | Spell | |:---:|:-----------| | 2nd | *burning hands* | | 5th | *flame blade* | | 9th | *fire cyclone^K^* | | 13th | *wall of fire* | | 17th | *incinerate^SDS^* |
You might consider *cone of flame^SDS^* and *fiery blade^SDS^* as improved replacements for *burning hands* and *flame blade*.
> Fire resistance and immunity can be fairly common, and are obviously issues for a subclass based around fire damage. While the Nature of the Flame gets some tools to work around this problem, GMs should also pay attention to the enemies they're using. \pagebreakNum
### Nature of the Slayer The most fearsome and ostracized of abominations are subject to a fiendish curse, tainted with a demon's mad bloodthirst. Their spirits contain the essence of the lower planes, an innate corruption of body and soul. Sometimes this curse is inborn or results from dark magic; other times, it is an aftereffect of possession or even an expression of a sealed fiend's presence. Slayer abominations live to kill, charging foes in a terrifying whirl of claws and spikes. When their inner demon is awakened, even friends and allies tremble at the sight. #### Tainted Influence At 2nd level, you gain proficiency with Deception or another abomination skill if you are already proficient. Additionally, you learn the cantrip *befriend^SDS^*, with Wisdom as your spellcasting ability. When you cast *befriend^SDS^*, you give off a faint smell of sulfur. Abilities that detect or reveal fiends identify you as one while the spell is in effect. #### Demonic Consumption Also at 2nd level, your inner demon consumes your own essence to fuel its bloodlust. When you use your Sacrificial Frenzy, you can spend choose to gain an additional frenzy point, losing 1d6 hit points for each frenzy point gained. \columnbreak
#### Unleash Hell When you discover this nature at 2nd level, your demonic nature asserts itself with a terrible storm of fangs and claws. While you are transformed, you gain the following benefits: * Every time you use your Fearsome Transformation, you can manifest one additional mutation for the duration of that transformation. It must be one of Brutal Horns, Hidden Claws, Ripping Teeth, or Spined Carapace. * Your type is Fiend. * While you are below half your maximum hit points, you can make one additional attack when you take the Attack action. #### Abyssal Movement At 6th level, you manifest some of the magics commanded by demonic entities. Choose one of the following benefits: * **Shadow Stealth.** You can cast *shadow phase^S^* without expending a spell slot, with Wisdom as your spellcasting ability. * **Demonic Sight.** As an action, you can grant tremendous darkvision to one creature you touch for 1 hour. The target gains darkvision to 120 feet, and can see in magical darkness. * **Spider Climb.** You can cast *spider climb* without expending a spell slot, with Wisdom as your spellcasting ability. Whichever ability you choose, you can use it once, regaining the ability to do so after finishing a short or long rest. \pagebreakNum #### Murderous Rush At 10th level, you can extend your demonic bloodlust to your allies. When you use your Channeled Curse, the chosen ally can immediately move up to 30 feet in the direction of a hostile creature. When you use your Sacrificial Frenzy, you can immediately move up to 15 feet in the direction of a hostile creature. #### Bloodthirsty Frenzy At 15th level, the killing fury within you grows nearly uncontrollable. Once per turn on each of your turns, you can spend any number of frenzy points to increase your speed by 10 feet for each point spent. #### Demon of Slaughter At 20th level, your murderous form reaches a terrifying apex. At the start of your turn while you are in your Fearsome Transformation, every hostile creature within 30 feet of you must succeed on a Wisdom saving throw against your frenzy DC or become frightened of you. Once a creature succeeds on this save, it is immune to the effect for 24 hours. Also while you are transformed, when a creature hits you with an attack, you have advantage on your next attack against it before the end of your next turn. ### Slayer Mutations The following mutations available to characters with the Nature of the Flame. #### Bathed in Blood Your demonic form rejoices in bloodshed. ___ **At All Times.** Wisdom (Medicine) checks made to stabilize you when you are dying are made with advantage. ___ **When Transformed.** When you use your Sacrificial Frenzy, you make your next attack with advantage. #### Chaotic Defenses You gain a demon's resistance to damage, though in an unpredictable fashion. ___ **At All Times.** When you finish a long rest, roll 1d4 on the table below. You gain the corresponding damage resistance until the end of your next long rest. If you already have resistance to the resulting damage type, roll again until you get a resistance you don't already have. ___ **When Transformed.** When you transform, immediately roll on the damage resistances table again and gain that resistance for the duration of your transformation. If you already have resistance to the resulting damage type, you instead gain immunity. | d4 | Damage Type | |:---:|:-----------:| | 1 | Cold | | 2 | Fire | | 3 | Lightning | | 4 | Poison | \columnbreak #### Demonic Bile You can retch an awful abyssal fluid, afflicting your foes. ___ **At All Times.** You have advantage on saving throws against ingested poisons and spoiled food and drink. ___ **When Transformed.** When you take the Attack action, you can retch on an adjacent creature in place of one attack. The target must make a Constitution saving throw against your frenzy save DC. On a failure, it takes 1d6 poison damage for each point of frenzy you hold and is poisoned until the end of its next turn. On a success, it takes half as much damage and is not poisoned. #### Whirling Claws *Prerequisite: 4th level* ___ Your demonic form grows extra pair of limbs, tipped with brutal claws. ___ **At All Times.** When you make a Charisma (Intimidation) check, you can choose to give yourself advantage. You can do so once, regaining the ability after finishing a short or long rest. ___ **When Transformed.** You have two additional limbs, which end in wicked blades that slice in tandem with your claws. As a bonus action when you hit a creature with a mele attack, you can deal an additional 2d4 piercing damage. #### Demonic Magic You gain a limited facility with spells drawing on your hidden nature. You learn spells when you reach certain levels in this class, as shown in the table below. You can cast each spell once with Wisdom as your casting ability, regaining the ability to do so after finishing a long rest. When you cast one of these spells, you gain 1 frenzy point. | Abomination Level | Spell | |:---:|:-----------| | 2nd | *fearsome visage^SDS^* | | 5th | *hellish rebuke* | | 9th | *aura of slaughter^S^* | | 13th | *wall of blood^S^* | | 17th | *terrifying guise^S^* | \pagebreakNum
### Nature of Krampus Every Yuletide, doorsteps are darkened by the most fearsome of all abominations. The creature's origin is uncertain, as well as its strange seasonality. But all villagers know to cower in their houses when a fearsome monster, armed with horn, tongue, and hoof, stalks by in the midwinter chill. #### Yuletide Stalker When you discover this nature at 2nd level, you gain the traits of an unspeakable beast. You gain the Brutal Horns mutation, which doesn't count against your mutation total. When in combat, you gain 1 frenzy at the start of your turn if you are adjacent to a grappled, prone, or frightened creature. #### Demon of Winter Also at 2nd level, your inner beast reveals itself to be Krampus, the dreaded midwinter demon. Immediately when you activate your fearsome transformation, each creature within 5 feet of you must succeed on a Constitution saving throw against your frenzy save DC or take 2d6 cold damage. While in your transformation, you gain the following benefits: * When you hit a creature with a melee attack, you can attempt to grapple it as a bonus action. * You gain resistance to cold damage. * The damage of your Brutal Horns is increased to 1d10. * If you would inflict the grappled or prone condition on a creature already suffering that condition, you can choose to make it frightened instead. \columnbreak #### Prowler By Night At 6th level, you become able to virtually disappear in the darkness. As an action while you are standing in darkness, you can become invisible. This invisibility ends when you attack, cast a spell, or move more than 15 feet on your turn. You can turn invisible in this way a number of times equal to your Wisdom modifier, regaining all uses after finishing a long rest. #### Night Sight Also at 6th level, you gain darkvision out to 60 feet, or 120 feet while transformed. If you already have darkvision, these ranges increase by 30 feet. #### Saintly Companion At 10th level, your inborn ferocity is a natural complement to your comrades' more upstanding behavior. While a friendly creature is within 10 feet of you, it gains resistance to cold damage. When an allied creature within 10 feet of you hits a creature that is frightened of you, it deals an additional 1d6 psychic damage. #### Holiday Terror At 15th level, you develop a horrifying skill for abducting your foes. When you drag a grappled creature, you can move at your full speed. Additionally, if a creature ends its turn grappled by you, it takes 2d6 psychic damage. #### Demon of Yule At 20th level, you personify the terror and bleakness of the holiday season. Your Fearsome Transformation gains the following benefits: * Your attacks deal an additional die of damage against grappled, prone, or frightened creatures. * Once on each of your turns when you hit a creature with a melee attack, you can force it to make a Wisdom saving throw against your frenzy save DC. On a failure, it is frightened until the end of your next turn. * At the start of each of your turns, you can force each creature within 5 feet of you to attempt on a Constitution saving throw against your frenzy save DC, taking 2d6 cold damage on a failure. ### Krampus Mutations The following mutations available to characters with the Nature of Krampus. #### Prehensile Tongue Your tongue grows, becoming fearsomely long and unnaturally deft. ___ **At All Times.