Difference between revisions of "User:Zhenra-Khal/Cardinal (5e Class)/The Abomination"

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(Created page with "'''''The Sin of the Abomination represents a taint, a corruption, a mutation in your being, that you gleefully explore - Whether it be from an external supernatural influence,...")
 
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==Crimson Mutation==
 
==Crimson Mutation==
At 1st level, you may choose two Minor Mutations from the list of Crimson Mutations presented at the end of this subclass. While transformed by Unleash Abomination, you gain the benefits of that Mutation. You gain an additional Minor Mutation of your choice at 3rd, 7th and 11th levels, and a Major Mutation of your choice at 15th and 17th levels. You must meet a Mutation's prerequisites in order to gain it; When a Mutation has a level prerequisite, your Cardinal level must meet or exceed that prerequisite.
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At 1st level, you may choose two Minor Mutations from the list of Crimson Mutations presented at the end of this subclass. While transformed by Unleash Abomination, you gain the benefits of that Mutation. You gain an additional Minor Mutation of your choice at 3rd, 7th and 11th levels, and a Major Mutation of your choice at 15th and 17th levels. You must meet a Mutation's prerequisites in order to gain it; When a Mutation has a level prerequisite, your Cardinal level must meet or exceed that prerequisite. You cannot choose an individual mutation more than once unless otherwise specified.
  
 
Each time you gain a level in this class, you may replace one Crimson Mutation you've gained with another Mutation of the same type (Minor or Major).
 
Each time you gain a level in this class, you may replace one Crimson Mutation you've gained with another Mutation of the same type (Minor or Major).
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While one or more Mutagens are affecting you, you can use an action to focus and flush the toxins from your system, making a Constitution saving throw against your Hemocraft save DC; On a successful save, you end the effects and side effects of all mutagens that were affecting you.
 
While one or more Mutagens are affecting you, you can use an action to focus and flush the toxins from your system, making a Constitution saving throw against your Hemocraft save DC; On a successful save, you end the effects and side effects of all mutagens that were affecting you.
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==Mutations==
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===Minor Mutations===
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====Natural Weapon====
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While transformed, you gain a natural weapon of your choice, be it claws, a bite, a pseudopod, tail, horns, or any other natural weapon you can think of. You can choose one natural weapon, or two. If you choose two natural weapons, they deal damage equal to one roll of your Hemocraft die; If you choose one natural weapon, it deals a larger amount of damage, as shown on the table below:
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{| class="zebra d20"
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|+
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<div>{{Anchor|}}</div>
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|-
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! Hemocraft <br/> Die
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! Damage <br/> Die
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|-
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|d4||1d6
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|-
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|d6||1d8
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|-
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|d8||1d10
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|-
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|d10||1d12
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|}
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The damage type of each individual natural weapon is Bludgeoning, Slashing or Piercing, chosen upon gaining this mutation. You can choose this mutation more than once, gaining additional natural weapons of your choice each time.
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====Minor Resistance====
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Choose Fire, Cold, Lightning, Acid, Thunder or Poison damage. While transformed, you gain resistance to that type of damage.
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You may choose this mutation more than once. Each time, you choose a different damage type to gain resistance to while transformed.
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====Reach====
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Choose one natural weapon you possess, or your unarmed strikes. While transformed, this mutation increases the reach of the chosen attack by 5ft.
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You may choose this mutation more than once. Each time, you must choose a different attack to augment.
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====Minor Speed====
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When you choose this mutation, choose walking, climbing, swimming, or burrowing. If you do not already possess the speed in question, you gain that type of movement speed, with a speed of 20ft. If you do already possess the speed in question, that speed increases by 10ft.
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You may choose this mutation more than once. Each time, you can choose to gain a new mode of movement or improve an existing one.
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====Natural Armor====
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While transformed, your AC increases by 1.
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You may choose this mutation more than once, increasing the bonus to a maximum of +5.
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====Toughness====
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This mutation gives you extra durability when you transform. Upon transforming, you gain 5 temporary hit points that last as long as you're transformed.
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You may choose this mutation more than once. Each time, this increases the number of temporary hit points increases by 5.
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====Improved Natural Weapons====
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'''''Prerequisite:''''' Cardinal level 7th
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Your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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===Major Mutations===
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====Regeneration====
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While transformed, as a bonus action on each of your turns, you can regain 1d4 hit points. This healing cannot raise your current hit points above half of your maximum hit points.
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You may choose this mutation a second time. If you do, the healing increases to 2d4.

Revision as of 08:14, 18 October 2021

The Sin of the Abomination represents a taint, a corruption, a mutation in your being, that you gleefully explore - Whether it be from an external supernatural influence, or from trying to play god, you've been transformed into something not quite natural.

Unleash Abomination

At 1st level, you learn how to tap into the taint that has awakened blood magic within your veins, and unleash it in order to temporarily transform. As a bonus action, you can awaken your Abomination form; You transform for 1 minute, until you are incapacitated, or until you revert back to your normal form as a bonus action.

While transformed, you gain Resistance to all Nonmagical Bludgeoning, Piercing and Slashing damage that isn't dealt by a silvered weapon.

Upon gaining this feature, choose one saving throw: Strength, Intelligence, or Charisma; Once this choice is made, it cannot be changed. During your Transformation, when you make a saving throw of that type, you can Minor Rend and add the Rend Bonus to the saving throw.

You can use Unleash Abomination a number of times equal to your proficiency bonus. You regain all expended uses at the end of a long rest.

Crimson Mutation

At 1st level, you may choose two Minor Mutations from the list of Crimson Mutations presented at the end of this subclass. While transformed by Unleash Abomination, you gain the benefits of that Mutation. You gain an additional Minor Mutation of your choice at 3rd, 7th and 11th levels, and a Major Mutation of your choice at 15th and 17th levels. You must meet a Mutation's prerequisites in order to gain it; When a Mutation has a level prerequisite, your Cardinal level must meet or exceed that prerequisite. You cannot choose an individual mutation more than once unless otherwise specified.

Each time you gain a level in this class, you may replace one Crimson Mutation you've gained with another Mutation of the same type (Minor or Major).

Mutative Alchemy

At 3rd level, you begin to learn the art of blood alchemy, gleefully experimenting with formulae to transform yourself further. You learn 3 Mutagen formulas, chosen from the list presented at the end of this subclass. You learn an additional Mutagen formula at 3rd, 7th, 11th, 15th and 17th level. You must meet a Mutagen's prerequisites in order to learn its formula; When a Mutagen formula has a level prerequisite, your Cardinal level must meet or exceed that prerequisite.

Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.

Crafting Mutagens

At 3rd level, at the end of a short or long rest, you can craft a single Mutagen for which you know the formula. At 7th level, you can create 2 Mutagens at the end of a rest, increasing to 3 at 15th level.

Mutagens are formulated for your unique biology, playing off of your specific brand of supernatural taint; Thus, when imbibed by anyone but you, they simply sicken the creature (Forcing it to make a Constitution save against your Hemocraft DC, becoming Poisoned for 1 round on a failed save), and give them no benefit. Additionally, your Mutagens are extremely unstable by nature, losing their potency over time; When you finish a short or long rest, any unused Mutagens you've created become inert.

Using Mutagens

As a bonus action, you can imbibe one Mutagen; You gain the Mutagen's benefit - And suffer its side effects - Until you finish a short or long rest, unless the Mutagen specifies otherwise.

While one or more Mutagens are affecting you, you can use an action to focus and flush the toxins from your system, making a Constitution saving throw against your Hemocraft save DC; On a successful save, you end the effects and side effects of all mutagens that were affecting you.

Mutations

Minor Mutations

Natural Weapon

While transformed, you gain a natural weapon of your choice, be it claws, a bite, a pseudopod, tail, horns, or any other natural weapon you can think of. You can choose one natural weapon, or two. If you choose two natural weapons, they deal damage equal to one roll of your Hemocraft die; If you choose one natural weapon, it deals a larger amount of damage, as shown on the table below:

Hemocraft
Die
Damage
Die
d4 1d6
d6 1d8
d8 1d10
d10 1d12

The damage type of each individual natural weapon is Bludgeoning, Slashing or Piercing, chosen upon gaining this mutation. You can choose this mutation more than once, gaining additional natural weapons of your choice each time.

Minor Resistance

Choose Fire, Cold, Lightning, Acid, Thunder or Poison damage. While transformed, you gain resistance to that type of damage.

You may choose this mutation more than once. Each time, you choose a different damage type to gain resistance to while transformed.

Reach

Choose one natural weapon you possess, or your unarmed strikes. While transformed, this mutation increases the reach of the chosen attack by 5ft.

You may choose this mutation more than once. Each time, you must choose a different attack to augment.

Minor Speed

When you choose this mutation, choose walking, climbing, swimming, or burrowing. If you do not already possess the speed in question, you gain that type of movement speed, with a speed of 20ft. If you do already possess the speed in question, that speed increases by 10ft.

You may choose this mutation more than once. Each time, you can choose to gain a new mode of movement or improve an existing one.

Natural Armor

While transformed, your AC increases by 1.

You may choose this mutation more than once, increasing the bonus to a maximum of +5.

Toughness

This mutation gives you extra durability when you transform. Upon transforming, you gain 5 temporary hit points that last as long as you're transformed.

You may choose this mutation more than once. Each time, this increases the number of temporary hit points increases by 5.

Improved Natural Weapons

Prerequisite: Cardinal level 7th

Your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Major Mutations

Regeneration

While transformed, as a bonus action on each of your turns, you can regain 1d4 hit points. This healing cannot raise your current hit points above half of your maximum hit points.

You may choose this mutation a second time. If you do, the healing increases to 2d4.