Homebrew Abomination Species Details

By all laws of nature, these things shouldn't exist, alas, Colaus wanted an army and these are what he settled on.

Abominations are an unholy hybrid of goblin and drow, their simple appearance disturbs most and disrupts nature, although despite nature's best efforts, they persist.

 

 

 

Abomination Traits

Your Abomination character has the following racial traits.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic

You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training

You have proficiency with rapiers, shortswords, and hand crossbows.

Ability Score Increase

Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age

Abominations reach adulthood at age 8 and live up to over 400 years.

Alignment

Abominations are typically neutral evil, as they care only for their own needs. 

Size

Abominations are between 3 and 4 feet tall and weigh between 60 and 80 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet.

Superior Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fury of the Small

When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages

You can speak, read, and write Common, Elvish and Goblin.

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