i was given the green light to make an abomination subclass for a campaign because i felt the battlesmith worked well but not well enough for my tastes and i tried R/dndhomebrew but got no responses so i hope the TRUE dungeon and dragons website forum helps :)
While you aren't wearing armour, your AC = 10 + your Dexterity modifier + your Intelligence modifier.
3rd Level : Mutagens
You gain proficiency in Alchemist's Tools. Whenever you finish a long rest, you can use these tools to create a number of Mutagens equal to your Intelligence modifier. These mutagens are uniquely formulated to your physiology, they provide no benefits to anyone else. You can drink one of these mutagens as a bonus action to gain its effects. You can replenish one of these mutagens when you finish a short rest.
Mutagens:
Adrenaline : For the next 10 minutes, you can use your bonus action to: Attack (one attack only), Dash or Disengage.
Super-Strength : For the next hour, your Strength is increased to be equal to your Intelligence.
Extra Eyes : For the next 8 hours, you have advantage on Wisdom (Perception) checks and Wisdom (Insight) checks.
Rubber Bones : For the next 10 minutes, you are immune to being grappled or restrained, and your reach increases by 5 ft.
Iron Skin : You gain temporary hit points equal to your Artificer level, and for the next minute, you gain resistance to bludgeoning, slashing or piercing damage.
Ferocity : For the next 8 hours, you grow natural melee weapons in the form of teeth, claws, or a spiked tail. You can use your Intelligence modifier instead of your Strength for attack and damage rolls with these weapons. These weapons deal 1d8 slashing, piercing, force or necrotic damage on a hit.
5th Level : Extra Attack
You can attack twice, rather than once, whenever you take the Attackaction on your turn.
9th Level : Advanced Infusion
When you consume a mutagen, you can gain one of the following benefits of your choice for the duration of that mutagen:
Elemental Strikes:Your weapon attacks deal an additional 1d6 acid, fire, cold, lightning, or necrotic damage.
Elemental Resilience: You gain resistance to one damage type of your choice from: acid, fire, cold, lightning, thunder.
Regeneration:You regain hit points equal to your Intelligence modifier at the start of each of your turns if you have at least 1 hit point, and no more than half of your hit point maximum.
You can only benefit from each of these effects once, if you repeat the same effect the new one replaces the old.
15th Level : Toxic Blood
You can combine two mutagenic effects into a single mutagen; this mutagen lasts for the same duration as the effect with the shortest duration. In addition, while under the effect of a mutagen, any creature that hits you with a melee attack takes 2d8 acid damage as they are splattered in your toxic blood.
You gain proficiency with Potter's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Abomination Rise
By 3rd level, you've successfully made a loyal and powerful companion, an Abomination. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Abomination stat block, which uses your proficiency bonus (PB) in several places.
In combat, the abomination shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Potter's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Abimination returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create an Abomination if you have Potter's tools with you. If you already have an Abomination from this feature, the first one immediately perishes. The Abomination also perishes if you die.
Abomination
Medium construct
Armor Class: 15
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the abomination has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+2)
10 (+0)
14 (+2)
4 (−3)
10 (+0)
6 (−2)
Saving Throws: Dex +0 plus PB, Con +2 plus PB
Skills: Athletics +3 plus PB, Perception +0 plus PB x 2
Abomination strike.Melee Attack Roll: your spell attack modifier, reach 5 ft., one target you can see. Hit: 1d6 + PB force damage, the target goes Prone
Repair (3/Day). The magic within the Abomination restore 2d8 + PB hit points to itself, one construct or an object within 5 feet of it.
Reactions
Deflect Attack.Trigger: one creature it can see that is within 5 feet attacks a creature other than the defender. Response: The abomination gives disadvantage to that attack roll.
Lv 5: Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Lv 9: Arcane Jolt
you've learn ways to use abomination magic to harm or heal. When either you hit a target with a magic weapon attack or your abomination hits a target, you can channel magical energy through the strike to create one of the following effects:
The target takes an extra 2d6 Force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Lv 15: Improved Abomination
Your Arcane Jolt and abomination become more powerful:
The extra damage and the healing of your Arcane Jolt both increase to 4d6.
