Homebrew Abomination Species Details

Beyond Time

As beings warped by a place beyond time and space, Abominations age 5 times slower than their previous race. 

Incomprehensible Insanity

As former beings of known races briefly exposed to the Far Realm their minds have crumbled, but in exchange they have gained great intellect and psionic capabilities. Their ability to detect living creatures with their Intellect Sensor combined with their innate knack at discerning small details makes their tracking skills second to none. Therefore they are highly valued trackers.

Living Legends

There are usually only a few dozen abominations in the world at a time, therefore they are only ever really heard of in bedtime stories and legends, and to see one is truly a once in a lifetime experience. Though creatures of legend, Abominations aren’t necessarily seen as good, but instead as tragic creatures who had to endure losing their sanity. While most people pity abominations, they still try to avoid dealing with them because of the unpredictable nature that comes with losing one's sanity. Shopkeepers will most likely deal with abominations out of pity but be very on guard and distrusting.

Abomination Traits

Abomination Traits

Limited Telepathy

You can telepathically communicate with a creature that you can see or one that you can detect with Intellect Sensor within 30ft of you, but you can only communicate by sharing your emotions. The communication is two way and the creature your communicating with can also respond by sending emotions.

Far Realm’s Influence

You have become an abomination by experiencing the Far Realm’s warping influence, and as the Far Realm is a place beyond existence itself nothing that exists can permanently alter your appearance and/or anatomy. Your race cannot be changed, even by the Wish spell. If anyone attempts to change your race by means of the Wish spell the spell automatically fails and they take the negative consequences of it as since the Far Realm is a place beyond reality, nothing that alters reality can alter it or its effects. If you are brought back to life by means of the spell reincarnate then you revive as an abomination with the original race of what you rolled in the reincarnation table. Polymorph or any similar spell does work in changing your race, but it is always temporary, as the influence of the Far Realm eventually overcomes all mannerisms of such spells. After 8 hours, if the spell or its effects are still present, then the spell ends and you shift back to your original form.

Aberration

In addition to being humanoid, Abominations are also aberrations.

Ability Score Increase

Increase your Intelligence by 2 and your Charisma by 1.

Intellect Sensor

As an action you can open up your mind to detect the psionic power that is generated as a natural byproduct of a living brain functioning. When you use your action to use this feature, up to 5 creatures within 60ft of you must make an intelligence saving throw and if they fail you know their location for the next minute. When you use this feature while a creature that you don’t know about is within range make an Investigation(Intelligence) Check vs. that creature's Stealth(Intelligence) roll, if you succeed you know that creature exists and is somewhere within range but you don’t know it’s location unless you choose to target it and it fails the saving throw. If the creature’s Stealth(Intelligence) roll overcomes your Investigation(Intelligence) check then you do not know about that creature’s presence. A creature can choose to fail this saving throw. Once you use this feature you can’t use it again until you finish a long rest.

Unknowable Madness

The Far Realm has warped your mind, gripping your character with a madness that makes your thoughts unreadable. Either pick or roll a random character flaw from the permanent madness table in the Dungeon Master’s Guide. Also by the discretion of the DM you can make your own character flaw for your madness. Your madness can’t be removed, even by the Wish spell. Any creature that attempts to read your mind such as with the Detect Thoughts spell must make a Int Save with a DC equal to 8 plus your proficiency bonus plus intelligence modifier. On a failed save, your thoughts seem to be nothing but unintelligible gibberish and the creature takes xd10 psychic damage (x is equal to half your level rounded down minimum of 1). On a successful save, the creature takes half as much and reads your mind as normal. This damage bypasses immunity and resistance.

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12/8/2024 9:25:27 PM
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