Base Class: Sorcerer
Unlike other sorcerers, you were not born with magic. Your magic was earned through blood, sweat, and tears... mostly blood. You acquired your magical abilities by infusing your body with pieces of magical creatures. While Great Abomination sorcerers are typically chaotic neutral or chaotic evil, they can be any alignment. The heart that starts your journey may have been a gift from a dying friend or you may have taken it by force.
A Great Abomination becomes more powerful as their body becomes an increasingly horrific hodgepodge of magical creatures. This power manifests in different ways as you wrest control of the magics swirling within. While these sorcerers are extremely rare, they are the most varied of any sorcerous origin. Each time you would gain a class feature for your sorcerous origin, you have options of which creature to incorporate into your new body.
Great Abomination Features
| SORCERER LEVEL | Features |
|---|---|
| 1st | Abominable Magic, Stolen Heart |
| 6th | Mental Upgrade, Body Augmentation |
| 14th | Cosmetic Surgery, Eye for an Eye |
| 18th | Monstrous Presence, Improved Sight |
Abominable Magic
1st-level Great Abomination feature
You learn additional spells when you reach certain levels in this class, as shown on the Abominable Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the druid, sorcerer, or warlock spell list.
Abominable Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | hellish rebuke, inflict wounds |
| 3rd | alter self, enhance ability |
| 5th | fear, water breathing |
| 7th | death ward, polymorph |
| 9th | antilife shell, contagion |
Stolen Heart
1st-level Great Abomination feature
At 1st level, you implant a second heart to jumpstart your magic. Your skills with modifying your body grant you proficiency in medicine. If you implant the dragonborn's heart, you gain resistance to cold damage and a breath weapon, while an aasimar heart grants you resistance to radiant damage and a radiant form.
Aasimar Heart
You gain resistance to radiant damage and can use a bonus action to unleash the celestial energy within yourself. Your transformation lasts for 1 minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. Once you transform, you can’t use it again until you finish a long rest.
Dragonborn Heart
You gain resistance to cold damage and you can use your action to exhale frozen energy. When you use your breath weapon, each creature in a 30 foot cone must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Mental Upgrade
6th-level Great Abomination feature
Starting at 6th level, you begin to alter your mind, infusing it with fey magic. You gain power from elves or gnomes, granting you either proficiency in wisdom or intelligence saves, respectively.
Elven Heritage
Your ears morph into elf ears. If you did not previously have ears, you immediately grow two. Your hair also becomes lighter, if possible, and shinier.
You gain proficiency in wisdom saves.
Gnomish Heritage
Your ears morph into gnome ears. If you did not previously have ears, you immediately grow two. If you can grow facial hair, you immediately grow a beard. If you already have a beard, it becomes longer.
You gain proficiency with intelligence saves.
Body Augmentation
6th-level Great Abomination feature
Starting at 6th level, make some drastic alterations to your physical appearance. You either fortify your body with the armor of the warforged or surgically graft tiefling wings onto your back.
Tiefling Wings
Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet for 1 minute while you aren’t wearing heavy armor. As they are not native to your body, using them can take a toll. After flying, you must wait 10 minutes before flying again or else suffer 1 level of exhaustion. At 14th level, you have gained better control over your wings and this restriction is removed.
Warforged Armor
You graft the armor of a warforged onto your body to improve your defense. This option grants you three abilities:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.
Cosmetic Surgery
14th-level Great Abomination feature
At 14th level, your changes become even more drastic. Your mastery over your magic allows you to perform operations that were previously impossible. You replace large portions of your skin with that of a powerful magical creature. You can choose between three options: changeling, shifter, or yuan-ti. The operation is not flawless and leaves many scars on your body.
Changeling Skin
Pigment drains from your skin and hair, leaving you with ashy skin and white hair.
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Swiftstride Shifter Skin
You graft pieces of furry flesh to your body. Your incisors become fang-like and your fingernails become tougher and sharper.
As a bonus action, you can assume an even more bestial appearance. Your muscles become more prominent, particularly in your legs, granting incredible agility and the patches of fur spread until most of your body is covered. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.
Yuan-Ti Skin
You implant shiny, reptilian scales over your body. Your tongue splits at the tip, creating a mild fork. These scales grant you advantage on saving throws against spells.
Eye for an Eye
14th-level Great Abomination feature
Starting at 14th level, you swap out your mundane eyes for magical ones. You choose either the eyes of a fiend, such as a devil or demon, to see through magical darkness or those of a hag, such as a night hag or sea hag, to see through illusions. You lose any innate darkvision you previously had.
Fiend Eyes
You can choose the appearance of your fiendish eyes. With your new eyes, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Hag Eyes
You gain 60 feet of darkvision and can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Monstrous Presence
18th-level Great Abomination feature
Beginning at 18th level, you choose to incorporate either a Mind Flayer's head or a Siren's voice into your modified body.
Mind Flayer Head
You replace your skull with a Mind Flayer's and augment your brain with pieces of the Mind Flayer's. Your head becomes oblong and alien, while the skin on your head takes on a purple tint and a slimy texture. You no longer have a nose and you grow four prehensile tentacles from your face. You gain three abilities:
- You can make a melee weapon attack with your tentacles. They count as a natural weapon that you are proficient with and deal 2d10 psychic damage plus your intelligence modifier. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
- As an action, you can make a single tentacle attack to extract the brain of one incapacitated humanoid grappled. The target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain. If you kill a target in this way, you gain temporary hit points equal to 3 x your proficiency bonus.
- As an action, you can magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a Intelligence saving throw against your spell save DC or take 4d8 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this ability a number of times equal to your proficiency bonus and regain all uses on a long rest.
Siren Song
You replace your voice box and, thus, your voice with a Siren's, granting you the ability to charm and manipulate others. Your cheekbones become higher and sharper and your face becomes more attractive, despite the other horrors of your body. You gain the following abilities:
- As an action, you can sing. Every humanoid and giant within 300 feet of you that can hear the song must succeed on a Wisdom saving throw against your spell save DC or be charmed until the song ends. You must take a bonus action on your subsequent turns to continue singing. You can stop singing at any time. The song ends if you are incapacitated. While charmed by you, a target is incapacitated. If the charmed target is more than 5 feet away from you, the target must move on its turn towards you by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. You can use this ability a number of times equal to your proficiency bonus. You regain all uses of this feature on a long rest.
- You can breath underwater.
- You gain a swimming speed of 30 feet.
Improved Sight
18th-level Great Abomination feature
Beginning at 18th level, you further upgrade your eyes by replacing one with that of a Dragon or a Lich. If you choose the Dragon's eye, you gain blindsight and if you choose the Lich's eye, you gain truesight.
Dragon Eye
You replace your eye with a Dragon's eye. You gain 60 feet of blindsight and one of your eyes looks like a lizard. You may choose the color of the eye.
Lich Eye
You replace one of your eyes with a Lich's and gain truesight for 30 feet. Your eye looks human, but the iris glows yellow.
Previous Versions
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