Your abomination gains a +2 bonus to Armor Class and you can choose to make its size Large.
Whenever your abomination uses its Deflect Attack, the attacker must succeed on a Strength saving throw or be Grappled by the abomination.
i was given the green light to make an abomination subclass for a campaign because i felt the battlesmith worked well but not well enough for my tastes and i tried R/dndhomebrew but got no responses so i hope the TRUE dungeon and dragons website forum helps :)
EchoQuest
Abomination? It would be helpful to know what kind of subclass you want. Combat-oriented? Spellcasting-oriented? Support-oriented?
Since you like Battlesmith, I'm going to assume you want a combat-oriented subclass....
Abomination Spells:
3rd : Arms of Hadar, Wrathful Smite
5th : Alter Self, Dragon's Breath
9th : Gaseous Form, Stinking Cloud
13th : Greater Invisibility, Summon Aberration
17th : Contagion, Steel Wind Strike
3rd Level : Exoskeleton
While you aren't wearing armour, your AC = 10 + your Dexterity modifier + your Intelligence modifier.
3rd Level : Mutagens
You gain proficiency in Alchemist's Tools. Whenever you finish a long rest, you can use these tools to create a number of Mutagens equal to your Intelligence modifier. These mutagens are uniquely formulated to your physiology, they provide no benefits to anyone else. You can drink one of these mutagens as a bonus action to gain its effects. You can replenish one of these mutagens when you finish a short rest.
Mutagens:
Adrenaline : For the next 10 minutes, you can use your bonus action to: Attack (one attack only), Dash or Disengage.
Super-Strength : For the next hour, your Strength is increased to be equal to your Intelligence.
Extra Eyes : For the next 8 hours, you have advantage on Wisdom (Perception) checks and Wisdom (Insight) checks.
Rubber Bones : For the next 10 minutes, you are immune to being grappled or restrained, and your reach increases by 5 ft.
Iron Skin : You gain temporary hit points equal to your Artificer level, and for the next minute, you gain resistance to bludgeoning, slashing or piercing damage.
Ferocity : For the next 8 hours, you grow natural melee weapons in the form of teeth, claws, or a spiked tail. You can use your Intelligence modifier instead of your Strength for attack and damage rolls with these weapons. These weapons deal 1d8 slashing, piercing, force or necrotic damage on a hit.
5th Level : Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
9th Level : Advanced Infusion
When you consume a mutagen, you can gain one of the following benefits of your choice for the duration of that mutagen:
You can only benefit from each of these effects once, if you repeat the same effect the new one replaces the old.
15th Level : Toxic Blood
You can combine two mutagenic effects into a single mutagen; this mutagen lasts for the same duration as the effect with the shortest duration. In addition, while under the effect of a mutagen, any creature that hits you with a melee attack takes 2d8 acid damage as they are splattered in your toxic blood.
Lv 3 - Tool Proficiency:
You gain proficiency with Potter's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Lv 3 - Abomination Spells:
1st: Ensnaring Strike, Shield
2nd: Maximilian's Earthen Grasp, Warding Bond
3rd: Conjure Barrage, Tidal Wave
4th: Evards Black Tentacles, Stoneskin
5th: Greater Restoration, Hold Monster
Lv 3 - Battle Ready:
Abomination Rise
By 3rd level, you've successfully made a loyal and powerful companion, an Abomination. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Abomination stat block, which uses your proficiency bonus (PB) in several places.
In combat, the abomination shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Potter's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Abimination returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create an Abomination if you have Potter's tools with you. If you already have an Abomination from this feature, the first one immediately perishes. The Abomination also perishes if you die.
Lv 5: Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Lv 9: Arcane Jolt
you've learn ways to use abomination magic to harm or heal. When either you hit a target with a magic weapon attack or your abomination hits a target, you can channel magical energy through the strike to create one of the following effects:
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Lv 15: Improved Abomination
Your Arcane Jolt and abomination become more powerful: