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Abominable


Hit Points

Hit Dice: d6 per Abominable level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution Modifier

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from: Arcana, History, Stealth, Deception, Intimidation You have disadvantage on any Animal Handling check.

Overview & Creation

A woman stands in the moonlight, gazing morosely through window of a nearby tavern where folk gather. Beneath her, her shadow writhes, spreading dark tendrils across the cobblestones entirely of its own accord.   A watchman spots a cutpurse pursuing a halfling into an alley. He marches over to intervene, only to hear a piercing wail from around the corner. Quickening his pace he discovers both halfling and cutpurse are gone, no trace of the former and only a bloody, discarded shoe to mark the passage of the latter.   A frail old man traveling alone down the road is confronted by bandits. Surrendering his body to his curse, he transforms into a mind-breaking abomination, lashing back as his tormentors with tentacle and eldritch spell.   Abominables walk a lonely path, containing within them both the life of a person and the presence of some incomprehensible monstrosity. This marriage, seldom the result of anything good or intentional, gives them great power, but also makes them quite vulnerable. They seldom can count on the blessings of community and friendship, needing to embrace the power of their curse out of a necessity to survive.  

Incomprehensible Body

tie-in to aberrant transformation

Beyond Time and Space

tie-in to hidden form

Creating an Abominable


 


Class Features

Hidden Form

Your true form lies somewhere beyond this plane. At 1st level, you gain the following benefits and drawbacks:
  • Your Hidden form has hitpoints equal to (Proficiency Bonus + your transformed Con modifier) * Your Level + 10. For instance, if you have a Con modifier of +3, at first level your hidden form would possess 15 hit points. At 20th level, your Hidden Form would have 230 hitpoints.
  • Your hidden form hit point pool can never be restored in any way, save for completing a long rest.
  • Aberrant Transformation

      Starting at 1st level, you manifest your true form in all of its incomprehensible glory as an action.   This transition is painful. When you transform from mortal to monster, you roll half your hit dice, rounded up, and lose that many hitpoints from your mortal form's maximum hitpoints. These hitpoints will only return after a long rest. You remain transformed for a number of minutes equal to your level, before automatically reverting to your mortal form.   If transforming would decrease your mortal form's maximum hitpoints to 0, you instead go berserk. Roll a d10 and consult the table below to discover how your berserk form behaves. You remain berserk until you are reduced to zero hitpoints or until the time limit of your transformation is reached.   Berserk Table   When you are transformed, you gain the following benefits and drawbacks:

    Hit Points

  • Your Hidden Form hit points become your only hit points
  • You cannot be healed
  • If you drop to 0 hit points in this form, you revert to your mortal body, immediately reduce your mortal form's hit points to 0, and fall unconscious.
  • Ability Scores

  • Your Charisma score becomes 3
  • You gain a bonus to your base Strength score equal to half your level, to a maximum of 20
  • You gain a bonus to your base Constitution score equal to half your level, to a maximum of 20
  • Spellcasting

  • You regain one spell slot of a level equal to or lower than your proficiency bonus.
  • Spells that can target friendly creatures with beneficial effects instead can target only you.
  • Spells with an area of effect have a range of 0; they must be centered on you. You are immune to any negative effects of these spells.
  • Spells that target a single creature with hostile effect have a range of touch
  • If not using your action to cast a spell, you may only make unarmed strikes.
  • Cantrips from the Abominable spell list cast in this form may add your INT modifier to damage rolls.
  • Grasping Limb(s)

    When you transform, as a bonus action, you may attempt to grapple any creature one size larger than you or less within 5 feet of you.  

    The Puppet and the Master

    Starting at 3rd level, if you are reduced to 0 hit points and fall unconscious, your body may move 5 feet per round without provoking opportunity attacks.  

    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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    Aberrant Transformation Improvement

    When you reach 4th level, your gain proficiency in strength saving throws while transformed. In addition, transforming becomes a bonus action.

    A Pact of Selves

    At level 5, you gain the ability to transform back into mortal form from your Aberrant Transformation as a bonus action. In addition, when transformed, your harmony of thought with the other creature who shares your body improves. You may use your bonus action Grasping Limb(s) ability to grapple up to two adjacent creatures as a bonus action.

    Aberrant Transformation Improvement

    When you reach 7th level, your reach increases by 5 feet while transformed.  

    Aberrant Transformation Improvement

    When you reach 15th level, the cap on you Strength and Constitution scores while transformed increases from 20 to 22.  

    Eternal Hunger

    When you reach 20th level, any necrotic damage you deal restores hit points to your Hidden Form hit point pool as long as the target of the attack is not a construct.


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background:   (a) a dungeoneer’s pack or (b) an explorer’s pack Leather armor Any simple weapon An arcane focus Two daggers


    Spellcasting

    Spellcasting

    Due to the circumstances of your birth or a horrible accident along the road of life, you became more than mortal but less than human, broadly speaking. This curse binds you beyond the world and grants you your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the abominable spell list.  

    Cantrips

    At 1st level, you know two cantrips of your choice from the abominable spell list. You learn additional abominable cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Abominable table.  

    Spell Slots

    The Abominable table shows how many spell slots you have to cast your abominable spells of 1st level and higher. To cast one of these abominable spells, you must expend a slot of the spell’s level or higher, except for when you have undergone your Aberrant Transformation. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell absorb elements and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.  

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the abominable spell list.   The Spells Known column of the Abominable table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the abominable spells you know and replace it with another spell from the abominable spell list, which also must be of a level for which you have spell slots.  

    Spellcasting Ability

    Intelligence is your spellcasting ability for your abominable spells, since you gain the knowledge of spellcraft from a source beyond your immediate reality. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an abominable spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

    Spellcasting Focus

    You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your abominable spells when you have not undergone your Aberrant Transformation.  

    Spell List

    You may choose cantrips and spells according to the number of each you know as specified on the Abominable table. You may choose from the list below.   Cantrips Acid Splash, Chill Touch, Encode Thoughts, Infestation, Mind Sliver, Poison Spray, Primal Savagery, Thaumaturgy, Tentacle Whip (Thorn Whip), Toll the Dead   1st Level Absorb Elements, Armor of Agathys, Arms of Hadar, Bane, Cause Fear, Disguise Self, Dissonant Whispers, Earth Tremor, False Life, Hellish Rebuke, Hideous Laughter, Inflict Wounds, Ray of Sickness   2nd Level Alter Self, Darkness, Dark Vision, Detect Thoughts, Enlarge/Reduce, Invisibility, Mind Spike, Phantasmal Force, Ray of Enfeeblement, See Invisibility, Spider Climb, Web   3rd Level Bestow Curse, Fear, Feign Death, Fly, Haste, Hunger of Hadar, Nondetection, Protection from Energy, Stinking Cloud, Tongues, Water Breathing   4th Level Arcane Eye, Black Tentacles, Blight, Charm Monster, Compulsion, Freedom of Movement, Greater Invisibility, Shadow of Moil, Vitriolic Sphere   5th Level Antilife Shell, Cloudkill, Contact Other Plane, Contagion, Dream, Enervation, Insect Plague, Mislead, Synaptic Static, Telepathic Bond   6th Level Disintegrate, Eyebite, Harm, Mental Prison, True Seeing, Globe of Invulnerability   7th Level Crown of Stars, Etherealness, Plane Shift, Power Word Pain   8th Level Horrid Wilting, Antimagic Field, Demiplane, Feeblemind, Maddening Darkness, Telepathy   9th Level Astral Projection, Foresight, Psychic Scream, Storm of Vengeance, Weird


    Subclass Options

    Secrets from Beyond

    You share your body with a creature living beyond space and time.

    Physically Unbound

    When you take this Secret Nature at level 3, you gain the ability to teleport when you undergo your Aberrant Transformation. When you transform, you may also immediately move to an unoccupied space you can see within 30 feet of your current location. In addition, while transformed, you may use your bonus action to Disengage or Dash and your walk speed increases by 5 feet. 

    Phase Walker

    At fifth level, you can use your extradimensional nature as a form of protection. While transformed, you gain the Evasion ability. If you use the Evasion ability to reduce damage received on a failed DEX saving throw, you become Ethereal until the end of your next turn. In addition, while transformed, you gain a climb speed equal to your walk speed and your walk speed increases by 5 feet. 

    Unstoppable Approach

    At 10th level, the ways between the planes are well known to you. You now know the spell Dimension Door. It does not count against your total known spells. While transformed, whenever you teleport to an unoccupied space by use of any spell or ability, you may use a free action to Grapple any hostile creature within your reach.    If you use Evasion to reduce damage received on a failed DEX saving throw, you become Ethereal until the start of your next turn.    In addition, your walk speed increases by 5 feet and you gain a swim speed equal to your walk speed. 

    Inner Halls

    At 14th level, you gain control over extradimensional pockets within your own body. Your carrying capacity when not transformed doubles. In addition, when transformed, allies may move to occupy the same space as you. Those who do find themselves inside your Inner Halls, which exist in a manner similar to a Magnificent Mansion. Your mortal form exists within your Inner Halls and may be interacted with. While an ally is within your Inner Halls, your movement speed is halved, but all allies move with you. Allies within your Inner Halls may not be targeted by hostile effects, but will take half of all damage you receive while they are within.   If you become Ethereal, allies within your Inner Halls similarly cannot access the material plane until the start of your next turn.    In addition, you can draw upon the spaces within to endure. You can hold your breath, and cast spells without penalty to that breath, for 24 hours at a time. You must complete a long rest in an environment where you can breathe to regain hours of held breath. 

    Traveler Upon the Horizon

    At 18th level, you know the spell Teleport. It does not count against your total known spells. You may only target yourself when casting Teleport. However, allies who are within your Inner halls will move with you.   In addition, whenever your mortal form takes damage, you may choose to redirect that damage to your Hidden Form, reducing its hit points instead.    Your walk speed while transformed increases by 5 feet, and your movement is no longer halved if allies reside within your Inner Halls.   

    Primordial Secrets

    The primeval titans that incepted the world also formed you as a vessel for their power, possibly their resurrection. Whatever the reasons, part of your soul was sculpted in their image.

    Old Soul

    When you choose this Secret Nature at third level, the ancient and mysterious artificers of your soul gain the ability to alter your body. Your add +2 to your base AC. You gain one of the following attributes of your choice permanently.
    Hot-Blooded.
    Piping hot primordial soup runs through your body. After you undergo your Aberrant Transformation, ou are resistant to fire damage. In addition, if a creature damages you using a weapon, magical or otherwise, any creature within 5 feet of you must make a dexterity saving throw, or else take 1d6 fire damage.
    Ancient Maw. When you transform, you possess a massive, bestial maw. Instead of your unarmed strike, once per round you may make a bite attack using your proficiency and strength bonuses to hit. On a hit, you deal 1d10 piercing damage.   Breath of the Ancients.
    The raw elemental power of the smiths of the world roils in your lungs. Once you transform, you may use your bonus action to exhale a 15 foot cone of fire, acid, lightning, or cold damage. Creatures caught within the cone must make a dexterity saving throw against your spell-casting DC, or else take 2d6 damage of the chosen type. Once you use this ability twice, you must complete a long rest to be able to use it again.

    Titanic Proportions

    At 5th level, when you transform, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category-- from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until your transformationl ends, you also has advantage on Strength checks and Strength saving throws. While transformed, your unarmed strikes deal 1d4 extra damage.  

    Constructed Soul

    At 10th level, your bygone makers manifest more of their mysterious will, as their hold over you or gift to you grows. You now add +3 to your base AC. The attribute you selected at third level improves as described below. In addition, you may select a new tier one attribute as described under Old Souls. Hot-Blooded. When transformed, you now also gain resistance to cold damage. Enemies splashed by your blood suffer 2d6 fire damage. You have advantage on saving throws against being put to sleep or charmed. Ancient Maw. Your bite attack now deals 2d10 damage. If you make a bite attack against a creature you have grappled that is smaller than you in size, you may swallow it. The creature must succeed on a contested strength check at the end of your turn, or else take 4d4 acid damage at the end of each of your turns. You may only swallow one creature at a time.
    Breath of the Ancients. The cone size of your breath weapon increases to 20 feet. It now deals 4d6 damage. You may use it up to three times between long rest.  

    Mighty Stomp

      At 14th level, your size and strength when transformed cause the very earth to tremble. As an action, you can slam one part of your massive body into the ground, causing nearby creatures to fall prone. All creatures within 20 feet of you must make a Strength saving throw against your spell save DC or fall prone. Additionally, the terrain around you within 10 feet becomes difficult terrain.  

    Avatar of the Ancients

      At 18th level, you manifest the destiny intended by those who crafted you. You now add +4 to your base AC when transformed. The attribute you selected at third level improves as described below. The attribute you selected at 10th level becomes tier two. You may select an additional attribute from the list provided at thrid level. Hot-Blooded. When transformed, you are immune to fire damage. Enemies splashed by your blood suffer 4d6 fire damage. You have advantage on saving throws against being charmed. Ancient Maw. When you make a bite attack, you now deal 4d10 damage. You no longer to grapple an enemy before attempting to swallow it. Breath of the Ancients. The breath attack you make when transformed now deals 6d6 damage of the type you choose. Additionally, you may use it up to four times between long rests.  

    Unknowable Secrets

    The source of your power cannot be understood, even by you. It manifests from across a fractal pattern of universes as urges, commands, and powers that seem to slip between the rules of reality.

    More Mind than Matter

    When you choose this Secret Nature at third level, you manifest a new part of your unfathomable nature. You become resistant to psychic damage. In addition, when you undergo your Aberrant Transformation, you may choose to activate this feature. Any creature that tries to make a melee attack against you must make a Wisdom saving throw. If it fails, it must choose a different target. This effect persists until you are successfully attacked. Once you have triggered this feature, you must finish a long rest before you can trigger it again.

    The Void Gazes Back

    At 5th level, the tendrils of your wending otherworld thoughts begin to affect the world around you. Whenever you force a creature who is not immune to psychic damage to make an Intelligence, a Wisdom, or a Charisma saving throw, that create also takes 1d8 psychic damage on a fail without disrupting the effects of the spell.

    Folding Corridors

    At 10th level, the folding corridors of your mind alter probabilities around you. When a hostile creature uses its movement action to enter your melee range, you may use your reaction force it to make a Charisma saving throw against your spell save DC. If it fails, the creature finds it has used its movement to move to the nearest space just outside its own ability to reach you.

    A Most Disturbing Thought

    At 14th level, the pressure of your mind upon the world can shake foes to their core. You can now use the benefits of your More Mind than Matter ability once per short rest. In addition, any creature that fails the Wisdom saving throw to attack you becomes frightened of you.

    Mind-Shattering Visage

    At 18th level, most creatures would find it difficult to approach you in your transformed state without their minds being overwhelmed. You can now use the benefits of your More Mind than Matter ability after the first Aberrant Transformation you undergo each combat. If you move through combats without transforming back, the effect goes away. In addition, if a creature fails its saving throw to attack you by more than 5, it is Stunned rather than Frightened.                
     


    LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
    1+2Spellcasting, Hidden Form, Aberrant Transformation222--------
    2+2-223--------
    3+2Secret Nature, The Puppet and the Master2341-------
    4+2Ability Score Improvement, Aberrant Transformation Improvement2442-------
    5+3Secret Nature Feature25341------
    6+3Hidden Form Improvement36422------
    7+3Aberrant Transformation Improvement374221-----
    8+3Ability Score Improvement384322-----
    9+4-3943321----
    10+4Secret Nature Feature31033322----
    11+4-311333321---
    12+4Ability Score Improvement311433322---
    13+5-412433332---
    14+5Secret Nature Feature412433332---
    15+5Aberrant Transformation Improvement4134333321--
    16+5Ability Score Improvement4134333321--
    17+6-41443333211-
    18+6Secret Nature Feature41443333211-
    19+6Ability Score Improvement415433332111
    20+6Eternal Hunger415433332111

    Created by

    dungeonmaker.

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