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Path of Monstrous Duality • Path of Aberrant Horror

Subclasses Designed by Dagger Dog Dad

About these subclasses

Play the mad scientist that took it one step too far. Push the limits of your biology with horrific changes.

Designed for class

Bioterror
Homebrew class
Bioterror

Subclass details

Path of Monstrous Duality

Path of Monstrous Duality

Spell trait: Strength

Play the Path of Monstrous Duality if you want to control a fractured self split between restraint and catastrophic physical dominance.

Foundation
Tier 1

Monstrous Physiology: When you activate Metamorphosis, your body reshapes into a hulking, muscular monstrosity until the end of the scene.

While transformed:

  • Your unarmed attacks deal 1d8 damage.

  • You can only use gauntlets

  • You count as two sizes larger for physical interactions.

  • Each time you are spotlighted, mark 1 Horror Token.

  • If you cannot mark a Horror Token, you must mark Stress instead.

Horrific Mutation: While transformed, you may spend Horror Tokens to fuel monstrous mutations. Spend 2 Horror Tokens to gain:

  • Brutal weapon feature on unarmed strikes.

  • Smash through a barrier or obstacle

  • Hurl a creature or object within Close range

  • Ignore being Restrained or knocked Prone.

  • You may mark a Stress if no Horror Tokens are left.

Specialization
Tier 2

Grisly Modifications: You also know the following Horrific Mutations:

  • Powerful weapon feature on unarmed strikes.

  • Deadly weapon feature on unarmed strikes.

  • Scary weapon feature on unarmed strikes.

  • Hooked weapon feature on unarmed strikes.

Relentless: While transformed, you may make two unarmed

attacks instead of one. Your unarmed attacks deal d10 damage.

Mastery
Tier 3

Feral Abomination: While transformed, your body becomes a living weapon beyond restraint. Your unarmed strikes may have up to three weapon features applied at once. You know the following Horrific Mutations:

  • Devastating weapon feature on unarmed strikes.

  • Eruptive weapon feature on unarmed strikes.

Path of Aberrant Horror

Path of Aberrant Horror

Spell trait: Instinct

Play the Path of Aberrant Horror if you want a body rewritten by alien logic, become a conduit for impossible fear.

Foundation
Tier 1

Aberrant Corruption: When you activate Metamorphosis, your form shifts into something alien and cosmic until the end of the scene. Your eyes blacken fully and your flesh takes on an

unnatural, otherworldly quality.

While transformed:

  • You manifest visible mutations such as tentacles, wings, extra eyes, or split limbs. (Narrative mostly)

  • You gain the Otherworldly feature.

  • Each time you are spotlighted, gain 1 Horror Token. If you cannot gain a Horror Token, you must mark Stress instead.

Fractured Cognition: Your presence fractures thought and perception. When you deal damage with an attack or spell, you inflict 1 Madness on the target. When a creature with Madness is spotlighted, it gains 1 additional Madness.

Condition: Madness

Madness stacks on a creature and has the following effects:

  • 1+ Madness: The creature has disadvantage on rolls.

  • 5+ Madness: The creature becomes Frightened.

  • 10 Madness: Madness becomes permanent. Each time the creature is spotlighted by Fear, it must mark Stress

Specialization
Tier 2

Intrusive Thoughts: When you make a successful Spellcast Roll against a creature with Madness, that creature must immediately make a Reaction Roll (13). On a failure, spend 2 Horror Tokens to choose one Mental Effect below to apply:

  • True Horror: On a critical success on your Spellcast Roll, double the target’s Madness instead of choosing another effect.

  • Cascading Delusions: Spread Madness to one other creature within Close range of the target, equal to half the Madness on the original target (round up).

  • Mind Sear: The target must mark Stress. If the target has 5 or more Madness, they must mark 2 Stress instead.

  • Warped Perception: Until the end of the scene, the target treats all terrain as Difficult Terrain. The GM may spend 1 Fear to end this effect early.

Mastery
Tier 3

Incomprehensible Mind: While transformed: You are immune to psychic damage and your mind cannot be read or influenced.

Cerebral Consumption: On a successful attack against a creature with Madness, it must make a Reaction Roll (13). On a failure, it is Restrained by you. The next time it is spotlighted, it makes another Reaction Roll (13). On a failure, you execute the creature if they are lower Tier than you. Mark 3 Stress when eating their brain, you heal HP equal to half its remaining HP.

