Aberration Player Options

Version 1.0

By DuskySunset

Table Of Contents

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ABERRATION PLAYER OPTIONS

Introduction

The Following work is a set of custom player options for 5th edition Dungeons & Dragons made with the idea of giving players abilities and other assets that are inpsirerd by the Far Realm, aberration creatures, and other aspects of cosmic horror such as Lovecraft. I have had this idea for a while, thinking the Great Old One Warlock is a little alone, and finally managed to put it together. I hope that someone may take an interest, perhaps test it, and give feedback about how it could have bits ironed out.

Aberration Arcanist

An elderly wizard stumbles into an even older library, he was told that he might find new types of magic there, and when he arrives he sees a man mumbling to himself in what seems to be a fort made out of books taken off their shelves. The wizard notices that the man is dressed not too different from one of his students, with a scholarly robe a staff nearby and an important book at his side tat looked to be a spellbook. The wizard speaks up to the man about what he is reading about, and finally noticing his presence the man explains that it is about impurities found in different gems, going into an in-depth speech that wizard soon realizes should have not significance to the arcane he was looking for. By the time the man somehow connects the subject to the variances of branch shapes, the wizard has already written the man off as just insane. Without much warning the wizard catches out of the side of his eye a Nothic, the monster seems to have decided to make the library its territory and it turns to attack the intruders. The wizard begins to prepare a spell to attack the Nothic when suddenly he notices the mad man suddenly change, balls of light pop into the air like spectral eyes, and from them shoot magic power. This is not the power of any mad man, but the power of a Beholder.

Beyond Unnatural

Many a wizard shows curiosity into the power of the far realm, although most that do come into contact with it find their minds irreversibly altered, possibly catatonic or maybe even created or turned into some monster, Aberration Arcanists has tried to find a way around that. In a bid to focus the powers of the Far realm the Arcanist has focused on a study of a particular aberration creature, by creating the projection of a creature alien to the material plane but more natural to the forces of the fear realm the Arcanist can syphon some of the raw power of the far realm while mostly securing their own nature and mind. As an effect, similarly they can do spells like most spellcasting, but can also momentarily alter their body and use powerful magic, although this power is not without its risks, the Aberration Arcanist is always on the edge of total madness. As much as the Arcanist’s purpose is to prevent true madness and being made a monster, it is not uncommon for practitioners to be made as such. Their aberration forms made undesirably permanent, accidently being inflicted by a curse, or letting just a bit too much of the far realm touch them and their forms twisted into something reality itself rejects.

Mad Scholars

Some Wizards can have reputation for being a little bit nutty, an Aberration Arcanist can usually outdo them in this. The expectation may be signs of madness would be a sign of being out of touch with reality, but in this case, it can be the exact opposite, their mad tendencies often come from them finding some truth about reality itself, of which the conscious cannot take. The Arcanist instead stores much of these truths into their subconscious, calling in moments of need the aid of a strange technique or substance to draw on their locked away knowledge of which they might otherwise act on subconsciously. They might pore over tomes, and if asked to recount what they learned might shout out incoherent concepts or whisper out something that might not mean anything at all. They might even be expected to thus suffer from poor self-control, but only when one have direct insight into their mind would see a strong focus willpower. An Aberration arcanist might find itself in similar circumstances to a warlock, especially one that has made a pact with some sort of Great Old One. But an Aberration Arcanist has turned against the concept of simply living up to the terms of some ancient being, and although might find themselves in a cult to such one, they may be more likely to want to learn of its true usually unknowable nature. For this reason, they can actually find themselves with warlocks trying to hunt them down.

Creating a Aberration Arcanist

Creating an aberration arcanist character requires their backstory set with learning some deep secret, something that led your character going down a rabbit hole of forbidden knowledge before learning of a practice of delving even further.

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ABERRATION PLAYER OPTIONS

The Aberration Arcansit .......................................................................... } Spell Slots { ...........
Level Proficiency Bonus Features Forms Cantrips Known Free Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Aberration Vessel 3 2 2
2nd +2 Aberation Form 2 3 3 3
3rd +2 Far realm syphon 2 3 4 4 2
4th +2 Ability Score Improvement 2 4 5 4 3
5th +3 3 4 6 4 3 2
6th +3 Vessel feature 3 6 7 4 3 3
7th +3 3 4 8 4 3 3 1
8th +3 Ability Score Improvement 3 4 9 4 3 3 2
9th +4 4 4 10 4 3 3 2 1
10th +4 Syphon Improvement 4 5 11 4 3 3 2 2
11th +4 4 9 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 5 13 4 3 3 3 2 1
13th +5 5 5 14 4 3 3 3 2 1 1
14th +5 Aberration form feature 5 5 15 4 3 3 3 2 1 1
15th +5 5 5 16 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 5 17 4 3 3 3 2 1 1 1
17th +6 6 5 18 4 3 3 3 2 1 1 1 1
18th +6 Vessel feature 6 5 19 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 5 20 4 3 3 3 3 2 1 1 1
20th +6 Far realm mastery Unlimited 5 21 4 3 3 3 3 2 2 1 1

Quick Build

You can make an Aberration Arcanist quickly by following these steps. First choose Charisma, this will dictate your spell damage. Next choose either intelligence or Wisdom, Intelligence if you want to focus on getting more spells, and Wisdom if you want to lower risk when suffering from Aberration madness. Although choosing Constitution to focus on AC or Constitution to focus on HP are also valid choices. Second, choose the Fringe Doctor background. Third, choose either the eldritch blast, acid splash, or Pseudopod whip cantrip, connected to your vessel.

Class Features

As an aberration arcanist, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per aberration level
  • Hit points at 1st level: 6+ Constitution modifier
  • Hit points at higher Levels: 1d6 (or 4) + your Constitution modifier aberration level after 1st.

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Charisma, Intelligence
  • Skills: Choose two from Arcana, Deception, Medicine, Insight, Investigation, Persuasion, and Religion,

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) Component pouch or (b) an arcane focus
  • (a) a Scholar’s pack or (b) a Diplomat’s pack
  • A Tome of Madness

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ABERRATION PLAYER OPTIONS

Spellcasting

Your understanding of raw forces of the far realm have enabled you to be able to draw magic into your body, and mould it into a spell much like a wizard or sorcerer. Like a sorcerer it is governed by your force of will, charisma, yet like a wizard spells are kept in a book similar to a spellbook known as a tome of madness.

Cantrips

You know 3 cantrips, one of which must be the one specialised by your Aberration Vessel (Eldritch blast, Acid Splash, and Pseudopod whip). You gain a new one as per table.

Tome of Madness

Your studies into forces of raw magic of the far realm have imprinted the power of spells on your subconscious, although actually being able to pull the spells from your mortal vessel is limited and requires preparation into your conscious mind. This preparation is made via a reading tome your tome of madness, which beyond even compared to a wizard can look like the scrawls of madness, random drawings, which even the uninitiated might feel it tug at their sanity.

New spells may be added if a scroll, a wizard’s book, or another tome of madness is found, and these can include Wizard spells not found on the Aberration Arcanist table, where an attempt to translate it into a form your mind can understand. Attempt an arcane skill check of 10 + the spell level, spending 2 hours and 50 gp worth of ingredients per spell level, Wizard spells not on Aberration Arcanist’s table is at disadvantage. On a fail you gain 1 random madness; a short-term madness for cantrips and spells of 1st to 3rd level, a long-term madness for spells of 4th to 6th level, and an indefinite madness for spells of 7th to 9th level, and any other attempts to learn the spell will be at a disadvantage.

If you lose your tome, you may write down the spells that you already have prepared by spending 1 hours and 10 gp per spell level. You may otherwise after every long rest attempt to write down a spell that was not prepared by trying to recall it from your subconscious after dreaming. Spend 1.5 hours and 25 gp per spell level, along with a Intelligence (arcana) or Wisdom (Insight) check for 10 + the spell level.

Similar to wizards an aberration arcanist may choose to have multiple copies of their tome, but it is warned that the tome can have a direct relationship to understanding the actual mind of the arcanist, and someone especially knowledgeable may be able to use it in multiple ways against the arcanists if they got a hold of one.

Preparing and Casting Spells

The Aberration Arcanist table shows how many spell slots you have and how many spells you have learned for free, starting at 2 from first level and generally increase by per turn, these are automatically added to your mind and to your Tome of Madness. You can otherwise add more spells as per your Tome of Madness, and can prepare spells up to your Intelligence modifier (minimum 1) and Aberration Arcanist level.

Spellcasting Ability

Charisma is your spellcasting ability for your aberration arcanist spells, where although you learn magic in a way similar to memorization the spells are remembered in a way totally different to a wizard in being trapped by your subconscious mind, and brought out by moments of inspiration. Similarly, you are a fountain from the far realm itself, and the effectiveness of how much you can control the power is in how well you can express yourself. Spell save DC = 8+ your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can use one of your spells as a ritual if that spell has the ritual tag and you have the spell in your tome of madness, you don’t need it prepared but must have your tome of madness.

Spellcasting focus

You can use an arcane focus as a spellcasting focus for your aberration arcanist spells.

Aberration Vessel On 1st level, you have chosen a type of Aberration to focus your study, which acts as a focus for your raw connection to the far realm. These choices include Vessel of the Beholder, Vessel of the Flumph, and Vessel of the Mimic. You also gain a further Vessel feature at 18th level as your normal form has altered.

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Aberration form

Beginning at 2nd level you can use your bonus action to activate your aberration form, where you take on features of your aberration vessel for one minute, the specifics of which are detailed in your Aberration Vessel. At first you can do these two times per long rest, but increases by 1 at your 5th, 9th, 13th, and 17th level. Although, when you activate your Aberration form, roll a d20, on a 1 for the duration of your Aberration form activate your Aberration madness specific to your Vessel, where at the end of your turns you may attempt to do a wisdom saving throw against your own spell attack modifier to regain some control to end your aberration form. On a 20 of your aberration form role you activate your Aberration Zone, which can also allow it to last for 10 minutes. The d20 roll for Aberration Form is unaffected by abilities or effects that allow for rerolls such as Luck, unless specifically stated. While transformed, add half of your total hit points to the max hit points, which is treated as your max while you are transformed, you also gain hit points equal to half your current hit points. When the form reverts back your max hit points returns to normal, and your hit points become 2/3 of what they were. All effects caused by form cantrip such as poison, petrification and sustained use of cantrip, automatically end the turn after the form is dropped unless a new Aberration form is started. As the far realm magic that sustains it disappears.

Far Realm Syphon

At 3rd level your extensive study of the Far Realm has gifted you with a new gift, influenced by its chaotic natures bellow, the Syphon of Creation, Syphon of Awakening, and Syphon of Advanced form, choose one. A further bonus is gained at 10 with your Syphon.

Syphon of Creation

Taking this at 3rd level, if you do not have it already you gain the find familiar spell, and can cast it as a ritual, it does not count towards the spells known. When you cast this spell, you can choose the normal, or choose a special form unique to your Aberration Vessel, which looks like a tiny version of your Vessel and counts as an aberration. For the Beholder use the stats for a Gazer, the Mimic is a tiny sized that has hit points of 10, and attacks are a straight d4, and the Flumph is a tiny form that stench spray works at only 5 feet, and can extend your own telepathy through the Flumph if it is within the range of telepathy for the find familiar spell. When you reach 10th level you can telepathically communicate telepathically, you may use your bonus action see through your familiar, as long as you are on the same plane (you can still perceive normally also), and bonus action in another turn when you use your Vessel’s cantrip.

Syphon of Awakening

When you take this at 3rd level you gain a telepathy of 30 feet. While someone is within your telepathic range and you know where they are, you may attempt to prod within the mind using a bonus action by a wisdom saving throw against your spell save dc, which on a failure the target becomes aware of your exact location, on a success it is you can become aware if target tells a deliberate lie and can understand something that they understand if you are both looking or hearing it, such as by a language. This is treated as a concentration spell, and must be maintained via your bonus action or the target, which otherwise the target may attempt a new wisdom saving throw, which they may also attempt if they have telepathy, or with the help of another telepath. This lasts to a max of 10 minutes at a time and can be used the number of times equal to your charisma modifier, you regain all uses after a long rest. Once you reach 13th level these can last up to an hour at a time, can be regained after a short rest, no longer require the use of bonus action to keep, and bonus action may be used to attempt pry further that you can read surface thoughts, on a failure the target becomes aware of your location and may make wisdom saving throws to end the effect.

Syphon of advanced form

You have decided focus the extra syphon into strengthening that which powers your aberration form, your chances of your aberration madness being caused is doubled with also happening at a role of 2, but your chances of a zone are increased to including a 16, 17, 18 and 19. You may find yourself occasionally showing more traits of your vessel at stronger levels than with the other syphons, both good and bad, where more truths have entered your subconscious. At 13th level, your Aberration form can naturally last up to an hour, but you must roll every 10 minutes with a d20 to see if you enter or keep the zone or suffer your form’s madness, which even upon succeeding you must continue to roll to keep some control every turn in combat or minute outside, if you choose not to end it until you can roll again next 10 minutes.

Far Realm Mastery

Your interaction with the far realm has paid off so much that you now could be as at home in it as any other native to there, you can also use your Aberration form an unlimited amount of times, that there may as well be no difference of it to your own body.

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Aberration Vessels

The body and minds of humans and other humanoids are ill equipped for learning and experiencing the sheer breadth of the Far Realm, thus you must be expanded to do so. The technique involves the study of an Aberrant creature, and creating a vessel that one may increase existence, and handle contact with the Far Realm. The vessels can have the focus of focusing on their body, focusing on their cognitive mind, or on the power of dreams which is somehow separate.

Vessel of the Flumph

Your study has been into the nature of the passive Flumphs, beings who their forms betray that they themselves are often scholars in pondering things like philosophies, and often avoid conflict themselves. Although good creatures, the study is not without its own side effects, from trying to grasp the sheer amount of information a Flumph is able to process and less grounded in the use of one’s body over the extent of what a Flumph does over its telepathy. It is not surprising that one may neglect their body over focusing on mental exercises.

Flumph Mind

Although not expectedly physically active, a Flumph is actually especially active via its mind. In gaining this feature you gain telepathy of 30 feet, which increases to 60 feet when receiving the telepathy ability from Syphon of Awakening feature. This telepathy is also a special advanced telepathy, where you cannot be surprised by another creature with telepathy, you can grant resistance to psychic damage to allies within range of your telepathy. And using an action you may search the area for the location of another creature with telepathy, where your spell attack modifier is contested against an intelligence saving throw, you also gain advantage against such effects.

Flumph Cantrip

You gain the acid splash cantrip if you do not already. This cantrip will be important to you Aberration form feature.

Aberration form: Flumph

Upon activation your body gains a slight glow, you may appear slightly bulbous and gain a flight speed equal to your walking speed. When you acid splash makes contact with a target they must then make a constitution saving throw against your spell save dc, and on a fail they become poisoned, where they take 1d4 of acid damage every turn. This can be healed via a remove curse or dispel magic effect, otherwise they may make a new constitution saving throw after receiving the d4 damage at the start of turn. The D4 damage will not be received after the amount of times equal to your proficiency bonus. This effect stacks if they are fail a throw for another acid splash, and upon the levels that acid splash can increase in damage you may instead split it out as a different acid splash attack that may attack the same target, or hit a different target within range that is in the same direction from you.

Flumph madness

You become frightened and cannot move closer to any forms of conflict. You also lose the ability to speak and thus cannot perform any spells that require verbal components. If you try to attack an enemy, make a charisma saving throw against a free intimidation skill check by the enemy, on a fail your turn ends.

Flumph Zone

Your telepathic range is doubled and can intercept all telepathic messages within range of your telepathy, getting the general idea of messages, and locations of those involved. And those who are not shielded from your telepathy, you may use your bonus action to give yourself or one of your allies advantage in an attack against such a target.

Aberration form improvement: Flumph

Once you reach your 14th level, when in your aberration form you can use your bonus action to gain insight into one creature within range of your telepathy, and can gain advantage on wisdom (insight) into the target if not shielded. When you use acid splash you may instead do it is a regular spell attack instead of a dex save if within 30 feet, and deals an extra d4 piercing damage.

Flumph feature: Telepathic shroud

At 18th level you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spells. You may also now survive purely off of the psionic essence of enough ably minded creatures, a large populace will see you require almost no food or drink, but only a few people may halve requirements.

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Vessel of the Mimic

Mimics may be an aberration like the others open for study, but are far more animalistic in their nature, yet also offer a surprisingly deep area for their biology that allows a perfect imitation of objects, that they are oddly known for including details one would not think a mimic would have such an awareness. The study of a mimic is largely into the alteration of one’s body, but side effects on the arcanist will show signs of the mimic’s tendency to lash out at others in similarly vicious manner. Those who especially lose themselves may practically become like a mimic, their study giving abilities to digest almost anything organic affording themselves even to cannibalism.

Mimic body

Being able to mildly control the form of your body you gain a proficiency in stealth and deception, gaining advantage when trying to stealth while standing staying still, and deception when trying to being something or someone else. You are very good at staying still, and can alter your body slightly like an alter-self spell.

Mimic Cantrip

You gain the Pseudopod whip cantrip, which is an altered thorn whip cantrip, which will be important in conjunction with your Aberration form feature.

Aberration form: Mimic

Upon activation your body structure becomes much like the pseudopod like nature of the mimic, you become very flexible and can be altered in the shapeshifting manner of the mimic, including anything that you when you activated your form, although the short time limit may not afford much. You can also treat your charisma as your strength score, including you’re a charisma saving throw for a strength saving throw, allow proficiencies on such saves. If you are not wearing armor you may use a reaction to use a spell slot to increase your AC by the spell slot level, up to a total of +9, if so, this number will drop by 1 at the start of each turn unless another spell slot is used automatically as a reaction. This AC increase is also shared by Mimic familiar if Syphon of creation is taken. When your Pseudopod whip hits, instead of pulling in the target you may instead choose keep the whip and attempt a grapple with it, and in a following turn you may do another pseudopod whip at the target at advantage if they are still grappled (although only grapple one target), or you may attempt to move or throw the target in a contested strength saving throw, traveling a distance of 10 feet increased by 10 for every increase mentioned in the cantrip (5th, 11th, and 17th level).

Mimic Madness

Your speed drops by half, and you will attack the nearest thing that may be edible with your Pseudopod Whip cantrip, in trying to draw it to you and attempt to bite it.

Mimic Zone

Your entire form becomes mailable and may attempt to shapeshift into the appearance of an inanimate object with your bonus action, including anything on you when entering the zone. While shapeshifted in this way you may roll a stealth roll, and be counted as stealthed against passive perception, and if you are hidden as something subtle you may roll stealth as a bonus action. Your AC increase also does not drop every turn, but every 10 turns after an increase, after which if not kept up will entirely drop. From your 14th level you may also do a second Pseudopod whip with your bonus action if you already did one, which may be a throw or another grip, but only does half damage.

Aberration form improvement: Mimic

Once you reach your 14th level, when in your aberration form you may now grapple as many targets as your charisma modifier, being able to sustain as many whips as your charisma modifier to grapple. And can break up your pseudopod whip into separate whips per d6 to have a separate grapple.

Mimic feature: Psuedo Skin

Mimic skin, when not in your Aberration Form you can change the texture of your skin and gain advantage on stealth rolls when in an environment resembling your skin texture. You also make your skin adhesive to things that touch it, which counts as grappled, which gives an escape DC of your charisma modifier, done at disadvantage.

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Vessel of the Beholder

The object of your study is of the unreasonable Beholder, which although they tend to be thought of strong, it comes off with a mind much different from humanoid races, and deep paranoia. By the mere fact you are studying them you are putting your mind at risk of suffering the same type of paranoia, one could suffer from delusions of grandeur and become afraid or hateful of anyone else. It is common for those of this Vessel to become hateful of others of this vessel.

Beholder Dreaming

The power of a Beholder is that of dreams, and that their dreams can be made a reality. This can be hard to quantify, but seem to come through at the start as a partial levitation that although does not give full flight, it seems to make one incapable of being forced prone. If you were made prone you simply float back to upright, or go from prone to upright when deciding to move with no loss of movement. Additionally, strange things may be created, early examples might be a tiny mouse like creature that resembles a person, but creation is rare, out of your control, and unlikely to be anything other than vermin.

Beholder Cantrip

Taking this Vessel you gain the Eldritch blast cantrip if you do not have it already, this cantrip will be specific to your Aberration form.

Aberration form: Beholder When you activate your aberration form spectral eyes appear in the air around you, the amount is double the number of beams you can make with an Eldritch Blast. When you do so roll dice as per the Spectral eye table to decide what ray your eye has, reroll doubles. When you use Eldritch blast, you may instead roll to decide an eye ray for each beam, reroll doubles, you may then choose the targets, decide instead to use a normal Eldritch Blast, or hold off the attack. You can also see through your spectral eyes, giving disadvantage on being snuck up on and sneak attacks. While transformed and not wearing armour, you gain a natural armour of 13, your AC equals 13 + Dex modifier.

Beholder Madness

Upon a fail of properly controlling the Beholder Aberration form upon activation you become incredibly paranoid, The dice rolls for your spectral eyes are taken from the Beholder Zone or Madness Table. If there is a target nearby who may even be a possible threat (includes adventurer allies, but also at DM’s discretion) you must use eldritch blast if able, roll for an eye ray (reroll doubles), and a target is randomly selected. You may then make a Charisma saving throw to hit another target within 5 feet instead, or hold off the beam. On a roll of 1 an extra ray is rolled for another random target, and on a roll of 20 you may end any further beams. Outside of combat, you generally take on the natures common to Beholders, becoming egotistical and bullies.

Beholder Zone

Upon becoming in the zone for Beholder form, the number of spectral eyes are triple the number eldritch blast beams, allowing the roll of more eye rays, using dice as per the Beholder Zone or Madness Table. if you use eldritch blast you gain one extra beam that must be an eye ray, but you can choose which eye ray it is among the ones rolled. Once per turn you can choose an area you are familiar with and have one of your spectral eyes appear on a flat surface, allowing you to see through it and do one of your eldritch blasts through it. When you reach 14th level, the extra ray acts similar to a legendary feature and may hold off on it to activate it at a trigger before your next turn.

Aberration form improvement: Beholder

Once you reach your 14th level, when in your aberration form you are counted as being under the effect of levitate spell, and can move yourself in the air by 20 feet per turn, while not in combat you may choose which of your eye rays to use at any time, multiple can be used at once but only one of the same ray at a time. You may also use your bonus action to reroll your eye rays. Your natural armour also increases from 13 to 16.

Beholder feature: Undreaming Eye of Dreaming

At 18th level, once per long rest before taking any movement you can spend your action, your speed is reduced to 0, you are counted as prone and are unable to move. Starting your next turn a 50 foot cone anti-magic field. This is a concentration spell, and ends when concentration is lost. Being unable to move, any attacks from outside your range of sight can be at advantage, prone gives no protection from ranged attacks, and automatically fail dex saves. Spectral eyes and levitation speed can help this, although ranged attacks cannot be at disadvantage. In addition, things created by your Beholder dreaming may even on rarer occasions be something other than vermin, perhaps an untrained Gazer, although there is the risk it could eve be dangerous.

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Beholder Eye Rays

  • 1| Dazing Ray: The targeted creature Must succeed a wisdom saving throw or be charmed until next turn. While the target is charmed in this way, its speed is halved, and it has dissadvantage on attack rolls.
  • 2| Lesser Fear Ray: The Ttargeted creature must succeed on a Wisdom saving throw or be frightened until the start of your next turn.
  • 3| Frost ray: The targeted creatured must succeed a Dexterity saving throw or take 3d6 cold damage.
  • 4| Lesser Telekenetic Ray: If the target is a creature it must succeed a strength saving throw or be moved up to 30 feet directly away from you. If the target is an object weighting 10 pounds or less that isn't wonr or carried, you move it up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening container.
  • 5| Confusion Ray: The target must succeed on a Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn the target can't mmove, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
  • 6| Paralyzing Ray: The target must succeed on a constitution saving throw or be paralysed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 7| Greater Fear Ray: The target must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with dissadvantage if you are visible to the target, ending the effect on itself on a success.
  • 8| Wounding Ray: The target must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one.
  • 9| Devour Magic Ray: The targeted creature must succeed on a Dexterity saving throw or have one of its magic items lose all magical properties until the start of your next turn. If the object, it also loses 1d4 charges. Determin the affected item randomly, ignoring single-use items such as potions and scrolls.
  • 10| Lesser Enervation Ray: The targetred creature must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
  • 11| Pushing Ray: The targeted creature must succeed on a strength saving throw or be pushed up to 15 feet directly away from you and have its speed halved until the start of your next turn.
  • 12| Fire Ray: The targeted creature must succed on a Dexterity saving or take 4d10 fire damage.
  • 13| Sleep Ray: The targeted creature must succeed on a wisdom saving throw or fall asleep and remain unconcious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effec on constructs and undead.
  • 14| Charm Ray: The targeted creaure must succeed on a wisdom saving throw or be charmed by you for 1 hour, or until you garm the creature.
  • 15| Slowing Ray: The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both, The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 16| Greater Enervation Ray: The targeted creature must make a Constitution saving thro, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
  • 17| Greater Telekenetic Ray: If the target is a creature it must succeed a strength saving throw or be moved up to 30 feet in any direction. It is restrained by the ray's telekenetic grip until the start of your next turn or you are incapacitated. If the target is an object weighting 300 pounds or less that isn't wonr or carried, you move it up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container.
  • 18| Petrification Ray: The targeted creature must make a Dexterity saving throw. On a failed save , the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified ubtil freed by the greater resoration spell or other magic.
  • 19| Disintegration Ray: If the target is a creature, it must succeed on a Dexterity saving throw or take 10d8 force damage. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrates a without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disntergrates a 10-foot cube of it.
  • 20| Death Ray: The targeted creature must succeed on a Dexterityt saving throw or take 10d10 necrotic damage. The target dies if the ray reduces it to 0 hit points.

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ABERRATION PLAYER OPTIONS

Spectral Eye Table

Beholder form

Level 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Eyes 2 2 2 4 4 4 4 4 4 6 6 6 6 6 8 8 8 8 8
d4 2 1
d6 1 2 2 1
d8 2 3 3 1
d10 1 3 4 3 4 3 2 1
d12 1 2 3 4 5 6 7 6 5 4 2
d20 1 2 3 4 6

Zone or Madness Beholder Form

Level 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Eyes 2 2 2 4 4 4 4 4 4 6 6 6 6 6 8 8 8 8 8
d6 1
d8 2 3 2 2
d10 1 4 5 4 3 2 1 1
d12 1 2 3 4 5 8 9 8 6 6 5 4 3
d20 1 2 3 6 7 8 9 12
Cantrips (0 Level)
  • Acid Splash
  • Eldritch Blast
  • Friends
  • Infestation
  • Minor illusion
  • Prestidigitation
  • Primal Savagery
  • Pseudopod whip
  • Ray of Frost
  • Toll the Dead
  • True Strike
  • Vicious Mockery

    1st Level
  • Animal Friendship
  • Arms of Hadar
  • Cause Fear
  • Charm Person
  • Color Spray
  • Command
  • Comprehend Languages
  • Disguise Self
  • Dissonant Whispers
  • Enthral
  • Feather Fall
  • Mage Armor
  • Ray of Sickness
  • Shadow Blade
  • Silent Image
  • Tasha’s Hideous Whispers
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Dream Stride
  • Levitate
  • Locate Object
  • Mind Spike
  • Phantasmal Force
  • Ray of Enfeeblement
  • Spider Climb
  • Suggestion
  • Unseen Servant
3rd Level
  • Blink
  • Catnap
  • Clairvoyance
  • Create Food and Water
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fly
  • Haste
  • Hypnotic Pattern
  • Leomund’s Tiny Hut
  • Major Image
  • Speak with Plants
  • Summon Spectator
  • Tongues
4th Level
  • Arcane Eye
  • Aura of Life
  • Banishment
  • Charm monster
  • Compulsion
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Evard’s Black Tentacles
  • Polymorph
  • Sickening Radiance
5th Level
  • Animate Objects
  • Cloud Kill
  • Contact Other Plane
  • Dominate Monster
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Vitriolic Sphere
6th Level
  • Arcane Gate
  • Disintegrate
  • Eyebite
  • Mass Suggestion
  • Mental Prison
  • Reverse Gravity
  • Scatter
  • Soul Cage
  • True Seeing
7th Level
  • Crown of Stars Etherealness Plane Shift Power Word Pain Symbol Teleport Transcending Neurological Bibliotheca
8th Level
  • Animal Shapes Antimagic Field Antipathy/Sympathy Demiplane Dominate Monster Feeblemind Maze Mind Blank Telepathy
9th Level
  • Mass Polymorph
  • Psychic Scream
  • Shapechange
  • true polymorph
  • Astral projections

