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Path of Monstrous Duality • Path of Aberrant Horror

About these subclasses

Play the mad scientist that took it one step too far. Push the limits of your biology with horrific changes. A few custom conditions mentioned here: Frightened and Prone. I will list them here.
When you gain the Frightened condition, you must remain at Far range from the source of your fear. If you’re not, you must first move to Far range when gaining the Spotlight before taking any other actions. If you are unable to do so you have to mark a Stress.

When you gain the Prone condition, attacks against you have Advantage and your attack rolls have Disadvantage, until you succeed on an Agility roll during your spotlight.

Designed for class

Bioterror
Homebrew class
Bioterror
Path of Monstrous Duality

Path of Monstrous Duality

Spellcast Trait: Strength

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

Foundation

Monstrous Physiology: When you use Metamorphosis, become a hulking, monstrosity until end of scene with the following:

  • Gauntlets deal an extra d8 damage and are considered unarmed strikes.

  • You count as two sizes larger for interactions.

Horrific Mutation: While transformed, Spend 2 Horror Tokens per mutation until end of scene:

  • Brutal weapon feature on unarmed strikes.

  • Unarmed Strikes deal double damage to structures and objects.

  • Hurl a creature or object Close range after successful Unarmed Strikes.

  • Ignore Restrained or Prone.

Specialization

Grisly Modifications: You may mark 2 Stress to activate mutations. 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.

Savagery: Your unarmed attacks deal d10 damage.

While transformed, you may spend a Horror Token to make two unarmed strikes instead of one.

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.

Path of Aberrant Horror

Path of Aberrant Horror

Spellcast Trait: Instinct

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

Foundation

Aberrant Corruption: When you use Metamorphosis, your eyes blacken, you mutate with aberrant qualities until the end of the scene with the following:

  • You gain the Otherworldly feature on all damage.

  • Telepathy with targets you can see.

Fractured Cognition: Whenever you make a target mark a health, you inflict 1 Madness. Madness increases by 2 when they are spotlighted and have the following stacking effects:

  • 1+= The creature has disadvantage on all rolls,

  • 5+= The creature becomes Frightened,

  • 10+= When spotlighted, it must mark Stress.

Specialization

Intrusive Thoughts: On a successful Spellcast Roll against a creature with Madness, they must make a Reaction Roll (13). On a failure, spend 2 Horror Tokens to choose one effect:

  • Cascading Delusions: Spread Madness to another creature within Close range of the target, equal to half the Madness on the original target rounded up.

  • Mind Sear: The target marks a Stress. If the target has 5+ Madness, they must mark 2 Stress instead.

  • Warped Perception: Until the end of the scene, the target is temporarily Dizzy treating all terrain as Difficult Terrain.

True Horror: On a critical success Spellcast or Attack Roll, double the target’s Madness.

Mastery

Incomprehensible Mind: While transformed, you are immune to psychic damage and your mind cannot be read or influenced. Your telepathy now reaches Very Far range without sight.

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, spend Horror Tokens equal to their Tier to 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
Dread domain icon
Path of Monstrous Duality
Bioterror

Path of Monstrous Duality

Foundation

SPELLCAST TRAIT: Strength

Monstrous Physiology: When you use Metamorphosis, become a hulking, monstrosity until end of scene with the following:

  • Gauntlets deal an extra d8 damage and are considered unarmed strikes.

  • You count as two sizes larger for interactions.

Horrific Mutation: While transformed, Spend 2 Horror Tokens per mutation until end of scene:

  • Brutal weapon feature on unarmed strikes.

  • Unarmed Strikes deal double damage to structures and objects.

  • Hurl a creature or object Close range after successful Unarmed Strikes.

  • Ignore Restrained or Prone.

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

Path of Monstrous Duality

Specialization

Grisly Modifications: You may mark 2 Stress to activate mutations. 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.

Savagery: Your unarmed attacks deal d10 damage.

While transformed, you may spend a Horror Token to make two unarmed strikes instead of one.

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

Path of Aberrant Horror

Foundation

SPELLCAST TRAIT: Instinct

Aberrant Corruption: When you use Metamorphosis, your eyes blacken, you mutate with aberrant qualities until the end of the scene with the following:

  • You gain the Otherworldly feature on all damage.

  • Telepathy with targets you can see.

Fractured Cognition: Whenever you make a target mark a health, you inflict 1 Madness. Madness increases by 2 when they are spotlighted and have the following stacking effects:

  • 1+= The creature has disadvantage on all rolls,

  • 5+= The creature becomes Frightened,

  • 10+= When spotlighted, it must mark Stress.

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

Path of Aberrant Horror

Specialization

Intrusive Thoughts: On a successful Spellcast Roll against a creature with Madness, they must make a Reaction Roll (13). On a failure, spend 2 Horror Tokens to choose one effect:

  • Cascading Delusions: Spread Madness to another creature within Close range of the target, equal to half the Madness on the original target rounded up.

  • Mind Sear: The target marks a Stress. If the target has 5+ Madness, they must mark 2 Stress instead.

  • Warped Perception: Until the end of the scene, the target is temporarily Dizzy treating all terrain as Difficult Terrain.

True Horror: On a critical success Spellcast or Attack Roll, double the target’s Madness.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon
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. Your telepathy now reaches Very Far range without sight.

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, spend Horror Tokens equal to their Tier to 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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