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Genetic Mutation: Abomination

Originally classified as Chimera, the Abomination splicer is one that chose to mix different genetic markers into their DNA at every opportunity. Resulting in often terrifying or hideous creations. Abominations, unlike those splicers dubbed Chimera, use a potent steroid infused with illegal regenerative potions alongside their chosen mutagens, most of which were developed on the black market and are highly experimental in nature. The result is the capacity to fully realize the potential of a Splicer, at the sacrifice of more of their humanity and an often horrifying appearance. While clinically referred to as Abomination, many in society refer to these people simply as "Creatures", refusing to acknowledge their status as a truly equal being.
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Primary Mutation
At 1st level, when you choose this mutation, you gain one of the following benefits and appearance changes of your choice:
  • Eagle Mutagen: Advantage on all Perception checks regarding sight; your eyes become a piercing yellow color and small white feathers decorate your eye sockets
  • Goat Mutagen: Advantage on all Strength and Dexterity saving throws made against effects that would knock you prone; your knees turn backwards and your toes grow together
  • Lion Mutagen: Gain a claw attack that deals slashing damage equal to 1d6 + your Strength modifier; your hands grow short and wide, your thumbs move lower on your palms, you grow retractable claws that replace the first digit bone of each of your fingers.
Secondary Mutation
At 1st level, when you choose this mutation, the steroids infused into the illegal mutagenic mixture cause your body to change dramatically. Your back is permanently hunched over, and your body lumbers as you move. Gain +5 to your base movement speed.
At 14th level, this mutation improves, and you gain an additional +5 to your base movement speed. Your feet grow longer, and the joints of your toes appear swollen at all times. You cannot wear shoes, boots, or other footwear.  
Drastic Malformation
At 6th level, you undergo the effects of an additional mutation, gaining one of the following benefits and corresponding appearance change:
  • Spider Mutagen: Gain a web action usable once per short rest that can target one creature, or a 20ft. area that is unoccupied, and functions as the Web spell. Additionally, you become able to climb difficult surfaces including ceilings without making an ability check, and are not restrained by webs; you grow prickly hairs across your body, and visible spinnerets on the palms of your hands. At 14th level, this web becomes toxic to creatures other than you. Entangled creatures take 1d6 acid damage per turn; the prickly hairs across your body lengthen, and the spinnerets on your palms turn black.
  • Scorpion Mutagen: Gain a sting attack usable once per short rest, with a reach of 10ft., that deals 1 piercing damage. Creatures hit by this attack must make a Constitution saving throw, the DC for which is 10 + your Constitution modifier. On a failed save they take 1d8 poison damage, taking half as much on a successful save; a flesh-tone scorpion like tail extends from the base of your spine, curling toward your neck. At 14th level, this poison damage becomes 2d8 + your Constitution modifier, and your tail grows a thick callous across the surface.
  • Bat Mutagen: Gain a flying speed equal to your walking speed; your shoulder blades grow and break through your skin, extending into large bat like wings. At 14th level, you gain advantage on stealth checks while flying or in shadows, your skin turns black.
Terrifying Appearance
At 10th level, your mutagen is largely steroid in nature to keep your body from falling apart. Your face becomes flatter, your voice becomes deep and gritty, and your teeth elongate. You gain +2 to intimidation, and one of the following benefits and corresponding appearance changes of your choice:
  • Roper Mutagen: Gain a tendril attack, that can target one creature with a range of 25ft., grappling the target on a successful hit. The tendril has 10hp, 20AC, and can be destroyed without causing damage to you. This tendril can be regrown on your next turn as an action. A grappled creature is restrained and has disadvantage on Strength checks and saving throws, and can be pulled toward you as a bonus action. You may attack a creature grappled by this tendril without rolling an attack.; you grow a long, thick tendril that resembles a muscle without skin from the area on your back between your shoulders atop your spine. At 14th level, this tendril grows small barbs and deals 1d4 piercing damage to a restrained target.
  • Minotaur Mutagen: Gain a Gore attack, that can target one creature with a range of 5ft., dealing piercing damage equal to 2d6 + your Strength modifier.; You grow two large horns on your head, sprouting from your temples. At level 14, these horns become thicker and stronger, and your Gore attack deals damage equal to 2d8 + your Strength modifier.
Dire Creature
At 14th level, you take a mutagen mixture that is highly experimental, made of the DNA from an unknown monstrosity and laced with a dangerous amount of steroids. During this change, you feel more of your humanity slip away from you. Roll 1d4 and gain the corresponding changes on the table below:
1d4 Creature DNA Mutation
1 Basilisk Gain a Bite attack that can target one creature, with a range of 10ft., dealing piercing damage equal to 2d6 + your Strength modifier. Creatures bitten by this ability take 2d6 poison damage. Your neck becomes slightly longer, and can dislocate to reach targets, your canines fall out and are replaced by long fangs that fold into your mouth. Additionally, once per long rest, you may use the Petrifying Gaze trait as shown on the Basilisk stat block.
2 Grick Gain a Beak attack that can target one creature, with a range of 5ft., dealing piercing damage equal to 1d6 + your Strength modifier. Additionally, gain advantage on Stealth checks to hide in rocky or stone like terrain and surfaces. You grow a beak, covered in flesh attached to your cheeks which pulls away when you attack, and your skin takes on a slick appearance, able to camouflage your body when you are pressed against rocks or stone.
3 Rust Monster You become able to smell nonmagical metal within 30ft., of you, and cause nonmagical metal that touches your bare skin to corrode. Weapons deal a permanent cumulative -1 damage, for each instance of contact they make with you. If the penalty drops to -5 the weapon is destroyed. Nonmagical ammunition made of metal that makes contact with you is destroyed after dealing damage. Metal armor worn by creatures can be targeted with an unarmed attack which, if successful, it takes a cumulative -1 penalty to the AC it offers. If armor drops to 10, or a shield drops to +0, it is destroyed. Your touch destroys 1 cubic foot of metal not being worn or carried. Your skin takes on an appearance like tarnished copper, and you feel a hunger for ferrous metals. Normal food will no longer satisfy you.
4 Naga Gain a Spit Poison ranged attack, that can target one creature, with a range of 15/30ft., dealing poison damage equal to 2d8 + your Constitution modifier. Additionally, if you die roll 1d100. If your roll lands between 75 and 100, you return to life at half health after one day. Your throat becomes larger, appearing swollen as it accommodates a new set of glands that secrete the poison you may spit. Your skin becomes scaled in appearance, and your nose recedes further into your face.
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Ticklesthegamemaster.

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