The Aberration (5e Subclass)

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The Aberration[edit]

Your patron is a powerful entity from the Far Realms, a place of madness beyond reality, far away from the standard cosmology. You have bound yourself to an Aboleth, a Beholder, a Mind Flayer or an Alhoon. Its goals may be impossible to understand from your perspective, but these is something you do understand: these creatures value the power of the mind above all else, and they value those that understand the potency of the mind.

Expanded Spell List

The Aberration lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. You automatically learn them at appropriate levels and this spell don’t go against your spell known. You also learn 1 additional cantrip from any spell list so long as the spell belongs to the enchantment school of magic.

Table: Aberration Expanded Spells
Spell Level Spell
1st ray of sickness, shield.
2nd arcanist's magic aura, levitate.
3rd lightning bolt, slow.
4th confusion, summon aberration.
5th geas, telekinesis.
Aberration’s bonus

Starting at 1st level, you can speak, read and write Deep Speech. Additionally increase your invocations known equal to your Intelligence modifier - 3 (minimum 1).

Forbidden Knowledge

Starting at 1st level, your patron bestows upon you the key to unlock superior magical prowess at the cost of your own vitality.

After finishing a short or long rest, you can perform a 1 minute ritual, asking your patron for magical prowess. You can gain additional warlock spell slot equals to your Intelligence modifier, and reduce you maximum hit points by half your warlock level times your Intelligence modifier, minimum warlock level.

Your maximum hit points and warlock spell slots reset after finishing a short or long rest.

Psychic Shattering

Starting at 6th level, your powerful intellect strengthens your magic, being especially useful against creatures with feebler minds.

When you cast a spell of 1st level or higher to inflict damage on creatures, those creatures suffer additional psychic damage equal to your Intelligence modifier.

Mental Inquisitor

Beginning at 10th level, your brain becomes adept at resisting mental attacks and invading the minds of other creatures.

You gain resistance to psychic damage. In addition, you can cast detect thoughts without material components and without spending a spell slot a number of times equal to your Intelligence modifier. You regain all expended uses after finishing a long rest.

Psychic Dominion

Starting at 14th level, your magic knowledge reaches its peak.

You can choose another 6th and 7th level spell from the warlock spell list for use with your mystic arcanum. This does not grant you an additional use. Additionally, you learn a number of warlock spells equal to your Intelligence modifier.

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