Dark Aberration (5e Race)

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Dark Abberation[edit]

Physical Description[edit]

Dark Aberrations are tall faceless beings made of a sludge like black essence.They have very long arms and walk bent over with their arms hanging. A Dark Aberration's voice is low, throaty and emotionless.

History[edit]

Most Dark Aberrations are created to serve other powerful magic users such as Witches or Wizards. On the other hand, some have been known to appear naturally due to large magic oriented events. These natural born Dark Aberrations have their own conscience and act more like humans than servants.

Society[edit]

Dark Aberrations that serve act and are treated like subhuman servants, which are barely acknowledged by society. Natural born Dark Aberrations often wander the world either on a personal quest or to find a place where they can live a normal life.

Race Names[edit]

Dark Aberrations who serve other magic users are often unnamed, or have names given to them by their masters. Natural born Dark Aberrations often name themselves.

Race Traits[edit]

Tall faceless beings made out of black sludge like essence.
Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1.
Age. Dark Aberrations do not age and they look the same from the day they are made to the day they die. Most Dark Aberrations live up to 500 years.
Alignment. Servant dark aberrations have the same alignment as their masters. Natural born dark aberrations have known to be all alignments.
Size. All dark aberrations are known to generally be between 4 and 7 feet tall. Due to a Dark Aberrations's fluid form, they can change their height at will.
Speed. Your base walking speed is 30 feet.
Amorphous. You can move through a space as narrow as 1 inch without squeezing, any items that cannot fit through a space you pass through are left behind. You have advantage on checks made to escape a grappled against creatures the same size as you and typical restraints can't hold you. In addition, you can don or doff armor as an action.
Engulf. You have advantage on Strength checks made to grappled a target. When you have a target grappled, you may "Engulf" them and take them into your body, suffocating them, dealing you 1d4 + your Constitution modifier damage at the end of each turn your opponent is grappled for. Creatures that don't need to breathe are immune to this.
Dilution. When you end your turn in water, including outdoors in heavy rain, you take 1 acid damage. This damage increases by 1 for every turn you end in water. Your movement speed is halved until the start of your next turn. Additionally, watery areas, including outdoor areas in a rain storm, count as difficult terrain for you.
Versatile. You gain proficiency in one skill of your choice.
Ooze. Your creature type is both humanoid and ooze. In additon, if ever dismembered, you can pick up your "limb" and effortlessly add it back to your mass of sludge.
Languages. You can speak, read and write Common and one of your masters languages. If you were born naturally born, you can learn one of your choice.
Subrace. Dark Abberations often experience variations in size, choose yours below.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 4″ +2d6 in 180 lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



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