Barbarian
Base Class: Barbarian

Born from horrible magic, this is not a path of choice, but a path one is dragged down.  The Path of the Abomination is a curse upon those inflicted with it and causes the subject to undergo a hideous transformation when they rage.  This could have been caused by someone performing ancient and evil magic or it could be an experiment gone awry.   No matter how they ended up this way, the subject's body is an anomaly in itself and grants powerful benefits that always come with some downside.

The Path of the Abomination lets one become incredibly powerful at the expense of those around them.  Using their rage, the abomination transforms into a new type of being with powerful abilities that spawn from the creature becoming even more monstrous than they already appear.  As they progress down their path and become more powerful, they also become more unstable, requiring different forms of energy to feast on and strengthen themselves.

Monstorous Transformation

When entering a rage, roll 3d20, each one corresponds with an effect below on the Monstrosity Table.  This dictates the effects that happens to your body to deform it for the duration of your rage.  Each deformity comes with benefits and hinderances.  These effects end when your rage ends.

If you roll a duplicate, you may choose to roll again, but effects will not stack.

Monstrosity Table

d20 Effect
1 Your skull thickens and your head becomes as hard as stone.  You gain the ability to use Ram as a bonus action, but you have disadvantage on Wisdom checks.
2 Your eyes become milky white and bulge out of your skull.  You gain Blindsight for 30ft and Tremorsense for 60ft, but you take an additional 1d6 Psychic damage when hit by an attack that deals Psychic damage.
3 Your tongue expands to the length of an appendage.  You can grapple as a bonus action, but you cannot speak.
4 Your teeth grow into sharp, jagged fangs.  You gain the ability to use Bite as a bonus action, but you have disadvantage on Charisma checks.
5 Your chest expands as you feel your ribs shift outward.  You gain advantage on Constitution checks, but you take an additional 1d6 Necrotic damage when hit by an attack that deals Necrotic damage.
6 Your spine expands and your body elongates.  You have an extra 5ft to your reach, but you take an additional 1d6 points of Bludgeoning damage when hit by an attack that deals Bludgeoning damage.
7 Your muscles thicken and your arms become hulking.  Your rage damage modifier applies twice, but your have disadvantage on Intelligence Checks.
8 Thick claws sprout from your fingers and toes.  Your unarmed attacks deal an additional 1d6 piercing damage and you gain climbing speed equal to your walking speed, but you take an additional 1d6 Acid damage when hit by an attack that deals Acid damage.
9 Your hands and feet become webbed and your legs tense.  You can jump triple your normal distance or height and can jump from a standstill, but you take an additional 1d6 Poison damage when hit by an attack that deals Poison damage.
10 Gills sprout from your neck and you can breathe underwater, but your head becomes the shape of a fish's head.
11 Your stomach expands tremendously and you feel acidity building in your throat.  You gain the ability to use an action to use Bile Shot, but you take an additional 1d6 points of Slashing damage when hit by an attack that deals Slashing damage.
12 Your legs grow as thick as tree trunks.  You cannot be moved or displaced unwillingly, but you take an additional 1d6 Fire damage when hit by an attack that deals Fire damage.
13 Bulbous pustules emerge from your body.  Your unarmed attacks deal an additional 2d6 Poison damage, but you take an additional 1d6 Radiant damage when hit by an attack that deals Radiant damage.
14 Spines erupt all over your body.  When you are hit with a melee attack, you explode with spines in a 5ft radius, dealing 1d10 piercing to everyone in radius.
15 Your body grows thick fur.  You gain resistance to one magical damage type of your choice, but you are extremely hairy.
16 You grow various sized eyes out of different points in your body.  You cannot be surprised and gain advantage on initiative, but you take an additional 1d6 points of Piercing damage when hit by an attack that deals Piercing damage.
17 A thick layer of mucus secretes from your body.  Anyone attempting to grapple or restrain you has disadvantage, but you take an additional 1d6 Lightning damage when hit by an attack that deals Lightning damage.
18 Your skin becomes hard and calloused.  You gain +2 to your AC, but you take an additional 1d6 Cold damage when hit by an attack that deals Cold damage.
19 An extra arm and hand emerge from a part of your body.  You have an extra off-hand, but you take an additional 1d6 Force damage when hit by an attack that deals Force damage.
20 Your body is filled with vigor and you feel invigorated.  Once per turn when you take damage from an enemy attack, you can expend 1 hit die to recover unless you are out of hit die, but your hair falls out at the end of your rage and will regrow over the next hour.

 

Ram: Melee Weapon Attack:  Strength weapon, Natural Weapon, reach 5 ft., one target. Hit:  (2d6) Bludgeoning damage.  You may move 5ft while making this action without expending movement.

Bite: Melee Weapon Attack:  Strength weapon, Natural Weapon, reach 5 ft., one target. Hit:  (3d6) Piercing damage.

Bile Shot: Ranged Attack: reach 15ft., one target.  Target must must make a Dexterity 15 save.  Fail: Target takes (6d6) Acid damage.  Save: Target takes half as much.

Draining Aura

Your presence is taxing to everyone around you, your ever hungering body drains sustenance from the life around you.

Beginning at level 6, when you enter rage and at the beginning of your turn until the rage ends, roll a d4.  Deal that much poison damage to every creature within a 10ft radius.  You gain temporary hit points equal to half the total damage dealt.

This increases to a d6 at level 12 and a d8 at level 16.

Strength Succor

When your strength wains, your erratic body pulls from the teammates you hold closest.

Beginning at 10th level, when entering a rage, chose any amount of friendly characters within 30ft.  You may increase your strength score by 1 for each character up to 20.  If a friendly character is chosen, you must chose another ability score of theirs to decrease by 2.  This effect stays until your rage ends.  

Feast of Magic

Your unstable body hungers for magic.  It fuels you like an arcane battery.

Beginning at level 14, as an action, you choose a creature.  The creature must make a saving throw using their spell casting modifier with a DC equal to 8 + your Strength modifier.  On a save, nothing happens.  On a fail, the creature loses their highest available spell slot.  You gain HP equal to the spell slot's level multiplied by your rage modifier.  You also add the spell slot's level to your next ability check, saving throw, or attack roll.  Friendly creatures may choose to fail this save.

Using this feature allows your rage to continue regardless of if you have taken damage or attacked a hostile creature.

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