Abomination
A thin and sickly man is surrounded by goblins armed with knives and spears. He starts screaming. The goblins begin to close in, grinning. The man falls to his knees, as dark fur begins to cover his body. His teeth lengthen into sharp fangs, his nails curl into claws. His muscles bulge and stretch. His screams become howls, and it is the goblins' turn to scream.
A deathly pale elf is stopped by a thief holding a long thin dagger. The elf calmly removes one of his gloves and grabs the thief by the throat in a burst of speed. The thief's skin begins to turn black and gray as he thrashes, desperately trying to get free. The elf holds on grimly. The lifeless body of the thief falls to the floor, and the elf continues walking.
A small halfling leaps from a sky ship and begins to fall. His eyes fill with fire as great horns grow from his skull. Thin bat wings grow from his back. He spreads them and takes flight.
Abominations are people afflicted by a terrible curse that give them supernatural and terrifying abilities. What all abominations have in common is that they can transform into terrifying monsters, however they also gain many other unique and horrifying characteristics such as strange mutations and the ability to mark their prey or allies.
Outcast by Society
Abominations are often cast out by society once their cursed nature is discovered. Often these outcasts end up living in hiding, in remote caves or abandoned houses out of fear of being discovered or hunted down. Monster hunters will often hunt down and kill these individuals as they are widely seen as beings of pure evil.
However, an abomination's behavior actually has more to do with who they are as a person, than their actual curse. Some abominations are kind, others cruel, depending on their personality. Some are angry with society, and others try to help or protect it from the sidelines.
While many abominations may lose control of their behavior during their first transformations, most eventually learn to control them. Some even come to embrace them.
Lifting the Curse
Sooner or later in an abomination's life, they must consider the possibility of lifting the curse, of finding a cure. The way to lift the curse may already be known to the abomination, it might indeed have been stipulated the day they were cursed, or it might be a complete mystery, one that the abomination may have to dedicate their life to solving.
[More detailed suggested rules for lifting the curse can be found at the end of this document (page 22), along with other optional rules (page 22-23), tables to help create your character (page 21) and answers to some of the most frequently asked questions about this class (page 23).]
Will the abomination attempt to find such a cure or will they be offended at the very suggestion that they would need one?
A Monster's Life
Unlike most classes, an abomination doesn't usually choose nor even desire to be what it is. A sorcerer may be born with terrible power, but most sorcerers are proud rather than fearful of this. A warlock may possess dark gifts, but these are normally given to them rather than inflicted on them.
Abominations, on the other hand, are cursed. Cursed with monstrous power and durability, yes, but still cursed. Their lives are often difficult as a result.
The reasons why an abomination has been cursed are manifold. Some abominations were cursed because they committed a terrible act, while others were cursed out of spite. Some were born with their curse, while others triggered it by mistake.
An abomination's most important choice, once cursed, is what to do with the powers forced upon them. Will they become a monster, as society expects? Will they become a hero despite it all, and prove the world wrong? Or will they leave it all behind, and try to live a simple life?
The Abomination
Level | Proficiency Bonus | Features | Horrific Mutations | Mark die |
---|---|---|---|---|
1st | +2 | Curse, Partial Transformation | - | - |
2nd | +2 | Horrific Mutations, Monstrous shape | 2 | - |
3rd | +2 | Dark Mark | 2 | d4 |
4th | +2 | Ability Score Improvement | 2 | d4 |
5th | +3 | Extra Attack | 3 | d4 |
6th | +3 | Curse Feature | 3 | d4 |
7th | +3 | Unholy Power | 4 | d6 |
8th | +3 | Ability Score Improvement | 4 | d6 |
9th | +4 | Instinctive Transformation | 5 | d6 |
10th | +4 | Curse Feature | 5 | d6 |
11th | +4 | Adaptive Mutations, Monster's Strikes | 5 | d6 |
12th | +4 | Ability Score Improvement | 6 | d8 |
13th | +5 | Terrifying Presence | 6 | d8 |
14th | +5 | Curse Feature | 6 | d8 |
15th | +5 | Terrifying Presence (2), True Mark | 7 | d8 |
16th | +5 | Ability Score Improvement | 7 | d8 |
17th | +6 | Unstoppable Force | 8 | d10 |
18th | +6 | Terrifying Presence (3) | 8 | d10 |
19th | +6 | Ability Score Improvement | 8 | d10 |
20th | +6 | One with the Curse | 8 | d10 |
Creating an Abomination
The first thing to ask yourself when creating an abomination, is why and how were you cursed. Did you violate the tomb of an a long dead sorcerer? Did you try to trick a being of great power? Did you survive some terrible magical experiment?
Next, try asking yourself how you feel about your curse. Does it cause you great suffering? Or do you revel in the power it gives you? Are you trying to find the cure? Are you unaware of it?
Finally, ask yourself how you relate to society. Do you feel abandoned? Are you seeking redemption or revenge? Do you manage to hide your true nature and fit in?
Quick Build
You can make an abomination by following these suggestions. First, your Strength or Dexterity score (depending on your subclass) should be your highest stat, followed by Constitution. Next, take the Outlander background.
Class Features
As an abomination, you gain the following class features
Hit Points
- Hit Dice: 1d6 per abomination level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier for each level after the first
Proficiencies
- Armor: light armour, shields
- Weapons: simple weapons
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Animal Handling, Arcana, Athletics, Deception, Intimidation, Nature, Perception, Religion and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon and a shield or (b) 2 simple weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- leather armour
Curse
At 1st level, you choose a Curse option from the ones listed at the end of this class. Your choice grants you features at 1st, 6th, 10th, and 14th levels, and determines your monstrous shape. Some features use your curse save DC.
Curse save DC: 8 + your proficiency bonus + your Constitution modifier.
Partial Transformation
Also at 1st level, you can partially transform into a monster. At the beginning of your turn, you can choose to gain one of the following characteristics from your cursed aspect stat block (shown in your curse; no action required):
- Its natural armor and damage resistances.
- Its speeds (this includes speeds other than walking).
- Its Strength and Dexterity scores.
- Its senses and language proficiencies.
- Its monstrous weapons.
You gain the chosen characteristics for 10 minutes or until you use this feature again. You can choose to gain each one of these attributes once, after which you must complete a long rest before you can do so again.
Horrific Mutations
At 2nd level, you manifest two horrific mutations of your choice (shown at the end of this class).
When you gain certain abomination levels, you manifest
additional mutations of your choice, as shown in the Horrific Mutations column of the Abomination table.
A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the mutations you are manifesting and replace it with another mutation that you could manifest at that level.
Monstrous Shape
Also at 2nd level, you gain the ability to transform completely into a monster. You can do this as a bonus action. The size, creature type and characteristics of your monstrous shape are determined by your cursed aspect stat block (shown in your curse), but you choose its appearance.
You can use this feature twice, and regain one use of it whenever you finish a short rest and all uses when you finish a long rest.
You can stay in your monstrous shape for a number of hours equal to half your abomination level (rounded down to a minimum of 1). You then revert to your natural shape unless you expend another use of this feature. You can revert to your natural shape earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of your monstrous shape, but you retain your alignment, personality, and Constitution, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. Your Stength and Dexterity scores increase by the amount indicated in you Monster's sheet (they can increase beyond 20 this way).
- When you transform, you assume your monstrous shape's hit points, the formula for which is shown below. If your Constitution modifier is lower than 1 than your monstrous shape's hitpoints are equal to 2 times you Abomination level instead.
Monstrous form hitpoints: (2 + your Constitution modifier) x your Abomination level
- When you revert to your natural shape, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural shape. For example, if you take 10 damage in your monstrous shape and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. If you decide to keep a shield or armour, these substitute the natural armor of your monstrous shape.
Mark of Death, by Josh Calloway
- You can't cast or concentrate on spells.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
Dark Mark
At 3rd level, you learn how to mark others through your curse. When you gain this feature, you choose one of the mark options detailed below. As a bonus action during your turn, you can mark a creature you can see other than yourself. The mark must be visible on the creature's body, but you choose its shape and size. A creature knows it has been marked, but doesn't necessarily know who has marked it or why.
Every mark feature detailed below uses your mark die, which is a d4 at level 3 and changes as you gain levels in this class, as shown in the mark die column of your class table.
