Base Class: Fighter
"All conventional energy sources combined could not sustain the world further."
"In search of a solution, we happened to stumble upon mysterious being whom we dubbed Abnormalities."
"Then, we figured out that energy could be harvested from these 'abnormalities' through special means..."
- Angela, AI Assistant at [Redacted]
Killteam Agents, Professionally referred to as Abnormality Suppression Agents, are people who are stationed at facilities containing abnormalities. Using gear extracted from said abnormalities to suppress them if they ever breach containment.
Risk Level: ZAYIN - Level 3
"With little to no aggression, ZAYIN Abnormalities will cause the least harm to your Agents. Their damage tends to be minuscule, and they may have a positive effect on the employees"
- Managerial Handbook
Agent
Your work with Abnormalities has strengthened you.
When you hit an Aberration, Ooze, Monstrosity, or Fae with an attack, you can roll each of the attack's damage dice twice and use either result for each die.
You gain proficiency in Perception, Insight, Animal Handling, and Investigation.
Abnormality Resonance - ZAYIN
You resonate with a Zayin level Abnormality, giving you a small part of their power. This phenomenon is mostly harmless.
Choose one of the following Abnormalities to Resonate with. You cannot change what Abnormality you resonate with after choosing:
1. Fairy Festival. Grants abilities focused on self-healing.
2. Mirror of Adjustment. Allows you to temporarily swap ability scores whenever you rest.
3. Old Faith and Promise. Grants the ability to improve your weapons, but has a chance to remove the applied improvements.
4. One Sin and Hundreds Of Good Deeds. Grants abilities focused on preventing harmful effects being applied to your allies by applying them to yourself.
5. Opened Can of WellCheers. SODA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Abnormality Resonance - Fairy Festival
"Everything will be peaceful while you are under the fairies' care"
Fairies' Care
As a bonus action, you can activate this feature for 3 rounds. While this feature is active, at the end of each of your turns, you heal 2d8 hit points. If you are hit by three attacks during the same round while this feature is active, you immediately lose hit points equal to the total amount healed by this feature during its current activation, plus 1d8 additional damage, and then this feature is deactivated. After this effect ends, either by the duration ending, or by being hit 3 times in the same round, you cannot use this feature again until 3 of your turns have passed.
At level 10, while you are out of combat, you have the effects of 'sanctuary', this effect ends when you roll initiative or make an attack roll.
Gluttony
When you hit a creature that has already taken damage this round, you deal an additional 1d4 slashing damage and you heal 1d4 hit points.
Abnormality Resonance - Mirror of Adjustment
"It assumes the shape of a cheval glass, but nothing is reflected on its surface."
Mirror of Adjustment
Whenever you take a short or long rest, you can choose to swap the values of two of your Ability scores (Ie. Swapping a strength of 8 with a wisdom of 18). The Ability score modifiers change accordingly. The change lasts until your next short or long rest.
At level 7, you may also swap all of your proficiencies associated with the two swapped Ability scores.
Abnormality Resonance - Old Faith and Promise
"Those betrayed hearts sank into the depths, slowly forgotten in the ever-lengthening corridors of time"
Faith in a Promise
Whenever you take a short or long rest, you can choose to attempt to enhance a weapon.
When you attempt to enhance a weapon, make a d20 test. If you roll a 8 or higher, the weapon is enhanced. Each time you enhance a weapon, the requirement to enhance it again increases by 2.
If you roll below the requirement, all enhancements given by this feature are lost, and this feature cannot enhance the weapon again until you complete a long rest.
You can enhance a weapon up to 5 times.
Each time a weapon is enhanced, it gains a +1 bonus to damage rolls.
Enhancements remain until lost through failing the d20 test, even if the weapon leaves your possession.
At level 7, failing to enhance a weapon only lowers its amount of enhancements by 1 instead of removing all enhancements.
At level 10, the d20 test is considered a wisdom (Animal Handling) check.
Abnormality Resonance - One Sin and Hundreds of Good Deeds.
"It feeds on the “evil” that seeps out during conversations between people"
Crown of Thorns
When an ally within 30 feet of you would be inflicted with any of the following conditions, you can choose to be inflicted with the condition instead:
Blinded
Deafened
Charmed
Frightened
Poisoned
Stunned
At the start of your turn, all conditions currently affecting you that were applied through this feature are removed, and you heal 1d4 hit points for each condition removed, and your attack rolls gain a +1 bonus for each condition removed. The attack roll bonus resets at the start of each of your turns.
Confession
Once per Encounter, you may use an action to Confess to One Sin and Hundreds of Good Deeds. When you Confess, All conditions you choose on you and all of your allies are removed, and then you and all of your allies heal 1d4 hit points for each condition removed. Exhaustion can be removed this way, and is only considered as 1 condition, regardless of the amount of Exhaustion Levels Removed.
After Confessing, you and all of your allies gain a +2 to all saving throws until the end of combat.
Abnormality Resonance - Opened Can of WellCheers
"Somewhere in the distance, you can hear seagulls"
Opened Can of WellCheers
You gain proficiency with Vehicles (water).
As a bonus action, you can manifest a can of Soda. You can drink the soda as part of the same bonus action, or give it to a creature within 10 feet of you. When a creature drinks the soda, they heal (your proficiency bonus)d4 hit points. You can create soda an amount of times equal to your proficiency bonus per short rest.
At level 7, you gain a swim speed equal to your walking speed.
Risk Level: TETH - Level 7
"These Abnormalities can inflict varying degrees of injury to your employees. However, as long as your employees follow the proper managerial guidelines, they will not cause much damage"
Prudence
You gain resistance to psychic damage, and you have advantage on saving throws against being Charmed or Frightened
Abnormality Resonance - TETH
You resonate with a Teth level abnormality, giving you a small part of its (slightly stronger) power.
Choose one of the following Abnormalities to resonate with:
1. Bloodbath. Grants simple defensive based bonuses, and rewards you for targeting a single creature.
2. Forsaken Murderer. Greatly boosts Bludgeoning damage.
3. Fragment of the Universe. Greatly boosts Piercing damage.
4. Heart of Aspiration. Simple stat increases and slightly risky increased damage.
5. Punishing Bird. Grants bonuses when avoiding damage, and lets you turn the bonus into big damage when you finally get hit.
6. Scorched Girl. Grants bonuses that increase when you get hit, and you deal major damage to a creature that drops you to 0 hit points.
7. Spider Bud. Semi-consistent Restrained application, with minor self healing when attacking weakened or restrained creatures.
8. Today's Shy Look. Grants a random bonus and penalty each turn, and creatures that miss you take minor damage.
Abnormality Resonance - Bloodbath
"Many hands float in the bath. They are the hands of the people I once loved."
Scars
You gain resistance to Slashing damage.
When hit, Roll a d10. On a 1 or 2, halve the damage taken.
Pale Hands
When you hit the same creature 3 times in a single round, deal 2d8 psychic damage to them.
Abnormality Resonance - Forsaken Murderer
“What's really pitiful is people like you dying to the likes of me.”
Metallic Ringing
When dealing bludgeoning damage to a creature, their movement speed is reduced by 5 feet until the end of their next turn, and they must make a DC (8 + your proficiency bonus + your strength modifier) constitution saving throw, becoming stunned until the start of their next turn on a failure.
Chained Wrath
Your attacks that deal bludgeoning damage gain a +2 to hit, and deal 3 additional damage. Your movement speed is halved.
This feature is disabled while not in combat. When rolling initiative, you may choose to not activate this feature, you cannot change your decision until combat ends.
Abnormality Resonance - Fragment of the Universe
"You see a song in front of you. It's approaching, becoming more colorful by the second."
Incomprehensible
Once per turn, when you hit a creature, that creature's AC and Attack bonus suffer a -1 penalty until the end of their next turn.
When you deal Piercing damage to a creature, their maximum hit points are reduced by half of the Piercing damage dealt. This can happen up to 5 times per creature. The Hit point reduction lasts for an hour.
Echoes from the Beyond
When you reduce a creature to 0 hit points, or land a critical hit with an attack that deals piercing damage, all hostile creatures within 40 feet of you take 2d10 Psychic damage, and all allies within 40 feet of you heal 1d10 hit points.
Abnormality Resonance - Heart of Aspiration
"Excessive aspiration would bring about unwarranted frenzy."
Urging
Your maximum hit points increase by 2 for each level you have in Fighter.
Your movement speed increases by 10 feet.
Pulsation
You deal 2 more damage with weapon attacks.
If you take the Attack action and deal no damage to any creature as part of that action, you take 2d8 force damage.
Abnormality Resonance - Punishing Bird
"People have been committing sins since long ago. "Why do they commit sins, knowing it's wrong?" "
Small Flutters
If you are wearing light armor, your AC increases by 2.
When an attack misses you, your next attack gains a +2 to hit. This attack bonus cannot stack.
Punishment
At the start of each of your turns, if you did not take damage since the start of your previous turn, you gain a +1 bonus to damage with weapon attacks (max 10). When you are hit with an attack, this bonus resets.
When you are hit by a melee attack, you can use your reaction to deal (damage bonus from this feature before being hit)d4 force damage to the creature that hit you.
Abnormality Resonance - Scorched Girl
"I am coming to you. You, who will be reduced to ash like me."
Footfalls
When a creature damages you while you are below half your maximum hit points, they take 2d6 fire damage. When a creature reduces you to 0 hit points, they take fire damage equal to half your maximum hit points.
Ashes
Your attacks deal an additional 1d4 fire damage. This damage increases by 1d4 each time you were hit during the time between your current and previous turns.
Abnormality Resonance - Spider Bud
"Unsurprisingly, not a single employee volunteered to retrieve the corpse of their cocooned colleague"
Cocoon
When you hit a creature with a melee attack, and at least one of the damage dice rolls their maximum value, the creature you hit becomes restrained until the start of its turn.
You are always under the effects of the spell "Spider Climb"
Meal
When you hit a creature that is below half of its maximum hit points (bloodied) or is restrained, you heal 1d4 hit points.
Abnormality Resonance - Today's Shy Look
"It's a good day! Are you still shy today?"
Look of the Day
At the start of each of your turns, roll a d6. you gain a bonus until the start of your next turn depending on the result:
1. Ecstatic: You take 2 less damage from attacks, but your attack bonus reduces by 2.
2. Happy: You take 1 less damage from attacks, but your attack bonus reduces by 1.
3. Shy: Your armor class increases by 2, but you deal 2 less damage with attacks.
4. Sad: Your armor class is lowered by 1, and you deal 2 more damage with attacks.
5. Angry: Your armor class is lowered by 2, and you deal 4 more damage with attacks.
6. Choice: Choose any result other than a 6 to gain the effects of.
Social Distancing
When a creature misses an attack against you, it takes psychic damage equal to the amount by which the attack roll missed your AC.
Risk Level: HE - Level 10
"Abnormalities of this class can easily kill a number of employees. You will have to pay twice as much attention as you do for a ZAYIN or TETH. If the situation goes wrong, several employees could be lost in bloodshed. There’s no need to be concerned though; with your excellent management, they will be in control"
Core Suppression - The Hope To Be a Better Person
All of your ability scores below 12 are increased to 12. If you have increased an ability score affected by this feature through an A.S.I. or other feature, the increase from said A.S.I. or feature is applied again after the increase from this feature.
Abnormality Resonance - HE
You resonate with a He level Abnormality, gaining a small part of its more dangerous power.
Choose one of the following Abnormalities to resonate with:
1. All-Around Helper. You can hit creatures lower on initiative easier, and hitting creatures 3 times in the same round grants minor bonuses on your next turn.
2. Child of the Galaxy. Big once per encounter team healing, and small passive healing for you and one ally.
3. Der Freischutz. Marks a Creature you hit to make them take more damage, and Ranged attacks deal more damage but can friendly-fire.
4. Funeral of the Dead Butterflies. You deal more damage to weakened creatures and creatures that have harmful conditions, and you gain bonuses while having a harmful condition.
5. Laetitia. All-Or-Nothing damage on your first attack that hits each turn, and punish enemies you attack for attacking someone else.
6. Porccubus. Boosts Piercing attacks, and gives you slight healing when you are hit.
7. The Red Shoes. Boosts Slashing attacks greatly, and creatures have a chance to prioritize you.
8. The Snow Queen. Deals bonus damage to creatures with reduced movement speed, and grants a large AoE immobilize ability that has a downside.
Abnormality Resonance - All-Around Helper
"It recognizes a bad mood as a sign that the surroundings are dirty, and promptly enters cleaning mode"
Clean
You gain the 'Mending' cantrip and proficiency in Sleight of Hand.
When attacking a creature with a lower initiative score than you, your attacks gain a +1 to hit for every 3 initiative points higher than the target, up to +3.
Repetitive Pattern-recognition
When you hit a creature 3 times in the same round, at the start of your next turn, your movement speed increases by 15 feet, and you deal 2 additional damage with attacks until the start of your next turn.
Abnormality Resonance - Child of the Galaxy
"A teardrop fell from the child's dewy eyes, as stars showered from the sky. The world falls into a slumber, trapped in an ecstatic lullaby."
Token of Friendship
Once per encounter, you can activate this feature as a bonus action. When activated, at the start of your turn for 3 turns, you and all allies within 50 feet of you restore 10% of their maximum hit points (rounded up).
Pebble
At the start of each round, select one ally to give a 'Pebble'. Whenever the selected ally hits a creature, both you and the selected ally heal 1d4 hit points. If the ally reduces a creature to 0 hit points, you and the selected ally heal 2d6 hit points.
Only one ally can be selected at a time.
Abnormality Resonance - Der Freischutz
"This magical bullet can truly hit anyone, just like you say."
Request
When no creature is the 'Requested Target', the first creature you attack becomes the Requested Target. The Requested Target takes +3 damage from attacks.
When the Requested Target is reduced to 0 hit points, you and all allies heal 3d8 hit points.
The Seventh Bullet
Your ranged attacks deal +6 fire damage. Every 7th ranged attack you make targets a random creature within normal range, this can target allies. If no creatures are within normal range, the attack targets yourself. After the 7th attack, the amount of ranged attacks made resets to 0 for the purposes of this feature.
Abnormality Resonance - Funeral of the Dead Butterflies
"Where does one go when they die?"
Lament
When you hit a creature with a condition other than 'invisible', you deal 3 additional damage.
At the start of your turn, if you have a condition, you gain a +2 bonus to attack rolls until the end of your turn. The check for conditions applies before the condition removal from 'Crown of Thorns'.
Eternal Rest
You gain the 'Spare the Dying' cantrip.
You can tell at a glance which hostile creature has the lowest current hit points. When you attack the hostile creature with the lowest current hit points, your attacks deal +4 damage.
Abnormality Resonance - Laetitia
"She was so sad that she had to leave her dear friends behind, so she came up with a brilliant idea!"
Funny Prank
The first time each turn that you hit with an attack, flip a coin for each damage die instead of rolling. If the coin flips tails, the damage die rolls its minimum value, and on heads, it rolls its maximum value. If a different feature allows you to reroll damage dice, the reroll also flips coins.
When another feature allows you to roll a damage die more than once and choose a result, flip a coin for each instance instead and use the appropriate result.
Surprise Gift
If no creature is your current 'Giftee', the next creature you attack becomes the 'Giftee'. Whenever the Giftee makes an attack roll or casts a spell that targets a creature other than you, they take (your proficiency bonus)d6 force damage and they are no longer the Giftee. If a Giftee is reduced to 0 hit points, immediately choose another creature you can see to become the Giftee.
Abnormality Resonance - Porccubus
"Now it's time for my head to burst. Good day."
Elation
You gain a +2 to attack and damage rolls, but you also gain Vulnerability to Psychic damage.
When hit by an attack that does not deal Psychic damage, you heal 1d4 hit points.
Thorns
When you deal Piercing damage to a creature, they gain 1 stack of Thrill. When dealing Piercing damage to a creature with Thrill, they take bonus Psychic damage equal to their Thrill stacks. All stacks of Thrill are lost when combat ends.
Abnormality Resonance - The Red Shoes
"The shoes were colorless. They will soon turn red."
Glitter
Hostile creatures within 40 feet of you must flip a coin at the start of their turn. If they flip heads, they are 'Allured' by you until the start of their next turn. Allured creatures prioritize targeting you. You have a +1 bonus to attack and damage rolls against Allured creatures.
Axe
Your attacks that deal Slashing damage gain a +2 to hit and damage rolls. Each time you miss with an attack that deals Slashing damage, you take 1d6 psychic damage.
Abnormality Resonance - The Snow Queen
"The snow is steadily melting... Perhaps because spring is coming, or it might be the palace collapsing."
Sword of Frost
When hitting a creature, flip a coin. If it flips heads, the creature has their movement speed reduced by 5 feet for the rest of combat. This can happen up to 3 times per creature.
When hitting a creature with a movement speed reduction, you deal +1 bonus psychic damage for every 5 feet of movement speed they are missing.
Blizzard
Once per encounter, at the start of the round, you can choose to immobilize all creatures (except for yourself) within 50 feet of you until the end of your turn, including allies. Immobilized creatures cannot take actions, bonus actions, reactions, free actions, or move. All hostile creatures have their movement speed reduced by 30 feet after recovering from being Immobilized, lasting until the end of their next turn, this cannot reduce a creature's movement speed below 5 feet.
Risk Level: WAW - Level 15
"These are high risk and carry devastating force. Most will be hostile toward employees, and the death toll could reach into the dozens."
Core Suppression - The Courage to Protect
The maximum amount of items you can attune to increases by 1, and increases by 1 again at level 18.
Abnormality Resonance - WAW
You resonate with a Waw level abnormality, gaining some of its great power.
Choose one of the following Abnormalities to Resonate with:
1. Alriune. Punish creatures for hitting you.
2. Big and Will be Bad Wolf. Enter a defensive state after taking major damage, and your last attack each turn deals increased damage as well as slightly heals you.
3. Burrowing Heaven. Punishes Creatures for Missing you. You're stronger while invisible.
4. Dream of a Black Swan. Take reduced damage depending on nearby allies, and you have a chance to reduce or negate damage you take.
5. Judgement Bird. You and the lowest health ally heal when you hit the hostile creature with the most current health. When you miss an attack you take some damage to gain bonuses.
6. Many-Eyes Bird. The lowest health creature is drawn towards you, and you can see much better.
7. Queen Bee. When creatures attack you, your allies get bonuses.
8. Snow White's Apple. Cripple a random creature's movement each turn, and you deal damage to creatures that hit you.
9. The Dreaming Current. Gain a random bonus at the start of each of your turns, and you deal more damage to creatures lower on initiative than you.
10. Knight of Despair. Take less damage from damage types that hit you a lot, and you have a chance to deal big bonus damage when dealing Piercing damage.
Abnormality Resonance - Alriune
"Shedding flower petals in place of tears, you spoke to me. “We were all part of earth once, so I plead you not to speak of the end here and now.” "
Flower Petals
When you take damage greater than 10% of your maximum hit points from a single source, all hostile creatures take 2d8 psychic damage, and you heal 3d6 hit points.
Autumn's Passing
When you are hit, the creature that hit you gains stacks of 'Aroma' equal to your proficiency bonus. At the start of that creature's next turn, they take Psychic damage equal to their Aroma stacks, then their stacks of Aroma are halved.
Abnormality Resonance - Big and Will be Bad Wolf
"Still, it didn’t matter to him. After all, he was “destined” to be a big bad wolf."
Claws of Savagery
When a single attack deals 25% or more of your maximum hit points, you become untargetable until the end of your next turn. While Untargetable through this feature, you gain a +2 bonus to attack and damage rolls. If your unarmed strikes deal slashing or piercing damage, your unarmed strikes instead gain a +4 bonus.
While you are untargetable, you cannot be chosen as the target of attacks, spells, or abilities, and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Instincts
The last attack you make during your turn gains a +1 bonus to attack and damage rolls each time you hit a creature that turn. On a hit with the last attack you make during your turn, you heal 1d8+2 hit points.
Abnormality Resonance - Burrowing Heaven
"Don't look away, just keep your eyes on it. Contain it in your sight."
Lean, Bloody Wings
When a creature misses an attack roll against you, or you succeed on a saving throw, they take Psychic damage equal to your Armor Class.
Attention and Focus
When creatures miss you with attacks 3 times before the start of your turn, you become invisible until the end of your turn. While you are invisible, you gain a +3 bonus to attack and damage rolls.
The Tracked misses are reset when you are hit, and at the start of your turn.
Abnormality Resonance - Dream of a Black Swan
"What happens when the black swan wakes up from dreaming of a white swan?"
Loving Family
When you are hit by an attack, deal damage to the attacker equal to the amount of ally creatures within 60 feet of you, minimum of 1.
Well-worn Parasol
Your movement speed increases by 15 feet.
When hit by an attack, roll a d100. On a 30 or lower, the attack damage is halved. On a 15 or lower, the attack damage is negated. On a 5 or lower, the attack damage is negated, and the attacker takes twice the negated damage as psychic damage.
Abnormality Resonance - Judgement Bird
"Its scale would never neglect the weight of even the smallest sin."
Tilted Scale
You always know which hostile creature has the most current hit points. When you hit the hostile creature with the most current hit points, you and the ally with the least hit points heal 1d8 hit points.
The Weight of Sin
When you miss an attack, you take 1d6 Radiant damage, and you gain a +1 to hit and damage until you hit a creature. The bonus from this feature stacks with itself.
Abnormality Resonance - Many-Eyes Bird
"A month later, we came to this conclusion: There was no such “beast” in the forest"
Eternally Lit Lamp
The creature with the lowest current hit points becomes "Enchanted" at the start of each of your turns. Enchanted Creatures must use at least half of their movement speed to move towards you during its turn, and cannot willingly move farther away from you.
When you hit an Enchanted creature, the attack becomes a critical hit, and the creature is no longer Enchanted.
Watchful Eyes
You gain Truesight out to the range of your current Darkvision. If you do not have Darkvision, you gain truesight out to a range of 30 feet. You ignore the penalties of lightly and heavily obscured areas.
You also gain the effects of the 'Alert' Feat if you do not already.
Abnormality Resonance - Queen Bee
"If you feel an abdominal pain and a tingling sensation in your neck, the best thing you can do now is look at the great blue sky you'll never get to see again."
Loyalty
At the start of your turn, all other allies within 40 feet of you gain a bonus to damage rolls based off of the damage you took since your previous turn. For every 10 damage you took since your previous turn, all allies gain a +1 bonus to damage rolls.
Spores
When you are hit by an attack, the attacker takes 2d6 fire damage.
The creature that has dealt the most damage to you is marked, all other allies within 50 feet of you deal 3 additional damage against that creature.
Abnormality Resonance - Snow White's Apple
"The day a ripe apple fell off the tree in the garden where the princess and the king stood, the witch's heart shattered."
Vines
At the start of each turn, a random hostile creature has its movement speed halved until the end of its turn. Its initiative score is treated as if it was 6 points lower for features that interact with initiative.
Barrier of Thorns
When hit by a creature, they take 1d8 piercing damage and their movement speed is reduced by 10 feet. You heal hit points equal to the damage dealt by this feature.
Abnormality Resonance - The Dreaming Current
"Tell the kid today's treat is going to be grape-flavored candy. It's his favorite."
Candy
At the start of your turn, roll a d4. You gain a bonus depending on the result that lasts until the start of your next turn:
1. Cherry Candy. Your Attack bonus increases by 1.
2. Watermelon Candy. You deal 2 additional damage with attacks.
3. Green Apple Candy. Your AC increases by 1.
4. Grape Candy. Your Attack bonus, damage bonus, and AC increase by 2.
Rainbow Ocean
Your movement speed increases by 10 feet, and your initiative bonus increases by 2.
You deal 2d4 additional force damage when you hit a creature lower on initiative than you.
Abnormality Resonance - The Knight of Despair
"All that remains is the hollow pride of a weathered knight."
Blessing
At the start of your turn, you gain resistance to the damage type you took the most damage from since your previous turn. The resistance lasts until the start of your next turn.
Blades Whetted by Teardrops
When dealing piercing damage, if any damage dice rolled their maximum value, deal additional piercing damage equal to twice your proficiency bonus.
Risk Level: ALEPH - Level 18
"The most dangerous. You should devote as much concentration and attention as possible to this Risk Level. You’ll be thankful if the Abnormality is suppressed without ravaging entire departments. (Please do not take our warning as an exaggeration.)"
Core Suppression - The Eye Embracing the Past; Building the Future
"Please do not let time flow meaninglessly, we must cherish each and every moment."
Your movement speed cannot be reduced by outside effects, when another creature casts Time Stop. While Time Stop is active, you take a normal turn immediately after the caster takes each additional turn granted by the spell. You do not suffer the negative effects of the spell 'Haste' ending.
Abnormality Resonance - ALEPH
You Resonate with an Alpeh abnormality, gaining some of its immense power.
Choose one of the following Abnormalities to Resonate with:
1. Blue Star. You and all your allies deal much more damage every 3 turns, and every 3 turns you can release a large pulse of damage.
2. Mountain of Smiling Bodies. You heal and get stronger whenever a hostile creature is reduced to 0 hit points, and you deal damage to nearby creatures when you get hit.
3. Nothing There. Your last attack each turn deals massive damage and heals you, and you become more durable against bludgeoning, piercing, and slashing damage.
4. Silent Orchestra. You can use a powerful multi-turn attack once per short rest, and creatures you lower below half of their maximum hit points have a chance to start attacking their allies.
Abnormality Resonance - Blue Star
"Let us meet again as stars."
A Nostalgic Sound
"The rise of a star is a brand new beginning. Don’t you hear the everlasting sound of the trumpet?"
At the start of round 3, 6, 9, Etc., you and all allies deal +4 psychic damage with attacks until the end of the round. If there is a hostile creature below half their maximum hit points, they take 3d6 psychic damage at the start of your turn, and you and all allies gain a +2 bonus to attack and damage rolls.
Sound of a Star
While 'A Nostalgic Sound's psychic damage bonus is active, you can use your action to emit a pulse of the Sound of a Star. All creatures you choose within a 60 foot radius sphere centered on yourself take 6d8 radiant damage and must make a DC (8 + your proficiency bonus + your constitution modifier) wisdom saving throw. On a failure, they take the damage from the pulse again.
Abnormality Resonance - Mountain of Smiling Bodies
"The smiling faces are unfamiliar yet sorrowful."
Absorption
"From the mountains of bodies; the dead gave life to something. The dead fused with one another, all smiling."
Whenever a hostile creature is reduced to 0 hit points, you heal hit points equal to your Fighter level. Each time this feature triggers, you gain a +1 to your attack and damage rolls until the end of combat, up to +5.
Laughter
When you are hit with an attack, deal 1d6 thunder damage to all hostile creatures within 40 feet of you, and reduce their attack bonus by 1 until the end of their turn (up to 3 times per turn).
When you are critically hit, instead deal 3d8 thunder damage and reduce their attack bonus, damage bonus, and AC by 2 until the end of your next turn, no activation limit.
If the bonus from 'Absorption' is at 3 or more, critical attacks against you only deal regular damage.
Abnormality Resonance - Nothing There
"And the many shells cried out one word, "Manager"."
HELLO? GOODBYE.
"If it has been confirmed that it has escaped and stood on two feet, there is only one thing you can do. Straighten up your posture, gather your hands neatly, and pray to whatever you believe in and observe the situation as it unfolds."
The numerical result of the attack roll and damage roll of the last attack you make each round is doubled. This does not cause the attack to score a critical hit. You heal hit points equal to the damage dealt (after doubling) with the last attack you make each round.
SHELL
You gain resistance to bludgeoning, piercing, and slashing damage. While below half your maximum hit points, you gain Immunity to non-magical bludgeoning, piercing, and slashing damage.
You gain expertise in deception.
Abnormality Resonance - The Silent Orchestra
"From break and ruin, the most beautiful performance begins."
Ever-repeating Performance
The orchestra gives impetus to the music, bringing the entire department to its demise. When all the performers have gathered, the music that no one can hear but everyone can listen to begins.
As an action, you may start the performance. When you start the performance, otherworldly music starts to emanate from you, which can be heard from up to 150 feet away. Hostile Creatures within 80 feet of you take 2d8 psychic damage at the start of their turn. At the start of your turn, the Movement Progresses. The performance starts at movement 1. At Movement 2, the damage increases to 3d8, and all affected creatures cannot use their Reaction. At movement 3, the damage increases to 4d8, and all affected creatures have their speed set to 5 feet if it was faster, flying speed is instead set to 0. At Movement 4, the damage increases to 5d8, and all affected creatures have their AC, attack roll bonus, and damage roll bonus reduced by 2.
At the end of your turn while the performance is at movement 4, the Finale begins. All Hostile creatures within 80 feet of you take 6d8 psychic damage and 4d8 thunder damage, and then they become deafened until they receive magical healing that can restore hearing. Ally creatures within range become deafened for 1d6 minutes. After the Finale, the performance ends.
Your Hit Points cannot drop below 1 before the performance ends.
This feature can only be used once per short rest.
Fervent Adoration
When you reduce a creature below half their maximum hit points, they must make a DC (8 + your proficiency bonus + your strength/dexterity modifier) Wisdom saving throw. On a failure, the creature goes partially insane and regards its allies as hostile and attempts to harm them using its available abilities. The creature deals an additional 4 damage when hitting its allies. If the creature has no allies it can attack, it attacks as normal, but its attack bonus is reduced by 2.
If a creature is immune to psychic damage, they have advantage on the saving throw.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/27/2026 12:48:21 AM
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21
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1
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Coming Soon
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9/5/2026 4:54:30 AM
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50
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3
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1.1
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Coming Soon
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9/6/2026 5:09:09 AM
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22
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1
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Coming Soon
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