Overview

The Abomination Class is a custom class intended for use with Dungeons and Dragons 5th Edition. I've done my best to make it fairly well-balanced, but it hasn't had extensive testing and there's no doubt in my mind there's probably some absurd things you can do with it. The class' mechanical sides will be broken down into a few different pages with the hopes of being easy to navigate. This main page will focus on creating an Abomination character and the abilities they'll get from their main levels, with side pages being dedicated to spell lists, subclasses, and so on.

Side Pages

Starting an Abomination

Abominations are sentient creatures that come in a variety of shapes, though for the sake of this class, you'll be an Equid Abomination; that is, at least some discernible part horse. As an Abomination, you have a substantial variety of abilities available to you, be them physical, magical, or psionic.

Abominations are not inherently wicked creatures, though their beastly looks typically lead to them living solitary or outcast lives, or at the very least they don't enjoy the same comforts as most civilized creatures. This can lead them towards villainous behaviour as they struggle for survival, but it is not a guarantee.

Racial Effects

The unique nature of Abominations means they come bundled with a prepackage species intended for usage with the class:

Class Initialization

As an Abomination, you are a very bulky creature, reflected in your hitpoints. Your hit die is a d12, meaning you start with 12 + Constitution HP at first level, and gain an extra 1d12 + Constitution Modifier HP each time you take a level in the Abomination Class.

You receive the following proficiencies:

Additionally, you receive some starting equipment:

Core Abomination Levels

The Abomination class follows the standard 20-level structure of a DnD 5e class. Below is a table that lays out some core features of the class: Spell slots, maximum spawn puppets, and such. Full details on level features are further below.

Level Class Features Puppet Capacity Organization Points Spells Known Spell Slots
Base From Wisdom Cantrips Leveled Spells 1st 2nd 3rd
1 Unarmored Defense, Meat Factory, Natural Weaponry, Turgid Vials 4 Up to +2 - - - - - -
2 Spellcasting, Organization Points 4 Up to +2 8 2 2 2 - -
3 Puppet Specialty 4 Up to +2 10 2 2 3 - -
4 Ability Score Improvement/Feat 4 Up to +2 12 2 3 3 - -
5 1st Grade Evolution 4 Up to +2 14 2 3 3 - -
6 Arcane Imbuing 6 Up to +2 16 3 3 3 1 -
7 Puppet Specialty Feature 6 Up to +2 18 3 3 4 1 -
8 Ability Score Improvement/Feat 6 Up to +2 20 3 4 4 2 -
9 Proliferated Senses 6 Up to +2 22 3 4 4 2 -
10 2nd Grade Evolution 6 Uncapped 24 3 4 4 2 -
11 Puppet Specialty Feature 6 Uncapped 26 3 4 5 2 -
12 Ability Score Improvement/Feat 6 Uncapped 28 3 4 5 3 -
13 - 8 Uncapped 30 4 5 5 3 1
14 3rd Grade Evolution 8 Uncapped 32 4 5 5 4 1
15 Overproduction, Meat Fortress 8 Uncapped 34 4 5 6 4 2
16 Ability Score Improvement/Feat 8 Uncapped 36 4 5 6 5 2
17 Puppet Specialty Feature 8 Uncapped 38 4 5 6 5 3
18 Apex Evolution 10 Uncapped 40 4 6 7 5 3
19 Ability Score Improvement/Feat 10 Uncapped 42 4 6 7 6 3
20 Champion's Embrace 10 Uncapped 44 4 6 7 6 4

Level 1

Unarmored Defense

You can add your Constitution Modifier to your unarmored Armor Class.

Natural Weaponry

As an Abomination, you are a freak of nature. While your first limb is always a horn for spellcasting, and your second is always a hand, the third has a degree of variance, picked from one of the options below:

Meat Factory

When you take damage from an attack, you must expend your reaction to spawn a Meat Puppet. This causes 1d4 damage to you and produces a meat puppet according to a d20 roll. You can attempt to resist this reaction, and must pass a Constitution saving throw against a DC of 20 - (your unoccupied puppet slots) * 2. Succeeding the save preserves your reaction. The puppet probabilities vary:

Turgid Vials

Your Abominable blood contains wretched chemicals and magics that can be made into tonics of varying sorts. They are collectively known as “Turgid Vials”, and each one has different requirements:

Level 2

Spellcasting

Starting at 2nd level, you can cast spells. You can only commit a certain amount of spells committed to memory, represented by your spells known. You can change your known spells after a long rest, with additional meditation time of 1 hour per the new spell's level.

Your spellcasting modifier is your Wisdom, and your natural horn acts as your spellcasting focus. Your full spell list can be found on the Spell List page.

Organization and Commands

Also starting at second level, you unlock the ability to coordinate your puppets in collaborative ways, allowing them to share and enhance each others' strengths. Your maximum organization point total is equal to 4 + 2 * your Abomination Level, and they can be spent on Special Commands so long as you have the appropriate puppets.

Level 3

Puppet Specialty

Starting at 3rd level, you can commit to a puppet specialty, channeling your inherent mutations into a path that will shape your spawn as much as it does you. You can focus on any of the three Puppet types you already have, or unlock one of two new Puppets: Deltas or Howitzers.

Your Puppet Specialty will evolve further at levels 7, 11, and 17.

Level 4

Ability Score Improvement

You may put two points into an Ability Score of your choosing, or one point each into two different Ability Scores. If the Optional Feats rule is enabled, you may alternatively take a Feat of your choosing.

You receive further boons of this nature at 8th, 12th, 16th, and 19th level.

Level 5

1st Grade Evolution

You and your puppets grow more powerful. All puppets, regardless of type, increase in strength by 1 Tier. Additionally, your natural weapons grow more powerful:

Level 6

Arcane Imbuing

You gain the ability to Imbue a willing creature with magic that they can call upon.

An Imbue requires a spell slot of 1 level higher than the Imbued Spell (Imbuing a target with a 1st level spell would require a 2nd level spell slot, for example), as well as the material components of the Imbued Spell. Imbuing a target with a spell grants it 2 uses of the spell at its lowest level, with a spellcasting ability equivalent to yours. Spells cast from a stored Imbue do not require material components; only vocal and somatic ones (if applicable). Stored Imbue casts dissipate after a short or long rest.

At levels higher than the Imbue's lowest, each additional level of spell slot increases the amount of available uses by 2.

Level 9

Proliferated Senses

Your natural neural network burgeons with your puppets, enhancing your mind in the same way they extend your body. You gain proficiency in Wisdom saving throws, and you can add the amount of puppets you have (up to 6) to any Perception Check you make.

Level 10

2nd Grade Evolution

Again, you and your puppets become stronger. Your puppets of all types go up in strength by 1 tier, and you develop further your natural offense:

Level 14

3rd Grade Evolution

A third time, you and your puppets become stronger. Your puppets of all types go up in strength by 1 tier, and your natural offense more significantly increases:

Level 15

Overproduction

When you use your reaction to spawn a Meat Puppet, you can release a second puppet at the cost of an extra 1d4 of HP.

Meat Fortress

You act as a mobile home base for your puppets and subpuppets, providing them a safe haven in which they are protected and nurtured. Puppets and Subpuppets within 10 feet of you gain the following benefits:

Level 18

Apex Evolution

Your puppets gain 1 additional tier of strength, bringing them to the highest level that anything less than dedicated mutation or specialization will allow. Additionally, you have become extremely fluent in your natural weapons' abilities, demonstrating a skill that rivals trained martial soldiers. Your natural weapons gain the following benefits:

Level 20

Champion's Embrace

You have learned to channel an otherworldly psionic power into one of your puppets, tapping into the most primal forces that rage inside you. Binding to a puppet in this way requires a meditative ritual lasting 1 hour for Manipulators, Tricksters, and Deltas, or 2 hours for Reconcilants and Howitzers.

A championed puppet receives several benefits:

If your championed puppet falls in battle, you immediately a spawn a new puppet of the same type, though it does not receive the benefits of being championed.