You can mark a number of creatures equal to your proficiency bonus, after which you must complete a short or long rest before you can mark a creature again.
Your mark disappears if:
- You mark another creature;
- The distance between you and the marked creature becomes greater than 1 mile;
- You or the marked creature change plane of existence;
- A remove curse or greater restoration spell is cast on the marked creature;
- You or the marked creature die.
Mark of Manipulation
As long as a creature is marked, whenever it makes an attack roll or ability check that you can see, as a reaction you can roll your mark die and subtract the result from the total. You can choose to do this after learning the result of the roll, but only before learning if it succeeds or hits or not. Additionally, you have advantage on all Charisma (deception) and Charisma (persuasion) checks you make against the marked creature.
Mark of Predation
As long as a creature is marked, the first time each turn that you hit it with a weapon attack, it takes extra damage from the weapon equal to one roll of your mark die. Additionally, you
have advantage on Wisdom (perception) and Wisdom (survival) checks you make to track the marked creature.
Mark of Protection
You can only mark a willing creature with this mark. As long as a creature is marked, whenever you see the marked creature take damage, as a reaction you can roll your mark die and subtract the result from the damage taken. Additionally, as long as the marked creature is within 60 feet of you, you can communicate with it telepathically. If the marked creature and you don't share a language, you can only communicate telepathically through simple feelings or images.
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.
Unholy Power
At 7th level, attacks you make in your monstrous shape count as magical, they ignore resistances to the types of damage they deal and count immunities as resistances.
Protective Transformation
At 9th level, you transform instinctively when you are in danger. You can transform as a reaction, consuming a use of your monstrous shape feature, in the following situations:
- Whenever you would make a saving throw, you then use your monstrous shape's saving throw modifiers.
- Whenever you take damage, the damage is then dealt to your monstrous shape.
Adaptive Mutations
At 11th level, you have learned to control your mutations to suit your environment. Whenever you finish a long rest, you can choose a mutation that you are manifesting and replace it with another mutation that you could manifest. If the new mutation has a level prerequisite, this must be lower than or equal to your current abomination level minus 5.
Monster's Strikes
At 11th level, you are truly deadly when transformed. Whenever you hit a creature with a monstrous weapon, the creature takes an extra 1d10 damage of a damage type that weapon deals.
Terrifying Presence
At 13th level, you have learned how to terrify others with your mere presence. As an action, you can choose a creature within 30 feet of you that can see you and hear you, and force it to make a Wisdom saving throw against your curse save DC. If
Femto and Zodd, by Anato Finnstark
the creature fails, it is frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If you are in your monstrous shape when you use this feature, the creature automatically fails the first saving throw it makes. Once you have used this feature once on a creature, you cannot use it on the same creature again until you finish a long rest.
The number of creatures you can choose when you use this feature increases to 2 when you reach level 15 in this class and to 3 when you reach level 18 in this class.
True Mark
At 15th level, your dark mark has become stronger. Your dark mark gains the following benefits:
- Infallible. Whenever you roll your mark die, you can roll it twice, and choose the superior result.
- Unbreakable. The remove curse or greater restoration spells no longer remove your mark, unless cast at 8th level or higher.
- Undying. Your mark remains active regardless of the distance between you and the marked creature, as long as you remain on the same plane of existence as it.
Unstoppable Force
At 17th level, you are an unstoppable force when transformed. As long as you are in your monstrous shape, you can't be frightened or charmed, and you add your Constitution modifier to all saving throws you make.
One with the Curse
At 20th level, you have learnt to become one with your curse. If you roll initiative with less than two uses of your Monstrous Shape feature, you regain one use of it.
Furthermore, your Partial Transformation feature now lasts until you finish a long rest or use the feature again, and you can choose to gain each attribute any number of times, although you can still only have one attribute at a time.
Curses
Each curse can have vastly different effects on the cursed creature, and can be caused by very diverse events.
Curse of the Elements
The curse of the elements transforms its victims into walking uncontrollable conduits of elemental energy. This curse is often caused by a primordial, or by magical experiments.
Cursed Aspect of the Elemental
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Primordial Incarnation
Medium Elemental, or Large Elemental (earth)
- Armor Class 11 + your Strength modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet, fly 10 feet (air)
STR DEX CON INT WIS CHA Original +2 Or. + 1 Or. Or. Or. Or.
- Damage resistances Your elemental damage type
- Senses Darkvision (30 ft)
- Languages Primordial
Elemental punch. Your unarmed strikes deal 1d6 bludgeoning damage and 1d6 damage of your elemental damage type and count as your monstrous weapons.
Liquid form (water). You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.
Illumination (fire). You shed bright light in a 20-foot radius and dim light in an additional 20 feet.
Siege monster (earth). You deal double damage to objects and structures.
Elemental Type
When you choose this curse at 1st level, you also choose one of the following elements: air, earth, fire or water. The chosen type determines your elemental damage type, the features your monstrous shape gains when it transforms and your your later features. Air's elemental damage type is thunder, earth's is bludgeoning, fire's is fire, and water's is cold.
Explosion of Power
Also at 1st level, you can unleash elemental energy. As an action and whenever you use your monstrous shape feature to transform, you can force hostile creatures within 15 feet of
Thrill of Possibility, by Pindursky
you to make a Dexterity saving throw. On a failure they take a number of d6s equal to your proficiency bonus of damage of your elemental type, or half as much if they succeed. Once you've used this feature as an action, you can't do so again until you finish a long rest.
Force of Nature
When you reach 6th level, you gain the following characteristics based on your elemental type:
Air. Your movement speed increases by 10 feet. In your monstrous shape, you are immune to the prone condition and opportunity attacks made against you have disadvantage.
Earth. Your hit point maximum, and your monstrous shape's hitpoint maximum, increase by 6. Both increase by 1 again whenever you gain another abomination level.
Fire. The first time you hit a creature with a weapon attack each turn, you deal 1d4 additional fire damage to it. In your monstrous shape, this damage increases to 1d8.
Water. Your AC increases by 1. In your monstrous shape, you are immune to the grappled condition and whenever you end your turn in another creature's space, that creature takes 1d6 cold damage.
Master of Elements
At 10th level, you learn how to control your element. You learn a cantrip based on your elemental type, as detailed below, and can cast it as a bonus action when you are in your monstrous shape. It doesn't count as a spell for you, but a natural ability. Constitution is your spellcasting ability for it.
- Air. You learn the gust cantrip.
- Earth. You learn the mold earth cantrip.
- Fire. You learn the control flame cantrip.
- Water. You learn the shape water cantrip.
Hazardous Explosion
At 14th level, your transformations are even more dangerous. Your explosion of power feature gains the following benefits:
- Its range increases to 60 feet.
- You add your abomination level to the damage it deals.
- Nonmagical terrain within 60 feet of you becomes difficult terrain for 1 minute for all creatures except you when you use it.
Curse of the Grave
The curse of the grave curses a humanoid to be neither truly dead nor truly alive, but to live a half life in between. This curse is often inflicted by the bite of a vampire or the curse of a lich.
Cursed Aspect of the Dead
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Avatar of Death
Medium Undead
- Armor Class 12 + your Dexterity modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet
STR DEX CON INT WIS CHA Original +1 Or. + 2 Or. Or. Or. Or.
- Damage resistances Necrotic damage
- Senses Darkvision (30 ft)
Deathly Visage. You have advantage on Charisma (intimidation) checks. Whenever you use your Partial Transformation feature to gain your monstrous shape's senses and language proficiencies, you gain this feature as well.
Undead Wail. When you transform, you can emit a bloodcurdling scream. If you do each hostile creature within 15 feet of you must succeed on a Wisdom saving throw against your Curse save DC or be frightened by you until the end of their next turn.
Soul drain. Once per turn when you deal damage to a creature with an attack, you can force that creature to make a Constitution saving throw against your Curse save DC. On a failure, it takes an additional 1d6 necrotic damage from that attack and its hit point maximum is reduced by an amount equal to the total damage the attack dealt. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.
Touch of Entropy
At 1st level, your touch can drain the life force of others. Whenever you touch a creature with your bare skin during your turn, you deal 1d6 necrotic damage to that creature. In your monstrous shape, this damage increases to 1d10 and counts as a monstrous weapon for you.