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ABERRATION PLAYER OPTIONS

Dream Stride

1st-level evocation


  • Casting Time: 1 minute (ritual)
  • Range: Touch
  • Components: V, M, S (Build up from eyes after sleep, and fleece from a sheep)
  • Duration: 8 hours

Touch one willing creature and they will within moments fall to sleep, but will awaken in a plane adjacent to the astral plane, of dreams and follows similar rules. They can observe a 20 square foot area around their body, although it takes 10 minutes to wake up if they choose so unless something physically stirs your body. They can interact with anything that was on their body like a book, allowing to take a long rest of full sleep while doing a light activity, as well as interact with anyone else also using Dream Stride nearby. Although with practice They can alter this dream world.

At Higher Levels. For every spell level above 1st, increase the area by 20 feet, and can touch one more person to add to the Dream Stride.

Pseudopod Whip

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of a living creature, like strands of hair, or a piece of flesh)
  • Duration: Instantaneous

You create a long, fleshy whip of eldritch nature that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Summon Spectator

3rd level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (4 intact eyes)
  • Duration: Concentration, up to 1 hour

You tap into another plane of existence in the hope of summoning a lesser beholder. Roll a d20, if it is higher than 10 it automatically succeeds, if not the Dungeon master also rolls a d20 in secret, and a success is still met if the combined total is higher than 10. On a success a Spectator (see Monster Manual) is summoned in the designated space, it will follow all orders given by its summoner, and if not given an order will continue to defend the area it is in, or place, thing or person it was told to do so. Entirely disappearing after time or is killed. On a fail there will instead be the summon of a Gauth (Volo’s Guide), it will not necessarily be aligned by the player, and will instead put its own safety first or attempt to get magical items. It will disappear after limit unless it has consumed magic items. If both player and DM roll a 1 each A full Beholder is summoned, and its nature will entirely be at the choice of the DM.

At Higher levels. increase a number to the rolls for the summoning by 1 and roll 2 extra d8 to add to hit points for each spell slot above 3rd. This spell may also be used over the course of an hour with the spell components of 4 Beholder eye stalks to summon a permanent Spectator, although no extra hit dice can be added or concentration.

Transcending Neurological Bibliotheca

7th level Conjuration


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (A miniature portal carved from ivory, a small piece of polished marble, and a small book. Each worth at least 5gp)
  • Duration: 24 hours

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the Bibliotheca, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a sprawling library that represents the mind of the caster. The atmosphere is likely clean, but may be reliant on the mental health of the caster. You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. There is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the Bibliotheca. There are two such servants for each caster level. Since the place can be entered only through its special portal, outside conditions do not affect the Bibliotheca, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place occurs as normal. Books that appear on shelves that make up walls are parts of memories, and could theoretically be used to try and remember something thought forgotten. Although, the books are locked or unreadable to those not trusted by the caster to read them, and the books may be subject to memories that are incorrect and magically altered.

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Player Background

Fringe Doctor

You devoted your time to studying things that most academics would consider too bizarre, maybe something that there already is a concuss to explain but you did not accept. Most would probably call you a mad doctor, seeing you use chemicals that seem counter to common practice, and although you likely had many failures there are discoveries and hidden truths. Your studies might have even taken you to niche planes of existence and gotten glimpses of powerful beings that could do much to society if they just reached out, or perhaps even are. You may be mistaken as a conspiracy theorist and crazy, or perhaps you even are. But also on top that you might have knowledge of medical topics and chemistry that would mostly seem unimportant to lands can count on magic and gods. Although your concoctions may only amount to pain relief for your own benefit.

Skill proficiencies: Arcana, Medicine

Tool proficiencies: Alchemist’s supplies

Languages: One of your choice

Equipment: A set of Alchemist’s supplies, a collection of notes from some strange event, a set of common clothes, and a pouch containing 10 gp

Strange Theories

Your major research leads you into looking at things much differently to others, and thus leads you to make theories that might sound crazy to people. But despite the unlikely conclusions that you reach, you are generally well researched in the topics around your theory is based. It might be that it is actually something different from what is believed, is connected to something else, is actually really powerful, or will bring doom.

d8 Strange Subject
1 An undocumented being.
2 A certain event.
3 FA mysterious item.
4 A notable person.
5 A particular practice.
6 A notable place
7 An abstract Concept.
8 A major force.

d4 Strange Theory
1 Not what people think.
2 Connected to another d8 subject.
3 Is actually really powerful
4 Will bring doom.

