{"name":"Abominable","overview":"A woman stands in the moonlight, gazing morosely through window of a nearby tavern where folk gather. Beneath her, her shadow writhes, spreading dark tendrils across the cobblestones entirely of its own accord.\r\n\r\nA watchman spots a cutpurse pursuing a halfling into an alley. He marches over to intervene, only to hear a piercing wail from around the corner. Quickening his pace he discovers both halfling and cutpurse are gone, no trace of the former and only a bloody, discarded shoe to mark the passage of the latter.\r\n\r\nA frail old man traveling alone down the road is confronted by bandits. Surrendering his body to his curse, he transforms into a mind-breaking abomination, lashing back as his tormentors with tentacle and eldritch spell.\r\n\r\nAbominables walk a lonely path, containing within them both the life of a person and the presence of some incomprehensible monstrosity. This marriage, seldom the result of anything good or intentional, gives them great power, but also makes them quite vulnerable. They seldom can count on the blessings of community and friendship, needing to embrace the power of their curse out of a necessity to survive.\r\n\r\n[h2]Incomprehensible Body[\/h2]\r\ntie-in to aberrant transformation\r\n[h2]Beyond Time and Space[\/h2]\r\ntie-in to hidden form\r\n[h2]Creating an Abominable[\/h2]\r\n","hitdice":"d6","hitpointsfirstlevel":"6 + your Constitution modifier","hitpointsathigherlevels":"1d6 + your Constitution Modifier","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons","tools":"None","savingthrows":"Constitution, Intelligence","skills":"Choose two from: Arcana, History, Stealth, Deception, Intimidation\r\nYou have disadvantage on any Animal Handling check. ","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n(a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\nLeather armor\r\nAny simple weapon\r\nAn arcane focus\r\nTwo daggers","spellcasting":"[h2]Spellcasting[\/h2]\r\nDue to the circumstances of your birth or a horrible accident along the road of life, you became more than mortal but less than human, broadly speaking. This curse binds you beyond the world and grants you your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the abominable spell list.\r\n\r\n[h3]Cantrips[\/h3]\r\nAt 1st level, you know two cantrips of your choice from the abominable spell list. You learn additional abominable cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Abominable table.\r\n\r\n[h3]Spell Slots[\/h3]\r\nThe Abominable table shows how many spell slots you have to cast your abominable spells of 1st level and higher. To cast one of these abominable spells, you must expend a slot of the spell\u2019s level or higher, except for when you have undergone your Aberrant Transformation. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell absorb elements and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.\r\n\r\n[h3]Spells Known of 1st Level and Higher[\/h3]\r\nYou know two 1st-level spells of your choice from the abominable spell list.\r\n\r\nThe Spells Known column of the Abominable table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the abominable spells you know and replace it with another spell from the abominable spell list, which also must be of a level for which you have spell slots.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nIntelligence is your spellcasting ability for your abominable spells, since you gain the knowledge of spellcraft from a source beyond your immediate reality. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an abominable spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your abominable spells when you have not undergone your Aberrant Transformation.\r\n\r\n[h3]Spell List[\/h3]\r\nYou may choose cantrips and spells according to the number of each you know as specified on the Abominable table. You may choose from the list below.