Additionally, you can use your Dexterity modifier instead of your Strength modifier for your unarmed strikes, and they deal the necrotic damage described above instead of
The Veil of Death, by Chris Ortega
bludgeoning damage.
Creatures touching you as part of an attack does not cause this damage to trigger, nor does this damage stack with any other touch attacks you can make, however if a creature is grappling or grappled by you it takes this necrotic damage at the start of its turn.
Deathless Nature
At 6th level, your undead nature lets you get back up even after near lethal wounds. At the beginning of your turn, if you are at 0 hitpoints and still have at least one use of your monstrous shape, you consume it and transform (no action required), otherwise you transform into your monstrous shape but have only 1 hitpoint while transformed. When you return to your natural shape after using this feature, you remain at 1 hitpoint. Once this feature has triggered, it doesn't trigger again until you finish a short or long rest.
Voices of the Dead
At 10th level, you can speak with the dead. You can touch a corpse and ask one question. The corpse will animate for a brief time, as though the Speak With the Dead spell had been cast on it, however, the corpse will only answer the one question you ask it. Once a corpse has been animated this way, it cannot be animated by you again using this feature. In your monstrous shape, the corpse will answer three questions you ask it, instead of one.
Vampiric Grasp
At 14th level, your touch not only drains the life force of others, but absorbs it too. Whenever you hit a creature with an unarmed strike, you gain temporary hitpoints equal to your Constitution modifier. If you are transformed, you gain temporary hitpoints equal to your Constitution modifier + your proficiency bonus instead.
Curse of the Hunt
The curse of the hunt transforms humanoids into terrifying and wild beasts, and also gives them an insatiable hunger that never stops. This curse is often inflicted by the bite of a lycanthrope or the curse of a hag.
Cursed Aspect of the Hunter
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Beast
Large monstrosity
- Armor class 10 + your Strength modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 40 feet
STR DEX CON INT WIS CHA Original +2 Or. + 1 Or. Or. Or. Or.
- Damage resistances Piercing damage from nonsilvered weapons
- Senses Darkvision (30 ft)
Beast's senses. You have advantage on Wisdom (perception) checks that use your sight or smell. Whenever you use your Partial Transformation feature to gain your monstrous shape's senses and language proficiencies, you gain this feature as well.
Monstrous weapons You manifest the following natural monstrous weapons. They count as simple melee weapons for you.
Claws. You have two sets of claws, they each deal 1d6 slashing damage on a hit and have the light property.
Bite. It deals 1d10 piercing damage on a hit. On a hit, the target must make a Strength (athletics) or Dexterity (acrobatics) check with a DC equal to your Curse save DC, or be grappled by you. You cannot use this weapon while you are grappling a creature this way.
Ravenous Hunger
At 1st level, you are constantly afflicted by a ravenous hunger that only raw meat can satisfy. Whenever you eat raw meat for the first time after finishing a long rest, you gain 1d6 + your Abomination level temporary hitpoints. If you are in your monstrous shape when you do so, you gain 1d10 + your Abomination level temporary hitpoints instead.
Stalking Predator, by Lie Setiwan
Pounce
At 6th level, you can pounce on others like a beast. Once per turn, if you move at least 25 feet straight towards a creature and then hit it with a weapon attack on the same turn, that target must succeed on a Strength saving throw against your Curse save DC or be knocked prone. If the target is knocked prone and you are in your monstrous shape, you can make an additional bite attack against the target as part of the Attack action.
Beast Tongue
At 10th level, you can communicate with animals. You are always under the effects of the Speak with Animals spell. In your monstrous shape, you have advantage on all Charisma and Wisdom ability checks you make when interacting with a beast.
Pack Tactics
At 14th level, you learn a beast's natural ability to fight as a pack. You have advantage on an attack roll against a creature if at least one of your allies is within 15 feet of the creature and the ally isn't incapacitated. In your monstrous shape the distance at which you gain this benefit increases to 30 feet.
Curse of Iron
The curse of iron transforms people into metallic weapons of destruction. This curse is often caused by unethical experimentation, but also by beings from Mechanus.
Metallic Cursed Aspect
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Clockwork Killer
Medium construct
- Armor class 10 + your Dexterity modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet
STR DEX CON INT WIS CHA Original +1 Or. + 2 Or. Or. Or. Or.
- Damage resistance Poison damage
- Senses Darkvision (30 ft)
In-built tools. When you transform, a set of artisan's tools of your choice appear on your person. You gain proficiency with these tools for the duration. Whenever you use your Partial Transformation feature to gain your monstrous shape's senses and language proficiencies, you activate this feature as well.
Immutable form. You are immune to any spell or effect that would alter your form.
Malleable arm. One of your arms becomes a weapon when you transform. It counts as simple melee weapon with the finesse property for you, and is your monstrous weapon. When you transform, choose between bludgeoning, piercing or slashing damage. Your arm deals 2d6 of the chosen damage type. As a bonus action, you can change the shape of this weapon, changing its damage type to another of the three you chose from when you transformed.
Mechanical Nature
At 1st level, you have charges like a mechanical device. You gain a number of Charge Counters equal to your proficiency bonus. As an action, or whenever you use your monstrous shape or partial transformation features, you can expend a Charge Counter to gain one of the following benefits for 1 minute:
Metallic speed. Your speed increases by 5 feet. In your monstrous shape, it increases by 10 feet instead.
Steel protection. Your AC increases by 1. In your monstrous shape, it increases by 2 instead.
Clockwork precision. You gain a bonus of +1 to all Dexterity ability checks and Dexterity saving throws you make and to all
Buried City | Necromancers District | Big Necromatone, by Konstantin Vavilov
attack rolls you make that use your Dexterity modifier. In your monstrous shape, this bonus increases to +2 instead.
You cannot use this feature to gain the same benefit again until the minute is up. You regain all expended Charge Counters when you finish a short or long rest.
Metallic Durability
At 6th level, you have the durability of an automaton. Whenever you expend a Charge Counter, you gain 1d6, or 1d12 in your monstrous shape, temporary hitpoints.
Adamantium Skeleton
At 10th level, your bones are covered in indestructible metal. Your bones cannot be broken or damaged in any way and your weight is doubled. In your monstrous shape, you cannot be pushed or pulled against your will as well.
Doom Clock
At 14th level, you can create a device that counts down to a creature's doom. As an action, you can attempt to touch a creature you can reach. The target must succeed on a Dexterity saving throw or have a small magical device attached to them. You choose the device's appearance, but it can fit in one hand and weighs no more than 5 pounds. This device has 12 charges, and it loses 1 charge each hour and/or whenever the creature it is attached to takes damage. Whenever the device loses a charge, the creature takes 1d6 psychic damage. If you are in your monstrous shape when the creature takes this damage, you add your Constitution modifier to the damage dealt. If this damage reduces the creature's hitpoints to 0, it dies instantly. The device cannot be removed or deactivated except by a dispel magic or a remove curse spell cast at 5th level or higher, or by you as an action.
Once you have successfully attached a device this way, you cannot do so again until you finish a long rest.
Curse of Might
The curse of might transforms people into terrible giants. This curse is often inflicted by a giant or because of stealing a giant artifact.
Cursed Aspect of the Giant
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Titan
Large giant
- Armor class 12 + your Strength modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet
STR DEX CON INT WIS CHA Original +2 Or. + 1 Or. Or. Or. Or.
- Damage resistances Slashing damage
- Languages Giant
Towering Presence. You have advantage on Charisma (intimidation) checks you make against creatures that are at least 1 size smaller than you. Whenever you use your Partial Transformation feature to gain your monstrous shape's senses and language proficiencies, you gain this feature as well.
Titan's Weapons. Unarmed strikes you make and improvised weapons you wield deal 2d6 bludgeoning damage on a hit, and count as your monstrous weapons.
Giant's Weapons
At 1st level, you can wield anything as a weapon. You gain proficiency with improvised weapons, improvised weapon you wield deal 1d8 bludgeoning damage on a hit, and you can throw improvised weapons up to 30 feet short range, 90 feet long range. Additionally, once per turn when you hit a creature with an unarmed strike or melee improvised weapon, you can attempt to grapple the target as part of the same action.
