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 |
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
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
Dead Eyes
Finally at 1st level, you count as undead, but can still benefit from healing normally.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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 |
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.
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.
Starting at 3rd level, you gain improved darkvision.
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).
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.
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.
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
|
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.
Comments
Post a Comment