Cardinal (5e Class)/Sin of the Abomination

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The Sin of the Abomination represents a taint, a corruption, a mutation in your being, that you gleefully explore - Whether it be from an external supernatural influence, or from trying to play god, you've been transformed into something not quite natural.

Unleash Abomination[edit]

At 1st level, you learn how to tap into the taint that has awakened blood magic within your veins, and unleash it in order to temporarily transform. As a bonus action, you can awaken your Abomination form; You transform for 1 minute, until you are incapacitated, or until you revert back to your normal form as a bonus action.

While transformed, you gain the following features:

Unnatural Durability: You have Resistance to all Nonmagical Bludgeoning, Piercing and Slashing damage that isn't dealt by a silvered weapon.

Uncanny Resilience: Upon gaining this feature, choose one saving throw: Strength, Intelligence, or Charisma; Once this choice is made, it cannot be changed. During your Transformation, when you make a saving throw of that type, you can Minor Rend before you roll the save, and add the Rend Bonus to the total saving throw.

You can use Unleash Abomination a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.

Hemochemical Transformation[edit]

At 1st level, you learn secrets of blood alchemy, which twist and warp your unnatural form. You learn two Minor Hemochemy Mutations of your choice; You gain the benefits of the chosen Mutations while transformed by Unleash Abomination. You gain two additional Minor Mutations of your choice at 3rd, 7th and 11th levels, and two Major Mutations of your choice at 15th and 18th levels. You must meet a Mutation's prerequisites in order to gain it; When a Mutation has a level prerequisite, your Hemocraft level must meet or exceed that prerequisite. You cannot choose an individual mutation more than once unless otherwise specified.

Each time you gain a level in this class, you may replace one Hemochemy Mutation you've gained with another Mutation of the same type (Minor or Major).

Mutative Hemochemy[edit]

At 3rd level, your Hemochemical studies expand, and you begin gleefully experimenting with formulae to transform yourself further. You gain proficiency with Alchemist's Supplies if you do not already possess it, and you learn formulae for 3 Hemochemy Mutagens of your choice. You learn an additional Mutagen formula at 3rd, 7th, 11th, 15th and 18th level. You must meet a Mutagen's prerequisites in order to learn its formula; When a Mutagen formula has a level prerequisite, your Cardinal level must meet or exceed that prerequisite.

Each time you gain a level in this class, you may replace one Mutagen formula you already know and replace it with another Mutagen formula you can currently learn.

Crafting Mutagens[edit]

At 3rd level, at the end of a Short or Long Rest, you can craft a single Mutagen for which you know the formula. At 7th level, you can create 2 Mutagens of your choice at the end of a rest, provided you know the formula for each; Likewise, this increases to 3 Mutagens at 15th level.

Mutagens are formulated for your unique biology, playing off of your specific brand of supernatural taint; Thus, when imbibed by anyone but you, they simply sicken the creature (Forcing it to make a Constitution save against your Hemocraft DC, becoming Poisoned for 1 round on a failed save), and give them no benefit. Additionally, your Mutagens are extremely unstable by nature, losing their potency over time; When you finish a Short or Long Rest, any unused Mutagens you've created become inert.

Using Mutagens[edit]

As a bonus action, you can imbibe one Mutagen; You gain the Mutagen's benefit - And suffer its side effects - Until you finish a Short or Long Rest, unless the Mutagen specifies otherwise.

While one or more Mutagens are affecting you, you can use an action to focus and flush the toxins from your system, making a Constitution saving throw against your Hemocraft save DC; On a successful save, you end the effects and side effects of all mutagens that were affecting you.

Abominable Metabolism[edit]

Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effects of all Mutagens affecting you for 1 minute.

Once you use this feature to resist side effects, you can’t do so again until you finish a Long Rest.

Wretched Horror[edit]

Beginning at 11th level, while transformed, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw against your Hemocraft save DC or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn, or attempt to frighten a new creature with your action. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If a creature succeeds on its saving throw, that creature is immune to this feature until you finish a Long Rest.

Artificial Selection[edit]

At 15th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one Mutagen currently affecting you to flush from your system and end, then immediately have a Mutagen for which you know the formula to take effect in its place.

You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all uses of this feature after you finish a Long Rest.

Unstoppable Evolution[edit]

At 18th level, you have mastered your true self in the most horrifying way. You may use Unleash Abomination an unlimited number of times, and your transformation can now last indefinitely.

Additionally, while transformed by Unleash Abomination, you ignore the side effects of all Mutagens currently affecting you.