** You can use your tongue to interact with objects, as if it were an extra hand. It cannot wield weapons or carry items heavier than 1 pound. ___ **When Transformed.** Your tongue is a natural weapon which functions as a simple melee weapon which deals 1d6 bludgeoning damage and can be used to initiate or maintain grapples. At the start of each of your turns while you are grappling a creature with your tongue, it takes 1d6 psychic damage. \pagebreakNum #### Binding Chains You gain an affinity for chains and other restraints. ___ **At All Times.** You have advantage on any checks to unlock, break, or otherwise escape chains or manacles. ___ **When Transformed.** Your transformation wraps your body in heavy iron chains. Your AC is increased by 1, and you can wield your chains as a whip with which you are proficient and which deals 1d6 bludgeoning damage. #### Yuletide Sack You gain a magic sack, good for dispersing treats or abducting the wicked. ___ **At All Times.** You can reduce your hit points by 1d4 to draw a treat from the sack. Another creature can consume the treat to gain 1d4 temporary hit points. ___ **When Transformed.** When you grapple a creature, you can stuff it in the sack. It is blinded, and you no longer need to maintain the grapple with one of your hands. Only one creature can be in your sack at a time. #### Twisted Hoof One of your legs becomes deformed into a goat's hoof. ___ **At All Times.** Your speed is reduced by 5 feet, but you gain advantage on all Charisma (Intimidation) checks. When you take the Dash action, your speed is increased by 5 feet until the end of your turn. ___ **When Transformed.** Your hoof is a natural weapon which functions as a simple melee weapon which deals 3d4 bludgeoning damage. \columnbreak #### Fortifying Fruits Your skin exudes a sweet-smelling fruity brew. ___ **At All Times.** You have advantage on any checks or saving throws to resist the effects of alcohol or other intoxicants. ___ **When Transformed.** As a bonus action, you can conjure a bottle of fruited drink. After a creature drinks the bottle as an action, it makes its next melee attack with advantage and scores a critical hit on a roll of 19 or 20. It makes its next Wisdom saving throw with disadvantage. Only one bottle can exist at a time, and after it is drunk, a bottle's effects fade after 1 minute. \pagebreakNum
### Nature of the Forest In the darkest woods, one can find hermits and drifters, odd folk who rarely ever feel the need to come out of the deep forest. Some of these are simple hermits; others are abominations, half-treant monstrosities that could never be comfortable in civilization. When such a creature is spurred to anger, its flesh hardens into iron-strong bark and its limbs stretch into slashing branches. #### One With the Trees When you discover this nature at 2nd level, you find a deep connection within your soul to the deep forests. You gain proficiency with Nature or another abomination skill if you are already proficient. You can add half your abomination level to the result of any Intelligence (Nature) check you make related to trees, plants, or forest ecology. #### Ironbark Avatar Also at 2nd level, your fearsome transformation allows you to become a mighty treant. While in your transformation, you gain the following benefits: * You can choose to become Large when you transform. * Your limbs stretch into 10-foot branches. You can interact with objects up to 10 feet away and all your melee attacks gain the reach property. * Your type is Plant. * At the start of each of your turns, you can choose to root yourself, reducing your speed by half until the start of your next turn. While rooted, you gain resistance to nonmagical bludgeoning and piercing damage. * When you hit a creature with a melee attack, you can spend 1 frenzy to summon a clutch of roots to entangle it. The target must succeed on a Dexterity saving throw or become restrained by the roots until the start of your next turn. The creature can be freed by destroying the roots, which have an AC equal to your AC and hit points equal to your Wisdom modifier plus the amount of frenzy you spent on your transformation. \columnbreak #### Speak for the Trees At 6th level, you learn *speak with nature^SDS^*. You can cast it once as a 2nd-level spell without expending a spell slot, and then you can't cast it again until you finish a short or long rest. In addition, you have advantage on any Dexterity (Stealth) checks when hiding motionlessly. If you are hiding in a forest or other wooded area, you can roll the d20 an additional time and use the highest result of the three. #### Regrowth At 10th level, your presence causes the world around you to bloom with growth. When you gain temporary hit points through one of your class features, the amount is increased by your Wisdom modifier, and you can grant the same amount of temporary hit points to one other creature within your reach. #### Crushing Arbor At 15th level, your roots and branches choke the life out of your enemies. At the start of each of your turns, every hostile creature within your reach takes 2d6 bludgeoning damage. #### Rage of the Wilds At 20th level, your tree form fully embodies the forest's wrath. All temporary hit points you receive are doubled, your reach increases to 15 feet, and you gain 1 frenzy at the start of your turn for every hostile creature within your reach. ### Forest Mutations The following mutations available to characters with the Nature of the Forest. #### Living Roots You gain a more powerful connection to the plants around you. ___ **At All Times.