Arm of the Colossus
At 6th level, you can throw your enemies. When you are grappling a creature at least one size smaller than you, as an action you can attempt to fling it. The creature must make a Dexterity saving throw against your Curse save DC. On a failure, you throw it up to 45 feet.
If the saving throw fails by 5 or more, you can throw the creature up to 60 feet instead, and can throw it at another creature or object within range. If you do throw it at another
target, you make an attack roll against the second target as though the creature you threw at it were an improvised weapon.
The thrown creature takes falling damage as though it fell the distance you threw it. You add your abomination level to the damage dealt if you are in your monstrous shape, or half your abomination level (rounded down) in your natural shape.
Titan's Strength
At 10th level, you have the physical strength of a giant. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also count as one size larger when determining what creatures you can grapple and use your Arm of the Colossus feature on.
Towering Size
At 14th level, you are truly the size of a giant. In your natural shape, your size becomes large. In your monstrous shape, your size becomes huge.
Curse of Nightmares
This curse transforms people into the stuff of nightmares. This curse is often inflicted by contact with the Shadowfell.
Cursed Aspect of the Fey
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Nightmare
Medium or Small (your choice) Fey
- Armor class 11 + your Dexterity modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet
STR DEX CON INT WIS CHA Original +1 Or. + 2 Or. Or. Or. Or.
- Damage resistances Psychic damage
- Senses Darkvision (30 ft)
- Languages Elvish, Sylvan
Dark aura. When you transform into this shape, you can decide to extinguish all torches, fires and nonmagical lights within 60 feet of you.
Knife of shadows. You summon a strange knife to your hands when you transform. The knife counts as a simple melee weapon for you with the finesse and thrown (20/60 ft.) properties and is your monstrous weapon. On a hit it deals 1d6 slashing damage and 1d4 psychic damage, and the creature subtracts 1d4 from the next saving throw it makes before the end of your next turn, this reduction doesn't stack. At the end of your turn, if you aren't holding your dagger you can have it reappear in your hand. The dagger disappears when your transformation ends.
Dreamstalker
At 1st level, you can enter other people's dreams. As part of a long rest, you can choose a creature known to you. If the creature is on the same plane of existence as you, you learn the contents of their last or current dream, if they dream.
If the creature is within 10 miles of you, you can also shape their current or next dream. If you do, you decide the general contents of their dream and can relay a message of ten words or less to them that they receive while dreaming. The target remembers the dream perfectly when it awakens.
If you do shape their dreams, choose one of the following:
- Sweet dreams. The target gains temporary hitpoints equal to 1d6 + half your Abomination level and adds 1d6 to the first attack roll it makes within 24 hours.
Braids, Arisen Nightmare, by Heonhwa Choe
- Nightmares. The target must make a Wisdom saving throw. On a failure it takes 1d6 + your Abomination level psychic damage and subtracts 1d6 from the first saving throw it makes within 24 hours, it takes half damage and suffers no reduction to its saving throw on a success. If a creature would be reduced to 0 hitpoints by this feature, it is reduced to 1 and gains a level of exhaustion instead.
Fey Presence
At 6th level, your presence is mesmerizing. Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is charmed by you until the end of your next turn. In your monstrous shape, it is frightened instead. Once a creature has been charmed or frightened this way, it is immune to this feature until you complete a long rest.
Dream Mastery
At 10th level, you can sense the dreams of others even while awake. As an action, you can choose a sleeping creature you can see and learn the contents of their dream. In your monstrous shape, you can shape their dreams as well, and convey a message to them of any length when you do.
Additionally, the distance at which you can use your Dreamwalker feature to shape a creature's dreams increases to 100 miles.
Touch of the Shadowfell
At 14th level, your touch can bring dreams. Whenever you hit a creature with a weapon attack, if it has 100 hitpoints or less you can attempt to put it to sleep. The creature must succeed on a Wisdom saving throw against your Curse save DC or fall unconscious for 1 hour, or until it takes damage or someone uses an action to shake or slap it awake. During this time, the creature dreams. If you use this feature while in your monstrous shape, the creature also takes psychic damage equal to your Abomination level on a failure before falling asleep, or half as much if it succeeds. Once you've used this feature, you cannot do so again until you finish a long rest.
Curse of the Pit
The curse of pit transforms people into bloodthirsty souleaters. This curse is often caused by possession from a demon or a devil.
Cursed Aspect of the Fiend
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Fiend
Large fiend
- Armor class 10 + your Strength modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet
STR DEX CON INT WIS CHA Original +2 Or. + 1 Or. Or. Or. Or.
- Damage resistances Fire damage
- Senses Darkvision (30 ft)
- Languages Abyssal, infernal
Hellblade. You summon a fiery blade to your hand when you transform. The hellblade counts as a simple melee weapon with the two handed property for you and is your monstrous weapon. It deals 1d8 slashing damage and 1d4 fire damage on a hit. The blade disappears when your transformation ends. When you reduce a creature to 0 hitpoints with your hellblade, you can choose another creature within 15 feet of the killed creature. The chosen creature must succeed on a Wisdom saving throw against your Curse save DC, or take 1 + your proficiency bonus d6s of necrotic damage. Once you have dealt a creature damage this way, you cannot do so again until you use your Monstrous Shape feature to transform again or your Partial Transformation feature to summon this blade.
Armor of the Damned
At 1st level, you gain proficiency with medium and heavy armor. Additionally, whenever you transform into your monstrous shape, your armor changes size and shape to fit your new size.
Soul Eater
At 1st level, you hunger for souls, and can absorb part of the souls of the creatures you kill. Whenever you kill a creature, if it had a soul you gain a soul die. All humanoids have souls, other creatures have souls too but it is up to your DM to decide which do or do not (see the additional content, page 22, for help on ruling what creatures have souls).
Your soul dice are d6s, but become d8s when you are in your monstrous shape. You can have a maximum number of soul dice at the same time equal to your Constitution modifier.
You can expend your soul dice in the following ways:
- Demon's Rage. Whenever you hit a creature with a weapon attack, you can expend a soul die, rolling it. The attack deals extra necrotic damage equal to the result.
- Devil's luck. Whenever you fail an ability check you can roll a soul die, and add the result to the check. The soul die is expended only if the check then succeeds.
- Fiendish Fortitude. As a bonus action, you can expend one of your soul dice, rolling it and gaining temporary hitpoints equal to the result.
Vortex of Souls
At 6th level, you can absorb the souls of creatures you didn't kill. Whenever a creature dies within 15 feet of you, if it had a soul you absorb it and gain a soul die. In your monstrous shape, the range of this feature increases to 30 feet.
Evil Sense
At 10th level, you can feel the presence of good and evil. You can sense if there is a fiend or celestial within 100 feet of you. However, you do not sense the creature's direction unless you are in your monstrous shape.
Prince of Hell
At 14th level, you can call fiends to your aid. As an action, you can spend any number of soul dice and summon a fiend to an unoccupied space within 30 feet of you. The summoned fiend is friendly to you, acts on its own initiative and obeys your verbal commands. The challenge rating of the fiend you summon depends on the number of soul dice you spent. If you spent 2 soul dice: the fiend has a challenge rating of 1 or lower; if you spent 4 soul dice: 3 or lower; if you spent 5 dice: 5 or lower. When you summon a fiend this way, roll one of the expended dice. The fiend remains on the material plane for a number of hours equal to the result, but disappears early if you use this feature again to summon another one.
Curse of Scales
The curse of scales transforms people into dragon like beings of destruction. This curse is usually inflicted by or connected to an ancient dragon.
Cursed Draconic Aspect
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Dragon
Large dragon
- Armor class 12 + your Strength modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 35 feet, fly 10 feet
STR DEX CON INT WIS CHA Original +2 Or. + 1 Or. Or. Or. Or.
- Damage resistance Your draconic damage type
- Senses Darkvision (30 ft)
- Languages Draconic
Dragon's Flight. When you transform into this shape, you can fly up to 45 feet to an unoccupied space you can see as part of your transformation.
Terrible Claws. Your nails become long, draconic claws. They count as natural simple melee weapons for you and are your monstrous weapons. They deal 1d8 slashing damage and 1d4 of your draconic damage type on a hit.
Draconic Type
When you choose this curse at 1st level, you also choose one of the following types of dragon: amethyst, black, blue, brass, bronze, copper, crystal, emerald, gold, green, red, sapphire, silver, topaz, and white. The chosen type determines your draconic damage type, as shown in the draconic damage table.
Breath Weapon
At 1st level, you have been cursed with the breath of a dragon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your Curse save DC. On a failed save, a creature takes a number of d8s of your draconic damage type equal to 1 + your proficiency bonus. On a successful save, it takes half as much damage. In your monstrous shape, the size of this cone increases to 30 feet.
Once you've used this feature, you cannot use it again until you finish a long rest or use your Monstrous Shape feature to transform.
Transformation - drago, by JunH79
Elemental Power
At 6th level, your draconic attacks are even stronger. Whenever you deal damage of your draconic type to a creature, you can push that creature up to 5 feet away from you in a straight line. In your monstrous shape, you can push that creature up to 15 feet instead.
Majestic Presence
At 10th level, you have the commanding presence of a dragon. You add your Constitution modifier to any Charisma ability check you make. In your monstrous shape, you have advantage on Charisma ability checks you make as well.
Dragon Wings
At 14th level, you have the wings of a dragon. You gain a flying speed of 20 feet. In your monstrous shape, your flying speed becomes 30 feet instead and you don't provoke opportunity attacks while flying.
Draconic Damage Table
Dragon type | Draconic damage |
---|---|
Amethyst | Force |
Black, Copper | Acid |
Blue, Bronze | Lightning |
Brass, Gold, Red | Fire |
Crystal | Radiant |
Emerald | Psychic |
Green | Poison |
Sapphire | Thunder |
Silver, White | Cold |
Topaz | Necrotic |
Curse of Slime
The curse of the slime transforms its victims into acidic time bombs, as their very internal fluids can dissolve those around them. This curse is often inflicted by an encounter with an ooblex.
Cursed Aspect of the Ooze
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Ooze
Medium ooze
- Armor class 12 + your Constitution modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet
STR DEX CON INT WIS CHA Original +2 Or. + 1 Or. Or. Or. Or.
- Damage resistance Acid damage
- Condition immunities Blinded, prone
- Senses Blindsight (30 ft)
Amorphous. You can move through a space as narrow as 1 inch wide without squeezing. Whenever you use your Partial Transformation feature to gain your Monstrous Shape's movement speeds, you also gain this feature.
Pseudopod. You manifest an acidic monstrous natural weapon. It counts as a simple melee weapon for you. On a hit it deals 1d4 bludgeoning damage and 1d8 acid damage.
Acidic Blood
At 1st level, your blood can harm those around you. As a reaction whenever you take bludgeoning, piercing or slashing damage, you can force creatures within 5 feet of you to make a Dexterity saving throw against your Curse save DC. They take 1d4, or 1d8 in your monstrous shape, + half your abomination level (rounded down) acid damage on a failure, or half as much on a success.
Engulfing Nature
At 6th level, you learn how to stop other creatures like only an ooze can. You can attempt to grapple a creature as a bonus action during your turn. Creatures grappled by you take 1d4 acid damage at the start of their turn.
In your monstrous shape, you do not require a free hand to grapple a creature, you can grapple creatures up to two sizes larger than you, and the acid damage creatures grappled by you take at the start of their turn increases to 1d8.
Flesh Eating Ooze, by Matt DeMino
Unparalleled Digestion
At 10th level, the fluids within you can dissolve anything. You gain resistance to poison damage and become immune to the poisoned condition.
Additionally anything you eat is dissolved by the acid in your body, allowing you to digest it easily. Consuming 1 pound of wood or any other organic material (for example, bone or leaves) provides enough nourishment to sustain you for a day. In your monstrous shape, you can engulf a corpse of a large or smaller creature and dissolve it within a minute using this feature, you consume its organic material as though you were eating it if you do.
Oozing Blood
At 14th level, your blood can animate into another ooze. Whenever you take 25 or more bludgeoning, piercing or slashing damage from a single source (1 attack, for example), your blood pools into an oozling in an unoccupied space within 10 feet of you. The oozling uses your monstrous shape stat block, but doesn't gain any of your other features and has the following restrictions:
- It only has 1 hit point.
- It is small.
- Its movement speed is halved.
- It can only make one attack during its turn when it takes the Attack action.
This oozling is friendly to you, has its own initiative and obeys your verbal commands (no action required). If an oozling is created this way when you're in your monstrous shape, it has 1 + half your Abomination level hitpoints instead of just 1 and its movement speed isn't halved. This oozling lasts for 1 minute, until this feature is triggered again or until it is destroyed, after which it returns to being a pool of your blood.
Curse of the Swamp
The curse of the swamp transforms people into plant like monstrosities. This curse is often inflicted by the curse of a tree spirit or a strange fungal infection.
Cursed Aspect of Nature
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Thing of the Swamp
Medium plant
- Armor class 11 + your Strength modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet
STR DEX CON INT WIS CHA Original +2 Or. + 1 Or. Or. Or. Or.
- Damage resistances Poison damage
- Senses Darkvision (30 ft), tremorsense (10 ft)
Plant's tongue. You can communicate with plant creatures as if you shared a common language. Whenever you use your Partial Transformation feature to gain your monstrous shape's senses and language proficiencies, you gain this feature as well.
Swamp's fetor. Each creature that begins its turn within 5 feet of you must succeed on a Constitution saving throw against your Curse save DC or take 1d4 poison damage.
Branches. Your arms become long powerful branches when you transform. They count as natural simple melee weapons with the reach property for you and are your monstrous weapons. They deal 2d6 bludgeoning damage on a hit.
Aura of Roots
At 1st level, the terrain around you is always full of plants. Nonmagical terrain within 10 feet of you is considered difficult terrain for hostile creatures. In your monstrous shape the range of this feature increases to 20 feet.
Grasping Vines
At 6th level, your limbs are permanently lengthened. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Additionally, whenever you hit a creature that isn't within 5 feet of you with a monstrous weapon, you can pull that creature up to 10 feet towards you.
Daemogoth Titan, by Chris Cold
Plant Whisperer
At 10th level, you can communicate even with inanimate plants. Your mere presence imbues plants within 30 feet of you with limited sentience, giving them the ability to communicate with you telepathically. You can question plants about events in the area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
In your monstrous shape, plants within 30 feet of you are also imbued with animation, as though they were under the effects of the Speak with Plants spell, plants animated this way can only fufill one request of yours before losing their animation and becoming immune to this feature until you finish a long rest.
Entangling Aura
At 14th level, your roots are inescapable. Whenever a hostile creature enters into or starts its turn within difficult terrain created by your Aura of Roots feature, that creature must succeed on a Strength saving throw or have its speed reduced to 0 until the start of your next turn. If it fails the saving throw by 5 or more, it is restrained until the start of your next turn instead.
Curse of the Void
The curse of the void transforms its victims into unsettling alien beings. This curse is often inflicted by the gaze of a beholder or a mindflayer tadpole.
Otherwordly Cursed Aspect
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Symbiont
Medium Aberration
- Armor class 12 + your Dexterity modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 35 feet
STR DEX CON INT WIS CHA Original +1 Or. + 2 Or. Or. Or. Or.
- Damage resistances Psychic damage
- Languages Telepathy (30ft)
Monstrous weapons You manifest the following natural monstrous weapons, which count as simple melee weapons with the finesse property for you:
Spikes. They deal 1d8 piercing damage and 1d4 poison damage on a hit.
Tentacle. It deals 1d10 bludgeoning damage damage on a hit and has a reach of 15 feet. On a hit, if the target is medium or smaller you can pull it up to 10 feet towards you, if the target is large or bigger you can pull yourself up to 10 feet towards it. You can choose to do this without dealing damage.
Eyes of Madness
At 1st level, your gaze is harmful to others. Whenever a creature that can see you ends its turn within 20 feet of you, as a reaction you can force it to make a Wisdom saving throw against your Curse save DC. On a failure the creature has disadvantage on all Wisdom, Intelligence and Charisma checks it makes that target you or are contested by you for the next 10 minutes, and you can choose to deal 1d6, or 1d12 if you're in your monstrous shape, + half your abomination level psychic damage to it. Once you have used this feature on a creature, you cannot use it on the same creature again until you finish a long rest.