Printable cards

Foundation / Specialization / Mastery
Path of Monstrous Duality
Bioterror

Path of Monstrous Duality

Foundation

SPELLCAST TRAIT: Strength

Monstrous Physiology: When you activate Metamorphosis, your body reshapes into a hulking, muscular monstrosity until the end of the scene.

While transformed:

  • Your unarmed attacks deal 1d8 damage.

  • You can only use gauntlets

  • You count as two sizes larger for physical interactions.

  • Each time you are spotlighted, mark 1 Horror Token.

  • If you cannot mark a Horror Token, you must mark Stress instead.

Horrific Mutation: While transformed, you may spend Horror Tokens to fuel monstrous mutations. Spend 2 Horror Tokens to gain:

  • Brutal weapon feature on unarmed strikes.

  • Smash through a barrier or obstacle

  • Hurl a creature or object within Close range

  • Ignore being Restrained or knocked Prone.

  • You may mark a Stress if no Horror Tokens are left.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Path of Monstrous Duality
Bioterror

Path of Monstrous Duality

Specialization

Grisly Modifications: You also know the following Horrific Mutations:

  • Powerful weapon feature on unarmed strikes.

  • Deadly weapon feature on unarmed strikes.

  • Scary weapon feature on unarmed strikes.

  • Hooked weapon feature on unarmed strikes.

Relentless: While transformed, you may make two unarmed

attacks instead of one. Your unarmed attacks deal d10 damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Path of Monstrous Duality
Bioterror

Path of Monstrous Duality

Mastery

Feral Abomination: While transformed, your body becomes a living weapon beyond restraint. Your unarmed strikes may have up to three weapon features applied at once. You know the following Horrific Mutations:

  • Devastating weapon feature on unarmed strikes.

  • Eruptive weapon feature on unarmed strikes.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Path of Aberrant Horror
Bioterror

Path of Aberrant Horror

Foundation

SPELLCAST TRAIT: Instinct

Aberrant Corruption: When you activate Metamorphosis, your form shifts into something alien and cosmic until the end of the scene. Your eyes blacken fully and your flesh takes on an

unnatural, otherworldly quality.

While transformed:

  • You manifest visible mutations such as tentacles, wings, extra eyes, or split limbs. (Narrative mostly)

  • You gain the Otherworldly feature.

  • Each time you are spotlighted, gain 1 Horror Token. If you cannot gain a Horror Token, you must mark Stress instead.

Fractured Cognition: Your presence fractures thought and perception. When you deal damage with an attack or spell, you inflict 1 Madness on the target. When a creature with Madness is spotlighted, it gains 1 additional Madness.

Condition: Madness

Madness stacks on a creature and has the following effects:

  • 1+ Madness: The creature has disadvantage on rolls.

  • 5+ Madness: The creature becomes Frightened.

  • 10 Madness: Madness becomes permanent. Each time the creature is spotlighted by Fear, it must mark Stress

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Path of Aberrant Horror
Bioterror

Path of Aberrant Horror

Specialization

Intrusive Thoughts: When you make a successful Spellcast Roll against a creature with Madness, that creature must immediately make a Reaction Roll (13). On a failure, spend 2 Horror Tokens to choose one Mental Effect below to apply:

  • True Horror: On a critical success on your Spellcast Roll, double the target’s Madness instead of choosing another effect.

  • Cascading Delusions: Spread Madness to one other creature within Close range of the target, equal to half the Madness on the original target (round up).

  • Mind Sear: The target must mark Stress. If the target has 5 or more Madness, they must mark 2 Stress instead.

  • Warped Perception: Until the end of the scene, the target treats all terrain as Difficult Terrain. The GM may spend 1 Fear to end this effect early.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Path of Aberrant Horror
Bioterror

Path of Aberrant Horror

Mastery

Incomprehensible Mind: While transformed: You are immune to psychic damage and your mind cannot be read or influenced.

Cerebral Consumption: On a successful attack against a creature with Madness, it must make a Reaction Roll (13). On a failure, it is Restrained by you. The next time it is spotlighted, it makes another Reaction Roll (13). On a failure, you execute the creature if they are lower Tier than you. Mark 3 Stress when eating their brain, you heal HP equal to half its remaining HP.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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