Homebrew Abnormality: O-06-20 [Nothing there] Species Details
You are a gross creature made out of mismatched flesh. You mimic people around you to try and fit in. You cannot speak properly, only being able to say certain words you've mimicked, giving disadvantage on all checks involving speech. This downside is removed at Level 5 due to you finally fully mimicking human speech, instead being replaced with Advantage on all speech checks.
Ability 1: SHELL. [Level 1]
After a short or long rest, you gain 1d8 Temp HP. If a creature is within 5ft of you and is below 5% of its total HP, you can Instantly Kill the creature and wear its skin, gaining temp HP equal to half of the Creature's HP, this Temp HP is set off to the side and any extra Temp HP must be depleted first before the Shell T.HP can be damaged. If you run out of Shell T.HP, the shell breaks and you revert to your normal form. Any creature that can see you and did not know you were an Abnormality must make a DC 12 Wis saving throw or become frightened of you.
Ability 2: HELLO?. [Level 3]
You gain the ability to shoot a bone spike out of your palm at the cost of some of your Shell T.HP. This bone spike deals 2d8 piercing damage with a range of 160 Ft, you can gain +1d8 to damage for every 10 Shell T.HP you spend on this ability. Your bonus to hit with this ability is 1+(Your STR modifier)
Your T.HP gain on Short or long rest is increased to 2d8.
Ability 3: Gutteral Fear. [Level 7]
Your mere presence starts to imbue immense fear into your enemies. At the start of combat, all enemies must make a DC 10 Wis saving throw or become paralyzed for one turn and take necrotic damage equal to 5% of their max HP.
Also, the T.HP gained from short or long rests are now considered Shell T.HP.
Ability 4: Abomination. [Level 11]
You finally start to truly take the form of a human, although you are still grotesque, having intestines spilling out of a hole in your stomach, eyes and teeth sticking out of places they shouldn't be in, and your mismatched flesh turning bloody red. Your Size increases to Large when you do not have a shell, your Max HP is increased by 10% (round to the nearest whole number), and your unarmed strikes turn into the following attack:
Mace of Teeth
10 Ft. range, 2d8 Bludgeoning damage.
This attack is still considered as an unarmed strike for class abilities, monster features, feats, etc.
If you are a monk, you can choose for this attack to instead use your martial arts die instead of the 2d8.
Your Arm Morphs into a Ball of flesh with a mass of canine teeth covering it before you swing it downwards to crush your enemies.
Ability 5: GOODBYE. [Level 17]
You're finally complete.
Increasing damage with HELLO? No longer takes away your Shell T.HP (although you can't 'spend' more S.T.HP than you currently have).
Mace of Teeth now deals 4d8 damage, or if you're using your martial arts die, it gains +1d8.
Your T.HP gained on short or long rest is increased to 3d12.
You gain a new attack:
GOODBYE
You can replace one Mace of Teeth attack/Unarmed strike with this attack per turn.
15 Ft range, one target. This attack deals 5d12 slashing damage, as well as forces the hit creature to make a DC 16 Wis saving throw or enter a PANIC*
You morph your arm into a massive scythe blade, slashing it downwards as you say "Goodbye" in a distorted voice that sounds like 4 or 5 different people are saying it at once.
You can instead choose to slash around you instead, changing the range into a sphere with a 15 Ft radius, but you only deal half damage and don't trigger the PANIC saving throw.
*Panic: Creature is paralysed, as well as takes 50% more damage. PANIC lasts for (5-[Wis modifier + 1/2 of your Con modifier]) rounds. Psychic damage lowers the PANIC duration by 1 round for each instance of damage. Becoming PANICKED deals 5% of the creature's max HP, Becoming PANICKED repeatedly reduces the Damage on PANIC by 1% for each repeated PANIC, this Can be reduced to 0%.
Abnormality: O-06-20 [Nothing there] Traits
Ability 1: SHELL. [Level 1] After a short or long rest, you gain 1d8 Temp HP. If a creature is within 5ft of you and is below 5% of its total HP, you can Instantly Kill the creature and wear its skin, gaining temp HP equal to half of the Creature's HP, this Temp HP is set off to the side and any extra Temp HP must be depleted first before the Shell T.HP can be damaged. If you run out of Shell T.HP, the shell breaks and you revert to your normal form. Any creature that can see you and did not know you were an Abnormality must make a DC 12 Wis saving throw or become frightened of you.Comments
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Posted Mar 7, 2025hhhhhhhhhhhhhhhhhhh
Creating a species is pain,,,,,,,