Touch of the Far Realms
At 6th level, your touch is alien. Whenever you hit a creature with a weapon attack, you can choose to force that creature to make a Wisdom saving throw against your Curse save DC. If the creature fails, you roll a d4, or 2d4 and choosing the result
Hlaavin, Lord of the Unseen, by Angelo Bortolini
you prefer in your monstrous shape, on the Otherworldy Effects table (shown below) and the creature suffers the described effects.
You can use this feature a number of times equal to your proficiency bonus, and only once per turn, after which you must finish a long rest to use it again.
Skinwalker
At 10th level, you can change your shape. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. In your monstrous shape, you can use this feature to assume the shape of any creature of a similar size to yours, regardless of limb arrangement or shape. Your clothing and equipment aren't changed by this feature. You stay in the new form until you use an action to revert to your true form or until you take damage or die.
Delirious Gaze
At 14th level, whenever a creature fails the saving throw against your Eyes of Madness feature, you can roll 1d4 on the Otherworldy Effects table and the creature suffers the described effects in addition to your Eyes of Madness effects. If you are in your monstrous shape, you can choose the result you prefer instead of rolling.
Otherworldly Effects Table
d4 | Otherwordly Effects |
---|---|
1 | The creature takes 2d6 force damage and falls prone. |
2 | The creature takes 1d10 psychic damage and is frightened of you until the end of your next turn. |
3 | The creature takes 1d8 thunder damage and is teleported to an unoccupied space within 30 feet of you that you can see. |
4 | The creature is charmed by you until the end of your next turn. When you charm a creature this way, you can give it a one word telepathic command, that it will try to obey to the best of its ability while charmed by you. |
Halo's Blessing
Halo's blessing forces people to serve a higher cause. This blessing (many see it as a curse) is normally caused by a powerful celestial being, such as a solar, or even by a god.
Angelic Blessed Aspect
Whenever you use your Partial Transformation or Monstrous Shape feature, you transform (partially or wholly) into the following creature:
Holy Avenger
Medium Celestial
- Armor Class 11 + your Constitution modifier (natural armor)
- Hitpoints (2 + your Constitution modifier) x your Abomination level
- Speed 30 feet
STR DEX CON INT WIS CHA Original +2 Or. + 1 Or. Or. Or. Or.
- Damage resistances Radiant
- Languages Celestial
Divine awareness. You have advantage on Wisdom (insight) checks you make to tell if a creature is lying. Whenever you use your Partial Transformation feature to gain your monstrous shape's senses and language proficiencies, you gain this feature as well.
Flash of divinity. When you transform, you can emit a flash of bright light. If you do, each hostile creature within 10 feet of you must succeed on a Constitution saving throw against your Curse save DC or be blinded until the end of their next turn.
Blade of light. You summon a blade of light to your hand when you transform. The blade counts as a simple melee weapon with the versatile property for you and is your monstrous weapon. On a hit it deals 1d6 slashing damage and 1d4 radiant damage one handed, 1d8 slashing damage and 1d4 radiant damage two handed. The blade disappears when your transformation ends.
Divine Protection
At 1st level, you use your celestial nature to protect others. As an action, you can touch another creature and give them 1d8 + you Abomination level temporary hitpoints. In your monstrous shape, you add your Constitution modifier to the temporary hitpoints you bestow using this feature. Once you've used this feature, you cannot use it again until you finish a long rest.
Angelic Destiny, by Jana Schirmer & Johannes Voss
Aura of Purity
At 6th level, your presence shields others from evil. Whenever you or a friendly creature within 5 feet of you make a Wisdom saving throw, you or they have advantage on the roll. In your monstrous shape, the range of this aura increases to 15 feet.
Halo
At 10th level, you shed divine light. You have a halo of light that hovers above your head. This halo shines bright light in a 10 foot radius around you, and dim light for another 10 feet. The radius of this feature increases to 30 feet of bright light and 30 feet of dim light in your monstrous shape.
You can turn this feature on or off as an action.
Blinding Gaze
At 14th level, your gaze can blind others. As an action you can force a creature within 30 feet that you can see and that can also see you to make a Constitution saving throw against your curse save DC. On a failure, the creature is blinded until magic such as the lesser restoration spell removes the blindness. If you are in your monstrous shape when you use this feature, the creature also takes radiant damage equal to 1d10 + your abomination level on a failure, or half as much on a success.
Once you've successfully used this feature, you cannot use it again until you finish a long rest.
Horrific Mutations
If a horrific mutation has prerequisites, you must meet them to manifest it. You can manifest the mutation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Brutal Strength
You gain proficiency with the Athletics skill, if you were already proficient in it your proficiency bonus is doubled for any ability check you make with it instead. Additionally, you have advantage on Strength checks and Strength saving throws in your monstrous shape.
Creature of the Depths
You gain a swimming speed equal to your walking speed. In your monstrous shape, you can breathe underwater.
Dark Knowledge
You gain proficiency with either the Arcana or the Religion skill (your choice), if you were proficient with the chosen skill already your proficiency bonus is doubled for any ability check you make with it instead. In addition, choose one of the following languages: Abyssal, Celestial, Deep speech, Draconic, Giant or Sylvan. You can speak, read and write the chosen language in your monstrous shape.
Deadly Ray
You can fire a blast of energy either from your chest, eyes, hands or mouth (your choice). You gain a new attack option. This attack counts as a simple ranged natural weapon for you with a range of 60/120 feet. When you manifest this mutation, choose one of the following: acid, cold, fire, lightning, necrotic, radiant, poison, psychic or thunder. The weapon deals 1d6 of the chosen damage type on a hit. This weapon uses your Strength or Dexterity modifier for attack and damage rolls (your choice).
In your monstrous shape, the damage of the weapon increases to 1d8, its range increases to 90/320 feet and it counts as a monstrous weapon for you.
Echolocation
You gain a blindsight of a number feet equal to 5 times your proficiency bonus. Your monstrous shape gains a blindsight of to a number of feet equal to 10 times your proficiency bonus instead.
Fiendish Vigor
As an action, you can gain 1d4 + 1 temporary hitpoints. If your use this mutation in your monstrous shape, you add your proficiency bonus to the temporary hitpoints gained this way.
Otherwordly Speed
Your walking speed increases by 10 feet. Your monstrous shape's walking speed increases by 20 feet instead.
Overwhelming Power
You gain a bonus of +1 to the damage rolls of your weapon attacks. In your monstrous shape, this bonus increases by half your proficiency bonus (rounded down).
Smoldering Werewolf, by Zack Stella
Sharp Senses
You gain proficiency with the Perception skill, if you were proficient with it already your proficiency bonus is doubled for any ability check you make with it instead. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you are in or transform into your monstrous shape before doing anything else on that turn.
Strange Appendage
You grow an extra appendage like a tentacle or a tail. You cannot use weapons and other specialized equipment with it but it is a natural weapon that counts as a simple melee weapon for you that uses your Constitution modifier for attack and damage rolls. It deals 1d6 bludgeoning damage on a hit. In your monstrous shape, its damage increases to 1d8 and it counts as a monstrous weapon for you.
Supernatural Bound
Your jump distance increases by 10 feet. In your monstrous shape, your jump distance doubles as well.
Unexplainable Vitality
You don't need to eat, drink or sleep. In order to take a long rest, you must spend 4 hours in an inactive state, during which you can see and hear normally. In your monstrous shape, you only suffer the effects of 1 exhaustion level lower than your actual exhaustion level.
Unnatural Climber
You gain a climbing speed equal to your walking speed. In your monstrous shape, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Eerie Understanding
Prerequisite: Mark of Manipulation
Whenever a creature marked by you speaks, you are able to understand it, regardless of the language spoken. Additionally, whenever you speak you can choose to let the marked creature understand you, regardless of the language you choose to speak.
Unhealthy Bond
Prerequisite: Mark of Protection
You can always communicate telepathically with the marked creature as long as it is marked, regardless of the distance between you. Additionally, as an action, you can see through the marked creature’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.
Creature of the Shadows
Prerequisite: 5th level
You gain proficiency with the Stealth skill, if you were proficient with it already your proficiency bonus is doubled for any ability check you make with it instead.
Additionally, when you are in an area of dim light or darkness in your monstrous shape, you can use your action to become invisible until you move or take an action or a reaction.