\r\n\r\n[b]Cantrips[\/b]\r\nAcid Splash,\r\nChill Touch,\r\nEncode Thoughts,\r\nInfestation,\r\nMind Sliver,\r\nPoison Spray,\r\nPrimal Savagery,\r\nThaumaturgy,\r\nTentacle Whip (Thorn Whip),\r\nToll the Dead\r\n\r\n[b]1st Level[\/b]\r\nAbsorb Elements,\r\nArmor of Agathys,\r\nArms of Hadar,\r\nBane,\r\nCause Fear,\r\nDisguise Self,\r\nDissonant Whispers,\r\nEarth Tremor,\r\nFalse Life,\r\nHellish Rebuke,\r\nHideous Laughter,\r\nInflict Wounds,\r\nRay of Sickness\r\n\r\n[b]2nd Level[\/b]\r\nAlter Self,\r\nDarkness,\r\nDark Vision,\r\nDetect Thoughts,\r\nEnlarge\/Reduce,\r\nInvisibility,\r\nMind Spike,\r\nPhantasmal Force,\r\nRay of Enfeeblement,\r\nSee Invisibility,\r\nSpider Climb,\r\nWeb\r\n\r\n[b]3rd Level[\/b]\r\nBestow Curse,\r\nFear,\r\nFeign Death,\r\nFly,\r\nHaste,\r\nHunger of Hadar,\r\nNondetection,\r\nProtection from Energy,\r\nStinking Cloud,\r\nTongues,\r\nWater Breathing\r\n\r\n[b]4th Level[\/b]\r\nArcane Eye,\r\nBlack Tentacles,\r\nBlight,\r\nCharm Monster,\r\nCompulsion,\r\nFreedom of Movement,\r\nGreater Invisibility,\r\nShadow of Moil,\r\nVitriolic Sphere\r\n\r\n[b]5th Level[\/b]\r\nAntilife Shell,\r\nCloudkill,\r\nContact Other Plane,\r\nContagion,\r\nDream,\r\nEnervation,\r\nInsect Plague,\r\nMislead,\r\nSynaptic Static,\r\nTelepathic Bond\r\n\r\n[b]6th Level[\/b]\r\nDisintegrate,\r\nEyebite,\r\nHarm,\r\nMental Prison,\r\nTrue Seeing,\r\nGlobe of Invulnerability\r\n\r\n[b]7th Level[\/b]\r\nCrown of Stars,\r\nEtherealness,\r\nPlane Shift,\r\nPower Word Pain\r\n\r\n[b]8th Level[\/b]\r\nHorrid Wilting,\r\nAntimagic Field,\r\nDemiplane,\r\nFeeblemind,\r\nMaddening Darkness,\r\nTelepathy\r\n\r\n[b]9th Level[\/b]\r\nAstral Projection,\r\nForesight,\r\nPsychic Scream,\r\nStorm of Vengeance,\r\nWeird","features":"[h2]Hidden Form[\/h2]\r\nYour true form lies somewhere beyond this plane. At 1st level, you gain the following benefits and drawbacks:\r\n- Your Hidden form has hitpoints equal to (Proficiency Bonus + your transformed Con modifier) * Your Level + 10. For instance, if you have a Con modifier of +3, at first level your hidden form would possess 15 hit points. At 20th level, your Hidden Form would have 230 hitpoints.\r\n- Your hidden form hit point pool can never be restored in any way, save for completing a long rest.\r\n\r\n[h2]Aberrant Transformation[\/h2]\r\n\r\nStarting at 1st level, you manifest your true form in all of its incomprehensible glory as an action.\r\n\r\nThis transition is painful. When you transform from mortal to monster, you roll half your hit dice, rounded up, and lose that many hitpoints from your mortal form's maximum hitpoints. These hitpoints will only return after a long rest. You remain transformed for a number of minutes equal to your level, before automatically reverting to your mortal form.\r\n\r\nIf transforming would decrease your mortal form's maximum hitpoints to 0, you instead go berserk. Roll a d10 and consult the table below to discover how your berserk form behaves. You remain berserk until you are reduced to zero hitpoints or until the time limit of your transformation is reached.\r\n\r\nBerserk Table\r\n\r\nWhen you are transformed, you gain the following benefits and drawbacks:\r\n[h3]Hit Points[\/h3]\r\n- Your Hidden Form hit points become your only hit points\r\n- You cannot be healed\r\n- If you drop to 0 hit points in this form, you revert to your mortal body, immediately reduce your mortal form's hit points to 0, and fall unconscious.\r\n\r\n[h3]Ability Scores[\/h3]\r\n- Your Charisma score becomes 3\r\n- You gain a bonus to your base Strength score equal to half your level, to a maximum of 20\r\n- You gain a bonus to your base Constitution score equal to half your level, to a maximum of 20\r\n\r\n[h3]Spellcasting[\/h3]\r\n- You regain one spell slot of a level equal to or lower than your proficiency bonus.\r\n- Spells that can target friendly creatures with beneficial effects instead can target only you.\r\n- Spells with an area of effect have a range of 0; they must be centered on you. You are immune to any negative effects of these spells.\r\n- Spells that target a single creature with hostile effect have a range of touch\r\n- If not using your action to cast a spell, you may only make unarmed strikes.\r\n- Cantrips from the Abominable spell list cast in this form may add your INT modifier to damage rolls.\r\n\r\n[h3]Grasping Limb(s)[\/h3]\r\nWhen you transform, as a bonus action, you may attempt to grapple any creature one size larger than you or less within 5 feet of you. \r\n\r\n[h2]The Puppet and the Master[\/h2]\r\nStarting at 3rd level, if you are reduced to 0 hit points and fall unconscious, your body may move 5 feet per round without provoking opportunity attacks.