Apparently I missed doing Patreon posts for v0.6 and v0.7, and for that, uh, my bad. Check out v0.8!
Abomination v0.8 Changelog
Added the Nature of the Forest!
Added scaling at level 17: 7 frenzy and 5 mutations
This is mostly so I can justify the continuing existence of level-17-locked mutations
Added Canny Defenses
Corrected starting hp error
Channeled Curse
Buffed with damage
No longer costs a reaction
Sacrificial Frenzy
Reduced maximum by 1 at most levels
Increased self-damage to 1d6
Abominable Power: clarified timing trigger
Eerie Resilience: buffed from Str/Dex prof to adding Wisdom mod
Fearsome Transformation: added a 1-minute cooldown
Abominable Mutations
Added Fearsome Might
Added Unstoppable Charge
Added Wretched Shield
Reworked (mostly nerfed) Thickened Hide
Nature of the Beast
Buffed Power of the Moon
Buffed Hunter's Venom
The base-class changes here are all tweaks relative to playtest feedback; some of them are fixing holes or exploits discovered in the playtest, others are clarifications, others are designed to nudge players in fun directions. Our big-money change here is the Nature of the Forest.
This is a tree-transforming abomination, helping to follow through on the flavor vignettes at the top of the class (we're now at 3/5 implemented). Our first feature is One With the Trees, which just adds Nature proficiency and a hefty boost to selected Nature checks. Ironbark Avatar turns you into a massive tree: (optional) Large size, 10' reach, rooting and entangling. Rooting is something you do to yourself: reduce your speed to get a barbarian's damage resistance. Entangling costs you 1 frenzy, and restrains your enemies until they chop through the roots. Speak for the Trees lets you cast speak with nature regularly, and gives you advantage on checks to hide in forests. (I really wanted to let you pretend to be a tree, the way treants and awakened trees can, but you're not interested in hiding when you're in tree form). Regrowth boosts all the temps you generate and grants them to a nearby ally as well, turning you into a huge durability fountain. Crushing Arbor at 15th gives you a full-on bludgeoning damage aura. And Rage of the Wilds increases your temps, increases your reach, and grants you frenzy when enemies are within your reach.
Our mutations are unsurprisingly plant-themed. Living Roots boosts your Perception in forests and deals bludgeoning damage to rooted foes. Verdant Slam turns you from a defensive powerhouse to an offensive one, converting your temps into damage boosts and boosting your attacks (and granted attacks) at full health. Grasping Branches makes you into a proper grappler (though the at-all-times side will be tough to use for a lot of builds). Enriching Growth gives you plant growth and a difficult terrain aura. And Forest Magic gives you a series of tree-themed spells.
Let me know what you think in the comments or over in Discord!
PDF: https://www.somanyrobots.com/s/Class-Abomination.pdf
GMBinder: https://www.gmbinder.com/share/-OaIBtALWJfcfEV3_vcb
Art: Steven Belledin © Wizards of the Coast. Original art for the abomination is in the works!