Base Class: Barbarian
Regardless of the story behind the curse or condition, few abominations are willing to show the other form they can manifest. Regardless of the race they were originally, the brand or curse they obtained causes them to lose their original form and become hideous beasts. Very few people would be tolerant of such a thing, and as such most abominations tend to hide their true nature and keep moving, so as to avoid people learning what they truly are. In battle, they are strong fighters who can take multiple blows for their allies, but should the stress become too much or the pain too staggering, they may have to show their secrets to survive.
Mutations
Starting at 3rd level, the beast inside of you has made your body alter itself in multiple ways. Choose two of the Mutations in the option tab here is the list: Devil's Sight, Amphibious, Keen Hearing, Keen Smell, Echolocation, Bioluminescent, Burrower, Long Arms, Mutated Arms, Mutated Legs, Mutated Skin.
Whenever your class grants you an ASI you can choose to replace the ASI for a new mutation.
Amphibious
You can breathe both air and water and gain a swimming speed equal to your walking speed.
Biolumencent
You shed bright light in a 5-foot radius to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. You can alter the radius as a bonus action.
Burrower
You will gain Burrowing speed equal to your movement speed. If you already have burrowing speed, you can now burrow through solid rock at half your burrow speed and leave a 10-foot-diameter tunnel in your wake (15-foot-diameter tunnel at level 10 with monstrous build, when you're raging of course).
Burrowerer's Sense
You gain 15ft of tremor sense, 30ft of tremor-sense at 10th level.
Devils Sight
You will gain 60 ft. Darkvision. If you already have Darkvision, magical darkness doesn't impede your darkvision.
Echolocation
You gain 15 ft. of blindsight, at level 10 it increases to 30 ft.
Keen Hearing/Smell
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Long Arms
You gain a reach of 5 extra feet.
Mutated Arms
You gain a natural weapon mutated arms - 3d4 [piercing] 5ft it's considered a simple/natural weapon that has the finesse property, if used while raging it deals an additional damage die.
(Not useable with monk)
Mutated Legs
You gain an extra 10ft of movement, as in your mutated form you gain feline agility from Tabaxi, if you're already a Tabaxi, then you gain an extra 10ft of movement.
Mutated Skin
You gain an ac of +2 when unarmored.
Mutated Wings
You will gain flying speed equal to your movement speed though you can't fly while wearing heavy armor.
Poisonous Blood
Your blood is considered poisonous to all that consumes it or who gets it in their system, in order to coat your weapon, you must damage yourself with said weapon though.
As a bonus action you damage yourself (1d6 piercing - this damage can't be reduced anyway) to coat your weapon or 3 pieces of ammunition on your poisonous blood, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC Constitution saving throw {8+prof+con} or take 2d6 poison damage and become poisoned until the end of your next turn.
At level 10 your poisoned blood has tempered you to other poisons, you gain resistance to poison damage and the poisoned condition.
Powerful Secondary Arms
With these arms you gain the ability to carry weapons or objects without any other bonus, meanwhile your carry capacity doubles due to the extra set of arms.
Tentacle Arm
One of your arms becomes a natural weapon, this is a simple weapon with a 10-foot reach, that deals 2d6 bludgeoning damage, when hitting a medium or smaller creature the enemy makes a Strength Save [Dc = 8+prof+Strength] or it becomes grapple. At level 10 this arm restrains and can affect large or smaller creatures while raging. the creature that starts its turns restrained it takes 2d4 bludgeoning damage. This natural weapon can only grapple or restrain 1 creature at the time.
Savage strike
At 6th level, you can channel your inner beast through your attacks. If a melee or thrown weapon attack hits, you can use a single point out of a number of points that is equal to twice your rage damage per short rest to deal 1d6 additional damage of the weapon's damage type. At level 8, an additional point can be used to add another 1d6 damage, and at level 14, a third stress point can be used to add a total of 3d6 damage to the weapon damage.
A Savage Strike is depleted on a hit, is a no-action, and is once per turn if one of the attacks hit that is.
Monstrous Build
At level 10 you grow to size large and are capable of carrying twice your size and you gain advantage on strength-based skills, checks, and saves, while you gain a +4 towards damage for your rage form only. (Carry capacity can stack with powerful build or hippo build, but the hippo build's strength advantage adds +4 towards the check, save, or skill while in this form only)
Monstrous Mind
At 10th level you gain immunity towards being charmed, frightened, and any other mental based condition while raging, if you already have one of these affects it is paused till your rage ends.
Absolution
Starting at 14th level, you learn to manipulate your cells so you can heal yourself and keep up the good fight. As an action, you chose to regain your hp by [con mod x 3] which can be used a number of times equal to your prof mod.
Downsides- Abomination
1. Because of your origins or what you've done to become an abomination towards everyone, you gain disadvantage on persuasion, deception, and performance, as it takes twice as much for people to trust you unless your origin is related to them or their just an powerful being that doesn't really care about you.
People who may know can make a history check dc of 16 in order to know what you are, 20 for exactly what, 28 to know how it happened, unless they're the ones who helped you become what you are now.
If you are in your abomination form in public people are either frightened of you, or hostile towards you, which the hostility can happen before you transform as well, just that it's enhanced when you are in such a form.
2. Due to the origin of how you came to be, you have vulnerability towards radiant damage.
3. From all of the stress this origin deals, you tend to have outbursts causing the form to take place, you gain vulnerability towards psychic damage which automatically enables your transformation.
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