Specialties act as the Abomination Class' subclasses, typically elaborating on a puppet type and some aspect of the main class as well. Each puppet type has one.
Your specialization in your Manipulators manifests as a marked increase in their strength and durability. Manipulators go up in strength by 1 tier.
When you roll to spawn a puppet and the result isn't a Manipulator, you may reroll the spawning die. If you do this, you must use the new roll.
Your Manipulators excel best when they have access to a reliable stock of weapons. You gain proficiency in 2 Martial Weapons of your choice, or 1 Martial Weapon and Shields.
You gain +1 to your Acrobatics skill for each Manipulator you have, up to a maximum of +6.
Manipulators gain boons depending on what they have equipped:
Your Dexterity modifier contribution to your Unarmored Armor Class is uncapped.
You gain proficiency in an additional Martial Weapon type of your choice. Additionally, pick one weapon you already have proficiency in. You now have expertise in that weapon.
Your current and maximum Dexterity increase by 2.
Pick one type of weaponry. You can now use that weapon's mastery property.
You learn the Conjure Guiding Weapon spell, and can cast it once at its lowest level without expending a spell slot.
Your Tricksters increase in power by 1 tier.
When you roll to spawn a puppet and the result isn't a Trickster, you may reroll the spawning die. If you do this, you must use the new roll.
You learn 1 Cantrip and 2 1st level spells from the Wizard spell list. They are Abomination Spells for you, and don't count against your Abomination spells known.
Using your Tricksters as spellcasing foci, you can greatly amplify your momentary magic power. Using up to 4 Tricksters, you can trade lower-level spell slots for the opportunity to cast a higher-leveled spell. The level achieved is equal to the sum of all spell slots contributed (for example, casting a 3rd level spell would require a 1st and 2nd level slot, or 3 1st level ones). Presently, you can cast spells of up to 4th level this way.
You can learn 2 4th-level spells from the Wizard or Cleric Spell lists (they don't have to be the same list). You do not gain any 4th-level spell slots immediately, but they can be cast via communal casting.
Starting at 11th level, your Tricksters show an obvious bias to a “temperature” of magic, granting you spells that do not count against your spells known:
You may change your Tricksters' temperature whenever you gain a level in this class.
You gain two 4th-Level spell slots, and gain an additional one at level 17.
For each Trickster you have, you gain one 1st-Level spell slot.
Your communal casting benefits are pushed to the limit. You gain the following benefits:
Your Deltas increase in power by 1 tier.
When you roll to spawn a puppet and the result isn't a Delta, you may reroll the spawning die. If you do this, you must use the new roll.
You awaken to some of the psionic power of your Deltas. You can now provide Shields in the same way they do (shield strength is 8 HP + your Wisdom Modifier), and can also use the Assist action out to a range of 30 feet. At 11th Level, your shield strength increases, becoming equal to your Wisdom Score.
When a shielded ally is attacked, you or a Delta may expend its reaction to deal 1d6 Psychic Damage to the attacker. At levels 11 and 17, this damage increases to 2d6 and 3d6, respectively.
You and your Deltas unlock the ability to incite a powerful psionic wrath in your allies. A psionically enhanced ally gains +2 to their hit rolls and damage rolls for 3 turns, and this effect can be stacked up to twice (stacking refreshes the timer). Maintaining a level of psionic aggression occupies one of the Delta's psionic shield slots.
Each turn, all active Delta shields recover an amount of HP equal to your Wisdom Modifier, without need for active replenishment.
Your current and maximum Wisdom scores increase by 2.
Your Howitzers increase in power by 1 tier.
When you roll to spawn a puppet and the result isn't a Howitzer, you may reroll the spawning die. If you do this, you must use the new roll.
Your maximum Organization Points increase by 6. You can expend a 1st level spell slot to recover 5 Organization Points, and recover 5 Organization Points on a short rest.
For 8 Organization Points, you can call forth an immediate hail from all of your Howitzers on one target. For each Howitzer you have, they fire one shell at a target of your choosing, regardless of range. Using this special command consumes your action, but does not consume the Howitzers'.
You possess mastery over your interior tissues, unlocking a second option for heavy defense. As an alternative to your preexisting natural armor, you can harden your body into a more solid carapace. Utilizing this mutation makes your natural Armor Class 16 + your Constitution Modifier.
You can switch between different natural armor configurations during a long rest, but you must have access to at least 25 pounds of food.
Injuring enemies with your natural weapon or a two-handed equipped weapon increases their vulnerability to Fire damage by 1 stage (Immunity -> Resistance -> Normal -> Vulnerability -> [4x Damage]). This effect cannot stack.
You recover 5 Organization Points each time you roll initiative. You can sacrifice higher level spell slots to recover Organization points, recovering 5 * the spell slots' level.
You can spend 20 Organization Points to call a heavy barrage from all of your Howitzers (2 shells each) without expending their actions. If this special command kills its target, half the Organization Point cost is refunded.
You gain +1 Organization Point per level, applying retroactively. This means you gain 17 points immediately, and gain 3 points per level for levels 18, 19, and 20.
Your Reconcilants increase in power by 1 tier.
When you roll to spawn a puppet and the result isn't a Reconcilant, you may reroll the spawning die. If you do this, you must use the new roll.
Your Puppet Capacity increases by 4.
Reconcilants gain the ability to summon Pustules when injured. When a Reconcilant spawns a subpuppet, roll a d8. On 1-6, spawn an Imp. On 7 or 8, spawn a Pustule.
You and all of your puppets and subpuppets gain a resistance to Acid Damage.
You gain one use of the spell Aura of Vitality at its lowest level. You can cast it without a spell slot, but once you cast it in this way you cannot do so again until you finish a long rest.
Additionally, your Reconcilants each gain 4 uses of Healing Word at its lowest level and 1 use of Mass Healing Word at its lowest level.
The presence of Pustules motivates Imps to fight even harder. For every Pustule that you own across your Reconcilants, Imps get +1 to their damage rolls, up to +6.
Subpuppets within 5 feet of a Reconcilant receive the following benefits: