Base Class: Druid
Your druidic magics were not taught to you, they were set upon you by some greater force, potentially sinister in intention. You found after some encounter that you were given the ability to turn into beasts of the world, and sometimes something far more dangerous.
You are an abomination, sent to rend the battlefield asunder by outside forces. Through experimentation, or by arcane means, you are not sure if when you change you will become what you intend or if you will take on an abhorrent unconventional form of abomination.
You seek to find the means to which you can correct your nefarious beginnings, or control the powers at your disposal one day acquiring the ability to become a true abomination.
Abominable Aspect
Starting at 2nd level, you may choose an Abominable Aspect which grants you additional traits to your wild shapes. You may wild shape as a bonus action instead of an action.
- Oozing - Monstrous - Constructed - Aberrant
Aberrant
The weird inhabits your soul, your mind and form lose more structure by the day. Your wild shape strikes fear into the hearts of your enemies, torturing their minds with each strike as your limbs seem to elongate, and an aura of unexplainable horror surrounds you. While in your wild shape, your attacks do an additional 1d4 psychic damage, and when you hit a creature you can, as a bonus action, make them attempt a wisdom save using your spell save DC. on a failed save the creature you hit is now frightened of you and will use half its movement on its turn to move away from you.
Constructed
Concocted and Inspired as you may be, you have been altered into something almost non-organic. Your wild shape is far sturdier, as metal, stone, and other hard minerals replace patches of organic skin, your flesh stapled together via arcane means. Your wild shape gains temporary HP equal to 5 times your proficiency as you change. You also have resistances to non magical bludgeoning, slashing, and piercing damage while in wild shape.
Monstrous
Horrendously agile and terrifyingly strong, the blood of monstrosities courses through you. Your wild shapes are faster and stronger, appearing to have sharper fangs, wicked curved claws, and in some cases spinal spikes protruding from your skin. When in wild shape you have 1 extra attack action per turn, your movement increases by 10ft, and your sizes goes up by one category, capping at large. Your attacks are considered magical as well.
i.e if your wildshape is normally a medium size you are now large.
Oozing
Infused with the oozes that permeate the material plane, your wild shape take on a gelatinous and viscus visage. This allows you to engulf foes and burn away at them with your acidic beastial form. Your attacks do an extra 1d4 acid damage, you may take the engulf action on your turn. anything you engulf takes 1d4 acid damage at the start of their turn, and when hit with a melee attack, you may as a reaction take attempt to engulf the creature that attacked you if they are within 5ft of you.
Cursed Power
The cursed and afflicted powers that you've attained affected your arcane prowess. The abominations within you want to be let loose into the ether.
You have access to the Warlock spell list (using your Druid spell casting modifier) and may take one Eldritch Invocation. You can swap out your Eldritch Invocation when reaching a level that allows you to change your ability score increase or take a feat.
Cursed Power
You have access to the Warlock spell list (using your Druid spell casting modifier) and may take one Eldritch Invocation
Abominable Soul
With your experience being under a curse or affliction from your past cannot be cursed by other means. You can also use your connection to your Abominable Aspect to dispel malice and imbue protection on your allies, willing them to not fall prey to the forces that be.
Once per short rest as an action you can cast Greater Restoration at 5th level without using a spell slot.
Once per long rest as an action you can choose up to 3 targets, and cast Protection From Evil and Good or Protection from Energy onto them. You do not use a spell slot for this, but you do begin concentrating on the spell.
Aspect Enhanced
Wherever you go, you can feel your body adapting in ways that wouldn't normally. Your connection to your Abominable Aspect has become stronger, and though this potentially dismays you, you know you now have better control over your own affliction.
Depending on your first choice of Abominable Aspect, you gain additional attributes while in wild shape.
Aberrant
Your additional psychic damage increases to 1d8, and creatures you've afflicted with fear have disadvantage on all attacks and saving throws until your next turn.
Constructed
Your temporary HP increases to 5 times your spell attack bonus. You may choose one other type of damage to become resistant to for the duration of your wild shape.
Monstrous
Your have advantage on your first attack on a creature each turn. When you hit a creature with a melee attack and reduce its hit points to zero you may gain temporary hit points equal to the damage you dealt.
Oozing
Your additional acid damage on attacks increases to 1d8, creatures you've engulfed have disadvantage when trying to free themselves for the first time.
True Abomination
Your cursed energy and abominable aspect are now under your control. You can command the powers that be within you to take on the abominable shapes that haunted you before.
As a bonus action, you can shape yourself into a True Abomination. When you wild shape you can choose to pick up to 3 of the attributes from the choices below, your humanoid form gains these attributes. You can only do this once per long rest.
- Wing sprout from your back, giving you a flying speed of 40 ft
- You muscular structure rips, contorts, and grows, making your wild shapes strength score a 20 (if not already.)
- Your skin erupts into a carapace like exoskeleton, adding 2 to your AC
- Your movement speed increases by 20 ft
- Your body becomes like ooze and you may use the engulf feature of the Oozing Aspect.
- Patches of skin become metal and stone, giving you resistance to Bludgeoning, piercing, and slashing damage from non magical attacks.
- When you hit a creature with a melee attack you can force them to make a wisdom save against your Spell save DC, on a fail they are frightened of you and use half their movement to run away from you on their next turn.
- You gain an extra attack action on your turn.
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Posted Apr 4, 2022Currently working on tweaking this, if anyone gives it a shot I'd love to hear about your experience using this subclass!