Abomination

The source of this warrior’s rage is a malevolent spirit, either a vengeful ancestor, a primal force, or a tenuously contained demon. When an abomination becomes enraged, this spirit manifests, physically transforming them into a living weapon. As an abomination walks this path, the spirit becomes more powerful and harder to contain.

Bane Silver – Starting at 3rd level, an abomination’s Rage no longer makes them resistant to damage dealt by silver weapons.

Bestial Skill – At 3rd level, and again at 10th level, an abomination gains proficiency with their choice of the Acrobatics, Athletics, Intimidation, Stealth, or Survival skill. If they were already proficient with that skill, they gain expertise, instead.

Form of the Beast – At 3rd level, an abomination’s bestial form becomes known. The player controlling them and the DM work together to describe the appearance and source of this form.

When an abomination of this level becomes enraged, their body changes violently. Any armor they are wearing is torn apart, dealing crushing and slashing damage to them equal to three times the bonus it grants to AC.

While enraged, an abomination of this level can be detected, turned, and contained as though they were a creature of the type that inhabits them. This is typically an aberration, beast, or fiend.

When an abomination’s form is first revealed, the player controlling them chooses two of the following traits, which they gain while enraged.

  • Acclimated
  • Antlers
  • Aquatic
  • Armored
  • Bite
  • Claws
  • Climbing
  • Enlarge
  • Hooves
  • Infectious
  • Jumping
  • Nocturnal
  • Regeneration
  • Scent
  • Venomous

Advanced Form – At 6th level, an enraged abomination gains an additional trait from the Form of the Beast feature. If they chose Antlers, Bite, Claws, or Hooves at 3rd level, they may choose Touch of the Beast. If they chose Jumping at 3rd level, they may choose Winged.

Touch of the Beast – In addition to their normal types, the abomination’s unarmed attacks deal necrotic damage if they are inhabited by a fiend or psychic damage if they are inhabited by an aberration.

Winged – The abomination has the membranous wings of a moth or the leathery wings of a bat. They can fly at their normal Speed but can’t hover. If they don’t use the Dash action on their turn and move up to their Speed, they fall at the end of their turn.

Mark of the Beast – Starting at 6th level, an abomination can always be detected, turned, and contained as though they were a creature of the type that inhabits them. In addition, they choose one of the Form of the Beast traits they gained at 3rd level. That trait is always present, even if they aren’t enraged.

Beast Unleashed – Starting at 10th level, whenever an abomination takes damage, they can spend a reaction to become enraged.

If an abomination of this level dies, the spirit within them takes control. One day after the abomination dies, they are resurrected, but are no longer under the control of the player.

Ultimate Form – At 10th level, an enraged abomination gains an additional trait from the Form of the Beast feature. If they chose Winged at 6th level, they may choose Hover.

Hover – The abomination can hover in place. As long as they aren’t incapacitated while flying, they no longer need to take the Dash action to avoid falling.

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