Path of the Aberrant (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Work In Progress


The Great Old Ones were not just satisfied with having the Warlocks serve them and so turned to the outcast barbarians of the wastes; those exiled and left by their tribes to starve and die, but somehow survived. It was them that the Old Ones desired, whose wills were violent and maddened with loneliness. When the outcasts were offered a place to belong they accepted without hesitation for who can live in an uncaring world alone and shunned for reasons, not of their fault.

Eldritch Rage

When you choose the path of the aberrant at 3rd level, you become a monstrous creature when you rage. You gain the following traits:

  • Your arms mutate into mutant limbs such as tentacles, claws, etc. You cause 1d6 damage with your unarmed strikes, with the damage type chosen at the moment you enter in rage. You can't hold objects, weapons or shields with your limbs while raging.
  • When raging, you gain vulnerability to radiant damage and resistant to psychic.
  • When you choose this path, choose a patron of the following: Dendar, Ghaunadaur, Kezef, Moander, Tyranthraxus or Zargon. You gain a specific mutation depending on your choice:
Eldritch Mutation
Patron Mutation
Dendar Serpentine Body. Your legs bend and merge together, elongating into a huge snake tail. Your size becomes Large, if it is lower, and you can climb without spending extra movement. In addition, you can use this tail to grapple an opponent. You don't need to use your arms to grapple the creature, and any creature grappled by your tail take 1d6 damage in each turn it ends grappled.
Ghaunadaur Pseudopods. You can make melee attacks up to a range of 10 feet. In addition, whenever a creature hits you with a melee attack, it must make a Dexterity saving throw or it is grappled, taking acid damage equal to your Constitution modifier.
Kezef Acidic Bite. Your mouth starts to produce an acidic saliva. Your bite attacks cause additional 1d6 acid damage on a hit.

Aberrant Adept

The children will be taught and raised to the parents' expectations. At level 6, choose one of the following traits.

  • (Dendar).

Indiscernible Anatomy (Ghaunadaur). Your skin leakes an acid substance, and you no longer need food, dissolving and absorbing organic matter as you pass through it. While raging, you take no extra damage from critical hits and you can move through a space as narrow as 1 inch wide without squeezing.

Fetid Breath (Kezef). Your body constantly exhales caustic fumes. Any unprotected flame within 10 feet is snuffed out. While raging, you can forgo one of your attacks to project the air forward, forcing creatures in a 15-foot radius to make a Constitution saving throw, or take Acid damage equal to your Barbarian level, or half as much on a success.
  • (Moander).
  • (Tyranthraxus).
  • (Zargon).
Aberrant Master

On the cusp of greatness, will we look back at once was and forward to what will be? Or will we blindly chase towards our dreams? At level 10, choose one of the following traits.

  • (Dendar).
  • (Ghaunadaur). You are resistant to acid damage, and have advantage on saving throws to avoid paralysis and the stunned condition. In addition, whenever you take bludgeoning, piercing or slashing damage, you can spend one hit die to reduce the damage by the number rolled + your Constitution modifier.
Terrifying Howl (Kezef). As an action, you can unleash a powerful howl, that forces all creatures in a 10-foot radius to make a Wisdom saving throw, or suffer the effects of confusion until the end of your next turn.
  • (Moander).
  • (Tyranthraxus).
  • (Zargon).
Aberrant Mentor

We who have grown from the care and love of our family shall return with our own blessings. At level 14, choose one of the following:

  • (Dendar).
  • (Ghaunadaur). You can use your action to try to grapple a creature. On a success, the creature is engulfed on your body and it is considered grappled for the duration. You don't need to have free hands to use this feature. In addition, when you grapple a creature in that way, you can spend one hit die to absorb part of that creature. When you do so, you deal damage equal to the number rolled on your hit die + your Charisma modifier, and you regain the same amount of hit points. If you kill a creature using this feature, you can assume its form, as if you have cast the alter self spell. Killing a beast allow you to use the natural weapons version of this spell, and a beast allow you to use the change appearance version, and your appearance becomes equal to the creature you just killed. This effects lasts for 1 hour and don't require concentration.
Corrosion (Kezef). Acid spewing maggots emerge from your flesh, crawling under it. When a creature within 5 feet hit you with a melee attack, it must succeed on a Dexterity saving throw, or takes 1d4 acid damage. It takes an additional 1d4 acid damage at the end of each of its turns, unless it uses an Action to wipe out the acid from his body.
  • (Moander).
  • (Tyranthraxus).
  • (Zargon).
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!