The Aberrant

The Careless and the Careful by Thomas Rowlandson

Aberrant Table
Level PB Feature
1st 2 Bloodletting, Sanguine Superiority, Dead Eyes
2nd 2 Traumatic Defense
3rd 2 Macabre Awakening
4th 2 AS Improvement
5th 3 Extra Attack
6th 3 Mobility
7th 3 Macabre Feature
8th 3 AS Improvement
9th 4 Unyielding Cadaver
10th 4 Protective Leap
11th 4 Macabre Feature
12th 4 AS Improvement
13th 5 Undying Reflexes
14th 5 Apathy of the Grave
15th 5 Macabre Feature
16th 5 AS Improvement
17th 6 Ageless Corpse
18th 6 Sustainable Being
19th 6 AS Improvement
20th 6 Vital Harvest
 Made in collaboration with Box Full of Boxes

The Aberrant

A necromatic spellcaster, a gnome, casts an unspeakable curse at his enemy. He charges forward, taking blow after blow, but it only causes misfortune on those who strike at him. His enemies fall one after another.

The too pale skin of the elf glistens in the moonlight and the bloodsucker breathes a breath. Her companions were nervous at first at having a monster in their party but have come to trust her overtime. She strikes with her blades and licks the blood off them, seeming to be fueled by the blood itself.

The human, mild-mannered and mundane looking at first, transforms into a hulking and terrible form. They do not know restraint or mercy, only the kill. The person, who was merely a wolf in sheep's clothing, strikes fear into all with their mere presence.

A Monstrous Soul

An aberrant is a special case in any party. Both monster and friend, the aberrant shines a light onto the darker aspect of humanity. They awaken to their full power over time, just as their forms overtake their personality and their body. They may be righteous and steadfast protectors of the weak due to the aberrant not being protected when it was most important, or they may be slovenly and wretched beings wishing only to inflict the pain of their existence onto others.
The powers of an aberrant are inherently selfish but they may find overtime that they more directly help their fellow adventurers, being a shield and sword given immortal form at the very least.

Creating an Aberrant

The most important part of an aberrant character is the nature of your origin. Although you don't fully awaken into your subclass until 3rd level, plan ahead by reading the options. Are you a lich-like entity who curses their foes into submission? Are you a vampire-like creature who feeds off the life essence found on the battlefield? Or perhaps, you are a were-like beast who transforms into a stronger form?

What is the your horrifying genesis? Did you result from an experiment by some mad mage? Or perhaps you are the progeny of a long line who derives itself from a monster who awakened in you? Also consider how you were treated by others who recognize your nature. Were you demonized or accepted by a few? Perhaps you hid yourself to avoid a fight with others and are just now venturing out of your shell?


Quick Build

You can make an aberrant quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength or Dexterity. Second, choose the outlander background.


As an aberrant, you gain the following class features.

Hit Points

Hit Dice: 1d8 per aberrant level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per aberrant level after 1st

Proficiencies

Armor: Medium

Weapons: Simple weapons

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from: Athletics, Deception, Intimidation, Perception, Religion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a club or (b) two sickle

(a) a shortbow and quiver of 20 arrows or (b) 20 darts

(a) a Dungeoneer's Pack, or (b) Explorer's Pack

2d4 × 10 gp

Bloodletting

Beginning at 1st level,  as a bonus action, you can expend any number of your hit dice from your levels in aberrant in order to gain temporary hit points equal to the rolled amount once per combat.
Sanguineous Superiority
And at 1st level as well, you gain twice as many hit dice per level in the aberrant, but you can no longer use any aberrant hit dice to restore your hit points on a short rest. Your bonus hit die cap is equal to your number of aberrant levels × 2.

Dead Eyes

Finally at 1st level, you count as undead, but can still benefit from healing normally.

Traumatic Defense
Starting at 2nd level, every time you take damage from a chosen source that isn't bludgeoning, piercing, or slashing while in combat you may roll 1d20, on a result of 10 or higher you gain an aberrant hit die up to your cap (level in aberrant × 2).
 
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mobility
At 6th level, you can, once per combat, spend any number of Hit Dice in order to move 5 feet per Hit Dice spent as a bonus action.
Unyielding Cadaver
Starting at 9th level, when you would take fall damage, you can spend Hit Dice up to an equal number of d6s you would take to reduce the damage down to nothing.

Death's Grace

At 10th level, as a reaction, when an ally within 15 feet of you takes damage you can leap towards them.

Undying Reflexes

Beginning at 13th level, you gain expertise in a physical skill (Strength or Dexterity) you already have proficiency in, otherwise you gain proficiency in one of those skills.

Eternal Indifference

Starting at 14th level, if you would make a save to be feared, you can instead make that save with advantage.

Ageless Corpse

At 17th level, you no longer age, magically or otherwise and are immune to disease.

Eternal Vigor

Beginning at 18th level, you no longer require air, food, or water.

Vital Harvest

At 20th level, whenever you spend at least one Hit Die for an ability you may roll them in order to heal that many Hit Dice.

(ノ◕ヮ◕)ノ*:・゚✧ 

Untitled by Ozgur Yildirim and Caner Uyanik

Macabre Awakening: Curseborne

The curseborne aberrant is a wretched being of mental or physical pain. Long lost curses have seeped into his blood itself but that detriment comes with a kind of power. Those hexes can be spread to others who dare cross the curseborne.