Persecuted Escape
Prerequisite: 5th level
When you hit a creature with a melee weapon attack, you don’t provoke opportunity attacks from that creature for the rest of your turn. In your monstrous shape, this happens when you target a creature with a weapon attack instead.
Venomous Strikes
Prerequisite: 5th level
You gain resistance to poison damage. In your monstrous shape, once per turn when you hit a creature with a monstrous weapon attack, you can convert the damage the attack deals to poison damage, if you do the target must succeed on a Constitution saving throw against your Curse save DC or be poisoned until the end of its next turn.
Uncanny Instincts
Prerequisite: 5th level
You add your proficiency bonus to your initiative rolls. In your monstrous shape, you have advantage on the first weapon attack you make on your turn against creatures which haven't acted in combat yet.
Chosen Enemy
Prerequisite: 5th level, mark of predation
You always know the direction of the marked creature as long as its marked. Additionally, whenever you hit a creature with a weapon attack, you can mark that creature by expending a use of your Dark Mark feature.
Excessive Care
Prerequisite: 5th level, mark of protection
As long as you can communicate telepathically with the marked creature, you can feel whenever it takes damage, and you can use your reaction to roll your mark die to reduce that damage. Additionally, whenever you roll your mark die to reduce the damage a creature takes, you add your Constitution modifier to the result.
Creature of the Skies
Prerequisite: 7th level
You have resistance to falling damage. Your monstrous
shape gains a flying speed equal to its walking speed, if your monstrous shape already had a flying speed then this increases by an amount equal to your walking speed instead.
Terrifying Lethality
Prerequisite: 7th level
Your attacks score critical hits with 19-20 results. In your monstrous shape, you can roll one additional weapon damage die when determining the extra damage for a critical hit with an attack.
Toughened Skin
Prerequisite: 7th level
When you manifest this mutation, you gain resistance to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, radiant, psychic or thunder. In your monstrous shape whenever you take damage of the chosen type, the damage you take is also reduced by 1d4.
Subtle Deceit
Prerequisite: 7th level, mark of manipulation
You always know the direction of the marked creature as long as it's marked. Additionally, as a reaction whenever you see the marked creature make a saving throw, you can roll your mark die and subtract the result from the roll. You can choose to do this after learning the result of the roll, but only before learning if it succeeds or not.
Creature of the Underdark
Prerequisite: 9th level
You gain a tremorsense of 20 feet. Your monstrous shape gains a burrowing speed of 20 feet and a tremorsense of 40 feet instead.
Phantom Step
Prerequisite: 9th level
As a bonus action or whenever you use your Monstrous Shape feature, you can teleport to an unoccupied space you can see within 30 feet of you. Once you've teleported a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.
Jealous Custody
Prerequisite: 9th level, mark of protection
The marked creature gains a bonus of +1 to its AC for as
long as it is marked. As long as it is within 30 feet of you and you aren't incapacitated, it gains a bonus of +2 to its AC instead.
Giant Shape
Prerequisite: 12th level
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift and the size of creatures you can push or grapple.
Additionally, whenever you use your Monstrous Shape feature, you can choose to increase its size by one. If you do, you gain the following characteristics while transformed:
- Your reach extends by 5 feet.
- You add your Constitution modifier to Strength ability checks and Strength saving throws you make.
- The first time you hit a creature at least 1 size smaller than you with a weapon attack each turn, that creature must succeed on a Strength saving throw against your Curse Save DC or fall prone.
Once you have chosen to increase in size this way, you cannot choose to do so again until you finish a long rest.
Inhuman Regeneration
Prerequisite: 12th level
Whenever you regain 5 or more hitpoints from a single source, you regain extra hitpoints equal to your Constitution modifier. Additionally, while in your monstrous shape, if your current hitpoints are less than half your hitpoint maximum at the start of your turn, you regain 1d6 hitpoints.
Relentless Connection
Prerequisite: 12th level
As an action, you can teleport to an unoccupied space within 15 feet of a creature marked with your dark mark feature. You can do so even if you cannot see the creature, but when you do you teleport to an unoccupied space within 15 feet of that creature selected randomly.
Killer's Rancor
Prerequisite: 12th level, mark of predation
Whenever you roll your mark die and add the result to a damage roll, you add your Constitution modifier to the damage roll as well.
Master of Puppets
Prerequisite: 12th level, mark of manipulation
The marked creature has disadvantage on all ability checks that target you or are contested by you for as long as it is marked. Additionally, whenever you mark a new creature, you can force that creature to make a Wisdom saving throw against your Curse Save DC. On a failure, the creature is charmed by you for 1 hour or until you do something that it perceives as harmful to it.
Chameleon's Skin
Prerequisite: 15th level
You can become invisible as an action. Your invisibility lasts for 10 minutes, or until you make an attack or cast a spell. In your monstrous shape, the duration of your invisibility increases to 1 hour.
Ghastly Visage
Prerequisite: 15th level
Whenever a creature becomes frightened of you, you can choose to deal 1d6, or 1d12 if you are in your monstrous shape, plus your Abomination level psychic damage to it.
Otherwordly Creature
Prerequisite: 15th level
You gain a true sight of 30 feet.
Additionally, whenever you use your monstrous shape feature, you can choose to become partially intangible for the duration of your transformation. If you do, at the start of each of your turns you gain resistance to bludgeoning, piercing and slashing damage and you can move through other creatures and objects as if they were difficult terrain, at the end of each of your turns you become corporeal again, and lose these benefits. If you end your turn inside an object, you take 1d10 force damage and are shunted to the nearest unoccupied space you previously occupied.
Once you've used this mutation to become intangible this way, you cannot do so again until you finish a long rest.
Master of the Hunt
Prerequisite: 15th level, mark of predation
Once on each of your turns, when you hit the marked creature with a weapon attack, you can impose one of the following on it:
- Antagonize. The creature has disadvantage on all attacks it makes that don't target you until the end of its next turn.
- Push. The creature is pushed up to 10 feet in a direction of your choosing which is horizontal to it.
- Slow. The creature's movement speed is halved until the end of its next turn.
- Stun. The creature cannot make reactions until the start of its next turn.
Curse Origin Suggestions
Here are some suggestions for how your abomination was cursed. If none fit your character, feel free to invent your own.
Curse of the Elements
d4 | Curse origin |
---|---|
1 | You are possessed by a primordial. |
2 | You were cursed by a geenie. |
3 | A magical experiment on you went wrong. |
4 | You are an element given life. |
Curse of the Grave
d4 | Curse origin |
---|---|
1 | You were cursed by a lich. |
2 | You were bitten by a vampire. |
3 | You violated the tomb of a long dead wizard. |
4 | You died and then came back to life. |
Curse of Iron
d4 | Curse Origin |
---|---|
1 | You are the result of an experiment gone wrong. |
2 | You were cursed by a being from Mechanus. |
3 | You are possessed by a sentient weapon. |
4 | You are a construct pretending to be a person. |
Curse of the Hunt
d4 | Curse origin |
---|---|
1 | You were bitten by a lycanthrope. |
2 | You were cursed by a hag. |
3 | A mad geneticist injected you with monster blood. |
4 | You are a beast that has been transformed into a humanoid. |
Curse of Might
d4 | Curse origin |
---|---|
1 | You drank a faulty potion of giant size. |
2 | You consumed a giant's blood. |
3 | You stole a giant's relic. |
4 | You are a shrunken giant. |
Curse of Nightmares
d4 | Curse origin |
---|---|
1 | You are possessed by a fey spirit. |
2 | You were cursed by an archfey. |
3 | You were trapped in the shadowfell for a year and a day. |
4 | You are a fey disguised as a humanoid. |
Curse of the Pit
d4 | Curse origin |
---|---|
1 | You are possessed by a demon. |
2 | You were cursed by an archfiend. |
3 | You made a deal with a devil for great power. |
4 | You are a demon disguised as a humanoid. |
Curse of Scales
d4 | Curse origin |
---|---|
1 | You are possessed by the ghost of a dragon. |
2 | You were cursed by a dracolich. |
3 | You stole a sacred draconic relic. |
4 | You are a dragon trapped in a humanoid body. |
Curse of Slime
d4 | Curse origin |
---|---|
1 | You were cursed by an ooblex. |
2 | A mad scientist experimented on you. |
3 | You were engulfed by an ooze for 24 hours. |
4 | You are an intelligent ooze that has been transformed. |
Curse of the Void
d4 | Curse origin |
---|---|
1 | A beholder touched your mind and warped your reality. |
2 | You have been infected by a mindflayer tadpole. |
3 | You were lost at sea only to be found a year later. You have no memory of what happened. |
4 | You are secretly an aberration, that has infected the body of a humanoid. |
Curse of the Swamp
d4 | Curse origin |
---|---|
You were cursed by a forest spirit. | |
You died and your body was left in a swamp. | |
You were cursed by a swamp hag. | |
You are a plant that has been imbued with sentience. |
Halo's Blessing
d4 | Blessing origin |
---|---|
1 | You were blessed by a solar. |
2 | A god has chosen you as their weapon. |
3 | You defiled a sacred temple. As punishment, you have become an unwilling instrument for good. |
4 | You are a celestial that has learnt to transform into a humanoid. |
Additional Content
This last section concerns some additional content that can help you roleplay as an abomination, and explains how to multiclass in and out of your class. Any rules listed are optional, and require your DM's permission to apply.
Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you chose abomination as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Constitution score of 13, as well as either a Strength or Dexterity score of at least 13, to take a level in this class, or to take a level in another class if you are already an abomination.
Proficiencies Gained. If abomination isn't your initial class, you gain proficiency with light armor, medium armor and shields when you take your first level as an abomination.
What is a Soul?
In the curse of the pit, one of the features involves determining whether a creature has a soul or not. This is obviously an abstract and difficult question, so it's best to discuss it with your DM before beginning the campaign, so that there isn't any confusion during the game. Here are some tips for a DM on how to rule what has a soul and what doesn't:
- Every creature has a soul. The easisest interpretation, however this could allow the player to carry a bag of rats with them and slaughter them at will. Ruling this way could be problematic depending on the player.
- All intelligent or self-aware creatures have a soul. A slightly complex interpretation, in this case the cutoff is the intelligence score. The suggested intelligence cutoff is 4, but other cutoffs could work. This interpretation is probably the one that prevents abuse of the feature best.
- All living things have souls. In this case, constructs and undead don't have souls. While this interpretation makes a lot of sense, it severely weakens the abomination against these specific opponents.
- Only creatures native to the material plane have souls. In this case, aberrations, celestials, fey and fiends don't have souls. This is definitely the most restrictive interpretation, and is advised only if this type of opponent won't be common in the campaign.
Lifting the Curse
The DM may decide that the curse can be lifted if specific conditions are met. In this case, it is best to discuss it with the player beforehand, to check that the player actually wants their character to be cured and to decide what conditions could cause such a cure.
Here are a few suggestions for potential cures:
- Classic. In order for the curse to be lifted, the character must complete a specific task or reach a certain condition (for example, retrieving a magic object, finding true love, or becoming a selfless person).
- Countdown. Your curse will end after a certain number of years, decades or even centuries.
Candletrap, by Manuel Castañón
- Easy. The Remove Curse spell, cast with a 7th level spell slot or higher, or the intervention of a minor magical entity (with a CR of 10 or higher) can lift the curse.
- Medium. The Remove Curse spell, cast with an 8th level spell slot or higher, or the intervention of a major magical entity (with a CR of 15 or higher) can lift the curse.
- Difficult. The Remove Curse spell, cast with a 9th level spell slot, or the intervention of a supreme magical entity (with a CR of 20 or higher) can lift the curse.
- Nigh impossible. Only the intervention of a god or of the entity that cast the curse can lift it.
If the curse is lifted, the character loses all abomination levels and all features they gained from the class. With the DM's permission, the player may then choose to gain levels in another class. The number of levels the player gains and the time it takes to gain them is determined by the DM.
Alternatively, the DM may decide that instead of being cured, the character gains mastery and control over their curse, allowing them to live a normal life but call upon their abomination powers in times of need.
Switching Stats
Some abominations are very different in their monstrous shape. With your DM's permission, when you create an abomination, you can choose two of your character's ability scores, neither of which can be Constitution, and at least one of which must be a mental score. Whenever your character transforms (or partially transforms to gain their monstrous ability scores), swap the two scores. Examples:
- Brain vs Brawn. You choose Intelligence and Strength. In your natural shape, you are very smart but weak. In you monstrous shape, you're very strong but dumb.
- Kind vs Scary. You choose Wisdom and Charisma. In your natural shape, you're understanding but shy. In your monstrous shape, you're alluring but impulsive.
DM tip: this optional rule is designed to enhance roleplay, not to help with optimization or multiclassing. If a player is trying to use this rule as a loophole to build a stronger character, don't allow it.
Signs of Evil
Many abominations have signs that they are cursed that go beyond their mere class features. These are called signs of evil. With your DM's permission, you can roll on the following table to determine what your signs of evil are. Alternatively, your DM can decide to let you invent your own they may decide to give you a Dark Blessing from Van Richten's Guide to Ravenloft.
Signs of Evil Table
d8 | Sign of Evil |
---|---|
1 | Silver and holy water burn your skin when you touch it. You take 1d4 radiant damage whenever you come into contact with one of these. |
2 | Direct sunlight hurts your eyes and your skin. If you spend 1 or more hours in direct sunlight without a hood or covering or shade, you take 1d10 radiant damage for each hour spent. |
3 | You cannot enter places consacrated to gods of a good alignment. |
4 | You hear voices or see things that aren't there. Whenever you roll a 1 on a d20, you have a visual or auditory hallucination. |
5 | Your mind is warped. You either have advantage on saving throws against being charmed and disadvantage on saving throws against being frightened, or the opposite. |
6 | Your natural shape is grotesque. You are covered in hair, or your skin is pale and cold to the touch, or you are constantly sweating and clammy. You have disadvantage on Charisma (persuasion) checks you make. |
7 | Your curse sometimes takes over. You establish certain trigger situations with your DM, when one of these situations occurs you must succeed on a DC 15 Wisdom saving throw or transform and let you your curse take over for 1 hour. |
8 | You have cursed features that naturally stand out such as horns or a tail. You have disadvantage on Dexterity (stealth) checks to pass unnoticed. |
Frequenty Asked Questions
Here are a few answers to the most FAQs.
- Is this class OP? In some situations, yes. So far playtesting has gone well and a lot of features have been nerfed and others streamlined. Mathematically speaking, this class has a slightly higher damage output to most martial classes late game, but only when transformed as the damage output is much lower in its natural shape. It is also very tanky, but it doesn't outscale the barbarian in tankiness. One of the best features of the class, in my opinion, is it's versatility and general adaptability, which make it very customizable and potentially breakable, depending on the player's skill. Personally though I don't consider rewarding optimization to be a bad thing... That being said, there are plenty of parts of this class that still need tuning, so if you feel like giving feedback or playtesting it that would be fantastic.
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Why a d6 hit die? This is to offset one of this class's greatest strengths: its tankiness. The consequence of this is that you are actually quite squishy when you run out of transformations, which is also thematic.
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Do your Monstrous Weapons use Strength or Dexterity? Your monstrous weapons only use your Dexterity modifier if they have the finesse property, such as in the Curse of Iron subclass, or if they specify that they can use Dexterity, such as in the Curse of the Grave subclass and the Deadly Ray mutation, otherwise they use Strength.
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How does Partial Transformation work? This feature doesn't require an action or bonus action. This is mainly because of this class's already heavy reliance on bonus actions (dark mark and monstrous shape both require it). Additionally, you only get the attributes specified, not other features when you use this. Here are some examples: with Curse of the Grave, when you use Partial Transformation to gain your monstrous weapons, your unarmed strikes deal 1d10 damage as they count as your monstrous weapons, but you don't gain the Undead Wail or Soul Drain features; the Overwhelming Power mutation only increases your damage further if you actually transform into your monstrous shape, but the Deadly Ray feature gives you an additional monstrous weapon you can gain; the Creature of the Skies mutation gives you a flying speed when you choose to gain your monster's speeds, but Creature of the Depths doesn't allow you to breathe underwater when you do.
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How edgy is this class? Yes.
Do you have any thoughts or criticisms? Feel free to comment or get in touch with me on reddit! My user name is u/Sensitive_Coyote_865.