Path of the Abomination

There are whispers of barbarian tribes that possess otherworldly abilities, able to take on grotesque forms that defy the laws of the natural world. Some say these barbarians happened upon a long forgotten elder being, or they are the remains of a once knowledgeable cult driven mad by the things they discovered. Others say they are not native to the material plane at all but instead traveled here from the Far Realm millennia ago.

Regardless of their origin, these vile warriors often perform ancient and evil magic rituals of mutilation to transform their flesh. These actions warp both their bodies and minds in horrific ways that augment their already profound combat abilities.

Eldritch Transformation

3rd-level Path of the Abomination feature

You learn to perform vile rituals to improve your capabilities and strike terror into the hearts of your foes. These manifest as horrific physical transformations during the height of your fury. When you rage, choose a transformation from one of the options detailed below. Your choice lasts for the duration of the rage.

Bloated Form. While raging, your body swells to an unnatural and bloated state. You increase in size by one category (from Medium to Large, for example), your carrying capacity is doubled, and you have advantage on saving throws that would move you or knock you prone.

Corrupted Flesh. While raging, your skin hardens in a scaly or scab-like manner, granting you a +1 bonus to your AC. As a reaction, when you fail a Constitution or Dexterity saving throw you can shed the skin to reroll, using the new result. If you do so, the bonus to your AC ends.

Reprehensible Stench. While raging, you emit a foul-scented cloud of decaying matter, potentially sickening those in an area around you. When a creature within 5 feet of you hits you with a weapon attack, it takes 1d4 poison damage. The damage die increases when you reach certain levels in this class, increasing to 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 20th level.

Aberrant Form

6th-level Path of the Abomination feature

Your dedication to the maddening forces of ancient evils has granted you a permanent benefit. Choose one of the following options.

Unsightly Visage. Your appearance takes on a permanent repulsive form– perhaps additional eyes on your neck or tiny tentacles across your face. You gain advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks against creatures that can see you.

Gruesome Appendage. A partially-functional extra arm or tentacle grows from your torso. The appendage can’t wield weapons or a shield, but can manipulate simple objects. While the appendage is not carrying anything, you can use a bonus action to take the Use an Object action.

Slithering Skin. Your body begins to produce an oily and repulsive slime. You have advantage on saving throws to avoid being grappled or restrained as well as advantage on ability checks made to escape a grapple.

Monstrous Manifestation

10th-level Path of the Abomination feature

Your body has been so heavily warped by eldritch forces that you have become hardened to that which would hinder lesser beings. You are immune to poison.

Twisted Metamorphosis

14th-level Path of the Abomination feature

You have mastered ancient techniques and dark rituals to be able to truly become an unrecognizable shadow of your former self. As part of a long rest, you can spend 1 hour performing a ritual to transform yourself in one of the ways detailed below. The metamorphosis lasts until you use this feature again or until you finish a long rest.

The saving throw DC for these metamorphoses is 8 + your Constitution modifier + your proficiency bonus.

Unstoppable Bulk. Your body becomes a mass of writhing flesh. While raging, you can use a bonus action to take the Dash action. If you end the dash next to a creature, it must succeed on a Strength saving throw or be pushed 15 feet away from you and take bludgeoning damage equal to 1d12 + your Strength modifier.

Vile Presence. Your appearance becomes the stuff of nightmares, preventing enemies from escaping through sheer terror. While you’re raging, you can use a reaction after hitting a creature to force it to make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and falls prone. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect if it can’t see or hear you or if it can’t be frightened.

Tentacled Fury. You can transform your arms into powerful eldritch tentacles. While you are raging, you can use a bonus action to increase your reach with melee weapon attacks by 15 feet until the end of your turn. If you hit a target while using this feature, you can choose to drag the creature towards you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you.

Section 15: Copyright Notice

The Crystal Tiefling Copyright 2022 Logan Laidlaw Author Logan Laidlaw.

This is not the complete section 15 entry - see the full license for this page