Curseborne Spellcasting


Spell Slots per Spell Level

Aberrant Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3rd

2

3 + Hex

2

-

-

-

4th

2

4 + Hex

3

-

-

-

5th

2

4 + Hex

3

-

-

-

6th

2

4 + Hex

3

-

-

-

7th

2

5 + Hex

4

2

-

-

8th

2

6 + Hex

4

2

-

-

9th

2

6 + Hex

4

2

-

-

10th

3

7 + Hex

4

3

-

-

11th

3

8 + Hex

4

3

-

-

12th

3

8 + Hex

4

3

-

-

13th

3

9 + Hex

4

3

2

-

14th

3

10 + Hex

4

3

2

-

15th

3

10 + Hex

4

3

2

-

16th

3

11 + Hex

4

3

3

-

17th

3

11 + Hex

4

3

3

-

18th

3

11 + Hex

4

3

3

-

19th

3

12 + Hex

4

3

3

1

20th

3

13 + Hex

4

3

3

1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level.

Spell Slots

The curseborne spellcasting table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cause fear and have a 1st-level and a 2nd-level spell slot available, you can cast cause fear using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level warlock spells of your choice, of which you must choose from the illusion and necromancy spells from the warlock spell list. You also learn the spell hex and it doesn't count against the number of spells you know.

The Spells Known column of the curseborne spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an illusion or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, since you learn your spells through your force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Keeper's Curse

As well at 3rd level, when you are hit with an attack, you can cast the spell hex next round at the creature or construct that hit you without expending a spell slot or material components. It is still cast at 1st level. 

Gravewalker's Resurgence

Starting at 7th level, during a short rest, you can expend hit dice to restore spell slots at a rate of 2 hit dice per spell level, i.e. a level 3 spell slot would require six hit dice.


Soulsplit Hex

At 11th level, you may concentrate on multiple instances of hex at a time equal to your Charisma modifier. If you would concentrate on a new spell you lose all instances of hex at once, as well if you were to break concentration on one hex all others are broken as well.


Night's Wrath

Beginning at 15th level, every time a creature that is affected by your hex takes an action (not a bonus action or reaction), deal 1d6 necrotic damage to it by spending an aberrant hit die.

(ノ◕ヮ◕)ノ*:・゚✧ 

 

Nosferatu by Nagy Norbert

Macabre Awakening: Veinfire

The veinfire aberrant has an insatiable thirst for the life essence of other living creatures. It has a sorrowful existence of never being fully sated. This desire can be a weapon itself, however.

 

Night's Vision 

Starting at 3rd level, you gain improved darkvision.

 

Taste of Blood

As well at 3rd level, when you damage a creature with a melee attack, you gain one aberrant Hit Dice per 10 Hit Points dealt up to your cap (your level in aberrant × 2).

 

Victim Search

Beginning at 7th level, you gain truesight of a particular creature, and know their exact location within a mile, if you've drank their blood or essence during a short rest.

 

Shadowblend

At 11th level, if you are in a shadow or patch of darkness covering at least 5 ft, and have line of sight of at least one other shadow or patch of darkness, then you may teleport between them.

 

Enthrall

Starting at 15th level, you can spend Hit Dice on a short rest to enthrall a target whose blood you have for 1 hour. That creature is immune to this effect for 24 hours after being enthralled to your will, but does not know it was you who enthralled it.

(ノ◕ヮ◕)ノ*:・゚✧ 

Transfiguration by Valin Mattheis

Macabre Awakening: Skinchanger

The skin changer aberrant is a petrifying being of two minds and different bodies. One form is a regular adventurer with her mind in tact but the other is a beast of pure destruction. She is a vile thing that cares little for inflicting pain on her foes, and only barely doesn't destroy her own friends.


Horrific Form

Starting at 3rd level, You can transform into a particular creature created by you, as well you may choose one of the following to bolster your prowess while in that form: pack tactics, amphibious, size large, or spiderclimb. You spend two Hit Dice to transform and gain bonus maximum Hit Points for the duration of the transformation equal to your level × 2. It costs a bonus action to transform and the transformation lasts up to 1 minute and can be dismissed early as a bonus action. You have a number of transformations equal to your Constitution modifier per short rest.

 Use the following table for your transformed form.

STR DEX CON
16 + PB 16 + PB 16 + PB
INT WIS CHA
PB × 3 PB × 3 PB × 3

Monstrous Strength

As well at 3rd level, Once per short rest, if a creature would be grappled by you or is grappling you, you can spend Hit Dice to increase or decrease the DC of the grapple by 1 per Hit Die spent.

Fang of Fear

Beginning at 7th level, once per short rest, when you successfully make a melee attack on a creature, as a reaction, you can have that creature make a Wisdom saving throw against you (8+Strength Modifier+Proficiency Bonus) and on a failure they are feared for a number of rounds equal to half your Strength.

Shed Form

At 11th level, If you are paralyzed, stunned, or petrified you can transform to end that effect on yourself.

Terror's Mutation

Starting at 15th level, your transformed form gains a single extra benefit from the options already presented at 3rd level. As well, you gain a burrowing, climbing, and swimming speed equal to half your movement speed. As well, your form lasts up to an hour now.

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