Abomination, Variant (5e Race)

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Abomination

Physical Description

Abominations are taller and heavier than their parents, but remain the same size. Abominations have a pair of large antlers growing out of their heads, making it impossible for them to wear hats or helmets not specially designed for them. They also have a layer of skin over their eyes, and their ears are rather large and sensitive in compensation so as to allow echolocation. Abominations also have bee-like antennae growing out of their foreheads, a bee-like abdomen and stinger with a potent poison, and bee’s wings. Their tongues are far too long and wide to contained inside of their mouths, and hang down to their waists. Abominations have four fully-functional arms, instead of two. Their upper-right arm is covered in vines and leaves stemming from the shoulder. In place of their upper-left arm is a long and slimy purple tentacle, with suckers lining the underside of the tentacle. Their two lower arms have claws in place of fingers, making it difficult for them to use those hands for anything other than fighting. An Abomination’s bones are large and sharp, and stick out of their skin in numerous places, making it impossible for them to wear armor that is not specially designed to accommodate their bones.

History

Abominations are not a Race in the conventional sense of the word. Any Abominations in existence are simply the offspring of one or more beings afflicted with the disease known as “Random Change”. They have no true “history”, other than that one or both of their parents were infected with this disease by a Slaad.

Society

Abominations are almost unfailingly rejected, discriminated against, and looked down on by the rest of the world. Due to this, they are largely solitary, and rarely join groups of other creatures. However, due to their effectiveness in combat, many adventuring parties seek them, despite the prejudice and stigma attached to them.

<Race Name> Names

Male:

Female:

Abomination Traits

Ability Score Increase. Your Strength score increases by 2. Your Dexterity score decreases by 2. Your Constitution score increases by 3. Your Intelligence score decreases by 2. Your Wisdom score increases by 1. Your Charisma score decreases by 4. As normal, you can't increase an ability score above 20 using this feature.
Age. The age that you can live to is influenced by the Race of your parents.
Alignment. Your Alignment is influenced by the Race of one of your parents.
Size. You are 25% taller and several times heavier than your parents. Your size is that of your parents.
Speed. Your base walking speed is 30 feet. Your base flying speed is 30 feet.
Echolocation Dependence. A layer of skin covers your eyes. You are blind, but your ears are large and extremely sensitive in compensation, granting you echolocation out to 3 miles. Due to this, you are vulnerable to Thunder damage, and have disadvantage on Saving Throws made to resist becoming deafened, but cannot be blinded.
Antlers. Two large antlers grow out of your head, making it impossible to wear hats and helmets not designed for your antlers. If you move 10 or more feet in a straight line towards an opponent before attacking, you may use your antlers to make an Unarmed Strike as your Attack Action. This attack 1d6+STR Piercing Damage, unless your Unarmed Strike Die is higher. If you hit, your target must make a Strength Saving Throw (DC=8+STR+PROF) or be knocked prone.
Apid Features. You have a bee-like abdomen, which prevents you from wearing full- or lower-body armor. You have antennae, which give you Blindsight out to 15 ft and allow you to locate all flowers within 500 ft of yourself. You have wings, which grant you a flying speed of 30 ft. You have a stinger, with which you can make an Attack Action, using either your STR or DEX for the attack, dealing damage based on your size. Tiny: 1+CON Poison Damage. Small: 1d6+CON Poison Damage. Medium: 2d6+CON Poison Damage. Large: 3d6+CON Poison Damage. Huge: 3d10+CON Poison Damage. Gargantuan: 4d10+CON Poison Damage. Colossal: 5d12+CON Poison Damage. On a hit, roll a d20. On a 1, you drop to 0 hit points, but are stabilized.
Clawful. Claws replace fingers on the hands of your two lower arms. Holding things is difficult with these hands, and you have disadvantage on any Ability Check or Attack Roll requiring either hand, unless you make an Unarmed Strike with that hand. Your Unarmed Strikes with these hands deal 1d8+STR Slashing Damage, unless your Unarmed Strike Die is higher.
Nightmarish. You have proficiency in the Intimidation Skill, and add the opposite value of you Charisma Modifier to Intimidation Checks, instead of your normal Charisma Modifier.
Languages. You can speak, read, and write Common and one other language of your choice.

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ ″+lb.× () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics

When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8Personality Trait
1
2
3
4
5
6
7
8
d6Ideal
1
2
3
4
5
6
d6Bond
1
2
3
4
5
6
d6Flaw
1
2
3
4
5
6
0.00
(0 votes)

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