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[h2]Aberrant Transformation Improvement[\/h2]\r\nWhen you reach 4th level, your gain proficiency in strength saving throws while transformed. In addition, transforming becomes a bonus action.\r\n[h2]A Pact of Selves[\/h2]\r\nAt level 5, you gain the ability to transform back into mortal form from your Aberrant Transformation as a bonus action. In addition, when transformed, your harmony of thought with the other creature who shares your body improves. You may use your bonus action Grasping Limb(s) ability to grapple up to two adjacent creatures as a bonus action.\r\n[h2]Aberrant Transformation Improvement[\/h2]\r\nWhen you reach 7th level, your reach increases by 5 feet while transformed.\r\n\r\n[h2]Aberrant Transformation Improvement[\/h2]\r\nWhen you reach 15th level, the cap on you Strength and Constitution scores while transformed increases from 20 to 22.\r\n\r\n[h2]Eternal Hunger[\/h2]\r\nWhen you reach 20th level, any necrotic damage you deal restores hit points to your Hidden Form hit point pool as long as the target of the attack is not a construct.","subclasses":"[h2]Secrets from Beyond[\/h2]\r\nYou share your body with a creature living beyond space and time.\r\n[h3]Physically Unbound[\/h3]\r\nWhen you take this Secret Nature at level 3, you gain the ability to teleport when you undergo your Aberrant Transformation. When you transform, you may also immediately move to an unoccupied space you can see within 30 feet of your current location. In addition, while transformed, you may use your bonus action to Disengage or Dash and your walk speed increases by 5 feet.\u00a0\r\n[h3]Phase Walker[\/h3]\r\nAt fifth level, you can use your extradimensional nature as a form of protection. While transformed, you gain the Evasion ability. If you use the Evasion ability to reduce damage received on a failed DEX saving throw, you become Ethereal until the end of your next turn.\u00a0In addition, while transformed, you gain a climb speed equal to your walk speed and your walk speed increases by 5 feet.\u00a0\r\n[h3]Unstoppable Approach[\/h3]\r\nAt 10th level, the ways between the planes are well known to you. You now know the spell Dimension Door. It does not count against your total known spells. While transformed, whenever you teleport to an unoccupied space by use of any spell or ability, you may use a free action to Grapple any hostile creature within your reach.\u00a0\r\n\r\nIf you use Evasion to reduce damage received on a failed DEX saving throw, you become Ethereal until the start of your next turn.\u00a0\r\n\r\nIn addition, your walk speed increases by 5 feet and you gain a swim speed equal to your walk speed.\u00a0\r\n[h3]Inner Halls[\/h3]\r\nAt 14th level, you gain control over extradimensional pockets within your own body. Your carrying capacity when not transformed doubles. In addition, when transformed, allies may move to occupy the same space as you. Those who do find themselves inside your Inner Halls, which exist in a manner similar to a Magnificent Mansion. Your mortal form exists within your Inner Halls and may be interacted with. While an ally is within your Inner Halls, your movement speed is halved, but all allies move with you. Allies within your Inner Halls may not be targeted by hostile effects, but will take half of all damage you receive while they are within.\r\n\r\nIf you become Ethereal, allies within your Inner Halls similarly cannot access the material plane until the start of your next turn.\u00a0\r\n\r\nIn addition, you can draw upon the spaces within to endure. You can hold your breath, and cast spells without penalty to that breath, for 24 hours at a time. You must complete a long rest in an environment where you can breathe to regain hours of held breath.\u00a0\r\n[h3]Traveler Upon the Horizon[\/h3]\r\nAt 18th level, you know the spell Teleport. It does not count against your total known spells. You may only target yourself when casting Teleport. However, allies who are within your Inner halls will move with you.\r\n\r\nIn addition, whenever your mortal form takes damage, you may choose to redirect that damage to your Hidden Form, reducing its hit points instead.\u00a0\r\n\r\nYour walk speed while transformed increases by 5 feet, and your movement is no longer halved if allies reside within your Inner Halls.\u00a0\r\n\r\n[h2]Primordial Secrets[\/h2]\r\nThe primeval titans that incepted the world also formed you as a vessel for their power, possibly their resurrection. Whatever the reasons, part of your soul was sculpted in their image.\r\n[h3]Old Soul[\/h3]\r\nWhen you choose this Secret Nature at third level, the ancient and mysterious artificers of your soul gain the ability to alter your body. Your add +2 to your base AC. You gain one of the following attributes of your choice permanently. \r\n[br]\r\n[b]Hot-Blooded.[\/b]\r\n[br]Piping hot primordial soup runs through your body. After you undergo your Aberrant Transformation, ou are resistant to fire damage. In addition, if a creature damages you using a weapon, magical or otherwise, any creature within 5 feet of you must make a dexterity saving throw, or else take 1d6 fire damage.\r\n[br]\r\n[b]Ancient Maw.[\/b]\r\nWhen you transform, you possess a massive, bestial maw. Instead of your unarmed strike, once per round you may make a bite attack using your proficiency and strength bonuses to hit. On a hit, you deal 1d10 piercing damage.\r\n\r\n[b]Breath of the Ancients.[\/b]\r\n[br]The raw elemental power of the smiths of the world roils in your lungs. Once you transform, you may use your bonus action to exhale a 15 foot cone of fire, acid, lightning, or cold damage. Creatures caught within the cone must make a dexterity saving throw against your spell-casting DC, or else take 2d6 damage of the chosen type. Once you use this ability twice, you must complete a long rest to be able to use it again.\r\n[h3]Titanic Proportions[\/h3]\r\nAt 5th level, when you transform, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category-- from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until your transformationl ends, you also has advantage on Strength checks and Strength saving throws. While transformed, your unarmed strikes deal 1d4 extra damage.\r\n\r\n[b][h3]Constructed Soul[\/h3]\r\n[\/b]At 10th level, your bygone makers manifest more of their mysterious will, as their hold over you or gift to you grows. You now add +3 to your base AC. The attribute you selected at third level improves as described below. In addition, you may select a new tier one attribute as described under Old Souls. \r\n[b]Hot-Blooded.[\/b]\r\nWhen transformed, you now also gain resistance to cold damage. Enemies splashed by your blood suffer 2d6 fire damage. You have advantage on saving throws against being put to sleep or charmed.\r\n[b]Ancient Maw.[\/b]\r\nYour bite attack now deals 2d10 damage. If you make a bite attack against a creature you have grappled that is smaller than you in size, you may swallow it. The creature must succeed on a contested strength check at the end of your turn, or else take 4d4 acid damage at the end of each of your turns. You may only swallow one creature at a time. [br]\r\n[b]Breath of the Ancients.[\/b]\r\nThe cone size of your breath weapon increases to 20 feet. It now deals 4d6 damage. You may use it up to three times between long rest. \r\n\r\n[h3]Mighty Stomp[\/h3]\r\n\r\nAt 14th level, your size and strength when transformed cause the very earth to tremble. As an action, you can slam one part of your massive body into the ground, causing nearby creatures to fall prone. All creatures within 20 feet of you must make a Strength saving throw against your spell save DC or fall prone. Additionally, the terrain around you within 10 feet[strike][\/strike] becomes difficult terrain. \r\n\r\n[h3]Avatar of the Ancients[\/h3]\r\n\r\nAt 18th level, you manifest the destiny intended by those who crafted you. You now add +4 to your base AC when transformed. The attribute you selected at third level improves as described below. The attribute you selected at 10th level becomes tier two. You may select an additional attribute from the list provided at thrid level. \r\n[b]Hot-Blooded.\r\n[\/b]When transformed, you are immune to fire damage. Enemies splashed by your blood suffer 4d6 fire damage. You have advantage on saving throws against being charmed. [b]Ancient Maw.[\/b]\r\nWhen you make a bite attack, you now deal 4d10 damage. You no longer to grapple an enemy before attempting to swallow it.\r\n[b]Breath of the Ancients.[\/b]\r\nThe breath attack you make when transformed now deals 6d6 damage of the type you choose. Additionally, you may use it up to four times between long rests.\r\n\r\n[h2]Unknowable Secrets[\/h2]\r\nThe source of your power cannot be understood, even by you. It manifests from across a fractal pattern of universes as urges, commands, and powers that seem to slip between the rules of reality. \r\n[h3]More Mind than Matter[\/h3]\r\nWhen you choose this Secret Nature at third level, you manifest a new part of your unfathomable nature. You become resistant to psychic damage. In addition, when you undergo your Aberrant Transformation, you may choose to activate this feature. Any creature that tries to make a melee attack against you must make a Wisdom saving throw. If it fails, it must choose a different target. This effect persists until you are successfully attacked. Once you have triggered this feature, you must finish a long rest before you can trigger it again. \r\n[h3]The Void Gazes Back[\/h3]\r\nAt 5th level, the tendrils of your wending otherworld thoughts begin to affect the world around you. Whenever you force a creature who is not immune to psychic damage to make an Intelligence, a Wisdom, or a Charisma saving throw, that create also takes 1d8 psychic damage on a fail without disrupting the effects of the spell. \r\n[h3]Folding Corridors[\/h3]\r\nAt 10th level, the folding corridors of your mind alter probabilities around you. When a hostile creature uses its movement action to enter your melee range, you may use your reaction force it to make a Charisma saving throw against your spell save DC. If it fails, the creature finds it has used its movement to move to the nearest space just outside its own ability to reach you. \r\n[h3]A Most Disturbing Thought[\/h3]\r\nAt 14th level, the pressure of your mind upon the world can shake foes to their core. You can now use the benefits of your More Mind than Matter ability once per short rest. In addition, any creature that fails the Wisdom saving throw to attack you becomes frightened of you. \r\n[h3]Mind-Shattering Visage[\/h3]\r\nAt 18th level, most creatures would find it difficult to approach you in your transformed state without their minds being overwhelmed. You can now use the benefits of your More Mind than Matter ability after the first Aberrant Transformation you undergo each combat. If you move through combats without transforming back, the effect goes away. In addition, if a creature fails its saving throw to attack you by more than 5, it is Stunned rather than Frightened.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n","tabledata":"Level|Proficiency Bonus|Features|Cantrips Known|Spells Known|1st|2nd|3rd|4th|5th|6th|7th|8th|9th\r\n1|+2|Spellcasting, Hidden Form, Aberrant Transformation|2|2|2|-|-|-|-|-|-|-|-\r\n2|+2|-|2|2|3|-|-|-|-|-|-|-|-\r\n3|+2|Secret Nature, The Puppet and the Master|2|3|4|1|-|-|-|-|-|-|-\r\n4|+2|Ability Score Improvement, Aberrant Transformation Improvement|2|4|4|2|-|-|-|-|-|-|-\r\n5|+3|Secret Nature Feature|2|5|3|4|1|-|-|-|-|-|-\r\n6|+3|Hidden Form Improvement|3|6|4|2|2|-|-|-|-|-|-\r\n7|+3|Aberrant Transformation Improvement|3|7|4|2|2|1|-|-|-|-|-\r\n8|+3|Ability Score Improvement|3|8|4|3|2|2|-|-|-|-|-\r\n9|+4|-|3|9|4|3|3|2|1|-|-|-|-\r\n10|+4|Secret Nature Feature|3|10|3|3|3|2|2|-|-|-|-\r\n11|+4|-|3|11|3|3|3|3|2|1|-|-|-\r\n12|+4|Ability Score Improvement|3|11|4|3|3|3|2|2|-|-|-\r\n13|+5|-|4|12|4|3|3|3|3|2|-|-|-\r\n14|+5|Secret Nature Feature|4|12|4|3|3|3|3|2|-|-|-\r\n15|+5|Aberrant Transformation Improvement|4|13|4|3|3|3|3|2|1|-|-\r\n16|+5|Ability Score Improvement|4|13|4|3|3|3|3|2|1|-|-\r\n17|+6|-|4|14|4|3|3|3|3|2|1|1|-\r\n18|+6|Secret Nature Feature|4|14|4|3|3|3|3|2|1|1|-\r\n19|+6|Ability Score Improvement|4|15|4|3|3|3|3|2|1|1|1\r\n20|+6|Eternal Hunger|4|15|4|3|3|3|3|2|1|1|1","tags":"","isShared":"on","templateId":"25","blockId":"243386","world":"7eab177a-cb0b-4ff8-af75-722e13ee15b0","folder":""}