** You have advantage on Wisdom (Perception) checks and initiative rolls in forests, jungles, and other wooded areas. ___ **When Transformed.** When a creature starts its turn bound by roots you summoned or grappled by you, it takes 1d8 bludgeoning damage. #### Verdant Slam You can use your rampant growth to harden your bark, increasing the power of your blows. ___ **At All Times.** When you are at your maximum hit points, you have advantage on your attack rolls, and your Channeled Curse grants advantage to its target's next attack. ___ **When Transformed.** When you hit with a melee attack while you have temporary hit points, you can subtract a number of temporary hit points up to your abomination level. If you do so, add the same amount of bonus damage to the attack. \pagebreakNum #### Grasping Branches Your branches gnarl and twist, becoming difficult to escape from. ___ **At All Times.** You gain 1 frenzy when you start your turn grappling or restraining a creature. ___ **When Transformed.** When you hit a creature with a melee attack, you can attempt to grapple it as a bonus action. #### Enriching Growth Your presence nourishes the plants around you. ___ **At All Times.** You learn the spell *plant growth*. You can cast it once without expending a spell slot, after which you must finish a long rest to be able to do so again. ___ **When Transformed.** Hostile creatures treat the area within your reach as difficult terrain. #### Forest Magic You gain a limited facility with spells drawing on your hidden nature. You learn spells when you reach certain levels in this class, as shown in the table below. You can cast each spell once with Wisdom as your casting ability, regaining the ability to do so after finishing a long rest. When you cast one of these spells, you gain 1 frenzy point. | Abomination Level | Spell | |:---:|:-----------| | 2nd | *entangle* | | 5th | *sprout tree^K^* | | 9th | *bramble barrier^K^* | | 13th | *thorn lance^S^* | | 17th | *tree stride* | \pagebreakNum ### Nature of Blood While some vampires pose as elegant nobles and others slumber in forgotten crypts, the vampiric curse takes a different form when it manifests in an abomination. Those who discover the Nature of Blood seem unremarkable at first, but as their frenzy builds, they transform into terrible bat-shaped monsters, hulking creatures that thirst to spill blood as much as drink it. #### Sanguine Senses When you discover this nature at 2nd level, a terrible thirst for blood awakens within you. You gain proficiency in Survival, Medicine, or an abomination skill of your choice if you're already proficient in both. In addition, you gain the Ripping Teeth mutation, which doesn't count against your mutation total. #### Channeled Drain Also at 2nd level, when you enhance an ally's attack with your Channeled Curse, the targeted ally gains temporary hit points equal to the bonus damage dealt. #### Vampiric Frenzy Also at 2nd level, your fearsome transformation takes the form of a ravenous bat-creature. While in your transformation, you gain the following benefits: * When you hit a hostile creature with a melee attack, you gain temporary hit points equal to the amount of frenzy spent on your transformation. * As a reaction when a hostile creature falls to 0 hit points within 20 feet of you, you can move up to 10 feet and make one melee attack. * When you fall below half your maximum hit points, you gain frenzy points equal to your proficiency bonus. * Vestigial wings grow along your arms, doubling your jumping distance. * Anytime you are below half your maximum hit points and would gain temporary hit points, you are instead healed for the same amount. #### Swarm of Bats At 6th level, you can briefly transform yourself into a swarm of bats. You learn the spell *misty step*, which you can cast one time without expending a spell slot, with Wisdom as your spellcasting ability. When you cast it in this way, you can choose to inflict 2d4 necrotic damage on any creature you move through. Once you cast it this way, you can't do so again until you finish a short or long rest. #### Bloodsoaked Shield At 10th level, you can extend your blood-fueled might to your allies. Once per turn when you gain temporary hit points through your Vampiric Frenzy, you can grant the same amount of temporary hit points to one willing creature within 15 feet. \columnbreak #### Monstrous Charge At 15th level, you can bowl over your enemies with a ferocious charge. In place of one attack when you take the Attack action, you can move up to 30 feet without provoking opportunity attacks. You can move through other creatures, though you can't end your movement in another creature's space. Each creature you move through must make a Strength saving throw against your frenzy save DC. On a failure, it takes 4d6 bludgeoning damage and is knocked prone if it is Large or smaller. On a success, it takes half as much damage and does not fall prone. You gain 1 frenzy for each creature that fails its saving throw. You can charge in this way once, regaining the ability after finishing a short or long rest. #### Slake Thirst At 20th level, you become a blood-soaked engine of destruction. Anytime you would gain temporary hit points, you can instead choose to deal the same amount of necrotic damage to every creature within 10 feet of you. ### Blood Mutations The following mutations available to characters with the Nature of Blood. #### Blood Drinker You fuel yourself with the blood of others. ___ **At All Times.** If you consume a pint of blood in place of a meal, you can go for a week without experiencing the effects of hunger or starvation. ___ **When Transformed.** When you take the Attack action, you can replace 1 attack with a special bite attack using your Ripping Teeth against a creature you are grappling. If you do so, you gain temporary hit points equal to the damage dealt. If you are below half health, you instead regain hit points for the same amount. #### Chiropteran Form You gain the ability to alter your shape, taking on attributes of a vampire's closest animal allies. ___ **At All Times.** You can shapeshift into a giant bat, using the rules for the druid's Wildshape feature. You can do so once, regaining the ability after finishing a long rest. ___ **When Transformed.** You gain blindsight out to 30 feet. #### Gripping Claws Your clawed limbs are especially good at trapping enemies. ___ **At All Times.** You gain a climbing speed equal to your walking speed. ___ **When Transformed.** When you hit a creature with an attack, you can attempt to grapple it as a bonus action. \pagebreakNum #### Unholy Regeneration *Prerequisite: 9th level* ___ Your body is capable of knitting together the most terrible wounds. ___ **At All Times.** When you finish a long rest, you regain additional spent Hit Dice equal to your proficiency bonus. ___ **When Transformed.** At the start of each of your turns while you are not incapacitated, you regain hit points equal to half your abomination level. #### Sanguine Magic You gain a limited facility with spells drawing on your hidden nature. You learn spells when you reach certain levels in this class, as shown in the table below. You can cast each spell once with Wisdom as your casting ability, regaining the ability to do so after finishing a long rest. When you cast one of these spells, you gain 1 frenzy point. | Abomination Level | Spell | |:---:|:-----------| | 2nd | *sense blood^K^* | | 5th | *blood wave^K^* | | 9th | *life drain^SDS^* | | 13th | *blood frenzy^K^* | | 17th | *vampiric brand^K^* | \pagebreakNum
# 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](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "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](https://www.gmbinder.com/share/-NMZq9u_rDyV_XD5YTxf "So Many Spells)") is a set of wholly original spells written by somanyrobots. These are marked with ^S^. * [Kibbles' Casting Compendium](https://www.kthomebrew.com/s/SpellCompendium-v20_CC.pdf "Kibbles' Casting Compendium") is the complete set of spells written by KibblesTasty. These are marked with ^K^.
\pagebreakNum ## Changelog ### v{current-version} * **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 \pagebreakNum ### 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 \columnbreak > ##### Credits & References: > Abomination created by [somanyrobots](https://www.somanyrobots.com "somanyrobots.com") > [Discord](https://discord.gg/6p6DqCxTTw "Discord") | [Patreon](https://www.patreon.com/somanyrobots "patreon.com/somanyrobots") > ___ > 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 > [Jared Ondricek](https://watercolors.giantsoup.com/) > ##### Licensing > All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license ([CC-BY](https://creativecommons.org/licenses/by/4.0/legalcode "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](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY") and available [here](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck"). > ___ > Includes spells from So Many Spells by somanyrobots, which is licensed [CC-BY](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY") and available [here](https://www.gmbinder.com/share/-NMZq9u_rDyV_XD5YTxf "So Many Spells"). > ___ > Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available [here](https://www.kthomebrew.com/krd "KibblesTasty KRD"). > ___ > ##### 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](https://dnd.wizards.com/resources/systems-reference-document "SRD 5.1"). > > * The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License [available here](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY").