User:Zhenra-Khal/Cardinal (5e Class)/The Abomination

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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[edit]

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 the following features:

Unnatural Durability: You have Resistance to all Nonmagical Bludgeoning, Piercing and Slashing damage that isn't dealt by a silvered weapon.

Uncanny Resilience: 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 before you roll the save, and add the Rend Bonus to the total 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[edit]

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 18th 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[edit]

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 18th 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[edit]

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[edit]

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.

Abominable Metabolism[edit]

Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of one mutagen affecting you for 1 minute.

Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.

Wretched Horror[edit]

Beginning at 11th level, while transformed, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw against your Hemocraft save DC or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn, or attempt to frighten a new creature with your action. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If a creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Artificial Selection[edit]

At 15th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one mutagen currently affecting you to flush from your system and end, then immediately have a mutagen you know the formula for take effect in its place.

You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.

Unstoppable Evolution[edit]

At 18th level, you have mastered your true self in the most horrifying way. You may use Unleash Abomination an unlimited number of times, and your transformation can now last indefinitely.

Mutations[edit]

Minor Mutations[edit]

Natural Weapon[edit]

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.

Mutagen Side Effect: Your armor class is reduced by 1 for each instance of this mutagen that you have active.

Minor Resistance[edit]

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.

Mutagen Side Effect: For each instance of this Mutagen active at once, select another damage type from the list. You gain vulnerability to that damage type while the mutagen persists.

Reach[edit]

Prerequisite: Natural Weapon Mutation

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.

Mutagen Side Effect: You have disadvantage on saving throws and ability checks made to avoid the prone condition.

Minor Speed[edit]

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.

Mutagen Side Effect: While this mutagen persists, upon being inflicted with the Charmed or Frightened conditions, you must immediately move 10ft - Towards the source of the relevant Charmed effect, or away from the source of the relevant Frightened effect. The distance increases by 10ft for each active instance of this mutagen after the first.

Natural Armor[edit]

While transformed, your AC increases by 1.

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

Mutagen Side Effect: For each instance of this mutagen in effect, your movement speeds are reduced by 5ft.

Toughness[edit]

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.

Mutagen Side Effect: While the temporary hit points persist, critical hits against you deal additional damage equal to one roll of your Hemocraft die for each instance of this mutagen currently active in your system.

Unnatural Sight[edit]

While transformed, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Mutagen Side Effect: While this mutagen is active, you are blinded for one round upon being exposed to direct sunlight, and you have disadvantage on attack rolls and and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Mighty Blow[edit]

Prerequisite: Natural Weapon Mutation

When you hit a creature with one of the natural weapons granted by your transformation, you can choose to force it to make a Strength saving throw. If it fails, you can push the target up to 10ft in a straight line directly away from you. If the target rolls a natural 1 on its saving throw, it also falls prone.

You may choose this mutation more than once. Each time, the distance you may push a creature increases by 10ft.

Mutagen Side Effect: Whenever you are moved against your will (Such as with the Thorn Whip cantrip), you must make a Dexterity saving throw against your Hemocraft save DC, falling prone on a failure. For each instance of this Mutagen currently active, the save DC increases by 1.

Improved Natural Weapons[edit]

Prerequisite: Cardinal level 7th

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

Mutagen Side Effect: While this mutagen persists, attacks made using magical weapons deal additional damage to you equal to your proficiency bonus.

Major Resistance[edit]

Prerequisite: Cardinal level 11th

Choose Radiant, Necrotic, Force or Psychic damage. While transformed, you gain resistance to that type of damage.

Mutagen Side Effect: Choose another damage type from the list. While the mutagen persists, you have vulnerability to that damage type.

Major Mutations[edit]

Regeneration[edit]

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.

Mutagen Side Effect: While this Mutagen persists, you have disadvantage on death saving throws.

Eternal Mutation[edit]

Choose one Minor Mutation you possess; Once selected, this cannot be changed. You gain access to that mutation indefinitely while not transformed.

Special: This mutation cannot be selected for the Imperfect Evolution mutagen.

Minor Immunity[edit]

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

Mutagen Side Effect: While this mutagen persists, whenever your chosen immunity prevents damage, you must make a Constitution saving throw against your Hemocraft save DC. On a failure, you suffer one level of exhaustion.

Major Speed[edit]

You gain one of the following movement options while transformed.

  • Flight: You gain a flying speed equal to your land speed, and you may hover. If you select Flight a second time, your flying speed increases by 20ft.
  • Teleportation: You may treat any amount of your movement on your turn as teleportation, provided your teleportation is to an unoccupied space you can see. If you select Teleportation a second time, once per round when you Rend yourself, you can teleport up to 10 feet to an unoccupied space you can see.
  • Abominable Speed: As a bonus action, you can take the Dash action; When you do, you do not provoke attacks of opportunity until the beginning of your next turn, and the first attack roll you make before the beginning of your next turn gains advantage. If you select Abominable Speed a second time, you gain the ability to use your bonus action to grant yourself an additional reaction until the beginning of your next turn.

Mutagen Side Effect: While this mutagen persists, you have disadvantage on saving throws against effects that inflict exhaustion or the stunned or paralyzed conditions.

Mutagens[edit]

Imperfect Evolution[edit]

When you learn this mutagen formula, choose one Crimson Mutation you qualify for. While this mutagen persists, you gain the benefits of that mutation. However, you also suffer side effects as listed in the mutation's description, as a concocted emulation is not quite as good as the real thing.

You may learn this mutagen formula more than onxe; Each time, you may either choose a new mutation to emulate, or choose a mutation whose formula you already know, increasing the strength of both the benefit and side effect associated with that mutation.