Feature: Mad Discovery

Studying on the fringes you made some discovery, but while something like a Hermit might sound reasonable, your discovery sounds like total nonsense, and regardless of how much you might tell people, few will believe it. Work with your DM on what your discovery is and how it will be implemented. For extra benefit of surprise to other players or perhaps role play a more mad character, you might come up with multiple conspiracies more than one and the DM may secretly choose which one(s) are correct.

Suggested Characteristics

Fringe Doctors are scholars of some sort, but more than any other have some form of madness from a summarisation of isolation, following leads, seeing bizarre events, and not being taken seriously. One should appear a little crazy, but still a scholar, or perhaps a doctor, with a foundation of practical medical knowledge.

d8 Personality Trait
1 I tend to try and look for connections between events, even if seemingly separate.
2 I tend to talk in very descriptive and complex sentences.
3 I feel the drive to analyse anything new, especially magical or biological.
4 3I scoff at an overreliance on common assumptions.
5 I am displeased in the wild, and am truly at home in a library or laboratory.
6 When I don’t have a book that I am reading in hand, I am taking down notes for my own.
7 I treat the world like a lecture theatre, where most people are my students, or my teacher.
8 If I had to choose between somewhere comfortable and somewhere strange, I will take strange.
d6 Ideal
1 Good Intent. Even if things look impossible, there are still things I can do. (Good)
2 Anything Goes. The ultimate scale of things are out of our control, so drastic measure need taken to accomplish things. (Chaotic)
3 Notice from Above. Great things make us look small, but there are ways we can get noticed and appreciated by big things. (Any)
4 Speck of Dust. The forces at work in the universe are beyond our comprehension. (Neutral)
5 Need a Plan. The universe can be chaotic, and thus plans are needed to work. (Lawful)
6 Open Chance. Power is there for those who can see it for what it is, and willing to take the plunge. (Evil)

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ABERRATION PLAYER OPTIONS

d6 Bonds
1 RLearning the secrets of the universe is a team, and all who also strive for it are my peers.
2 Many things have changed, but my concern about other’s health has not.
3 My theorise drove away someone I cared about, so I work to win back their affection.
4 It might not be a classical idea of humanity, but there are certain things I find beautiful.
5 Should something I have discovered come to pass, it will mean the end,
6 I lost a companion due to a strange event, and am easily attached to parts of them I see elsewhere.
d6 Flaws
1 I am afraid of some unseen force, and do odd rituals every day to protect myself from it.
2 I tend to say all my thoughts out loud.
3 I consider myself the only informed one, while everyone else is ignorant fools.
4 I have an addiction.
5 I have seen the omens of end times, and feel compelled to make notes of and inform others of them.
6 The chance to find a grand truth is almost worth any price.

Variant Fringe Doctor: Planar Doctor

You came into contact with an unstable part of the planes and found yourself being dragged around by things that travel between these planes. You have seen many strange things, that you suspect whether such strange things are in the place you now are, wether this is even your original world.

Variant Feature: Far Contacts

YOu might not have an incredible depth of research into conspiracies as a Fringe Doctor, but you do know how to get in reach of extra planar contacts, they probably cannot physically help, but may offer advice to something strange.

Alchemic Medicine

The Alchemy set can now be used to make concoctions such as the sedative; Calming Elixer. There may be magical parts of such potions, but there is also a degree of chemistry involved. Healing: This though does not remove the use of the herbalism kit which can make potion of healing, but more niche potions or curatives.

World Customization

Items

Elixir of Calming

Potion, common

A transparent liquid, with a smell and taste alone may be described as happiness. Upon consumption the drinker will have effects of charms or fear suppressed for 10 minutes. And gain advantage on a charisma saving throw. If you are an Aberration Arcanist you may activate your Aberration form in the next 10 minutes without needing to roll, and may get back one spent Aberration form use. Extensive or use in quick succession may cause side effects, such as building immunity to effect, or a dependence and addiction to this and other sedatives and alcohol.

Spell focus cane

spellfocus, common, non-magical

Some Arcanists may wish to hide their magic more than a staff, rod or wand may afford, and thus choose high class looking walking that can be used like any other spell casting focus.

Cane of Flexibility

Wonderous, Uncommon (requires attunement)

A Spell focus cane, that with a bonus action can turn into a quarterstaff or into a whip (keeping spell focus trait).

Cloaker Cloak

Wonderous item, rare (requires atunement)

Once per day the wearer magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which body is the real one. If the wearer is ever in an area of bright light, the duplicates disappear. Whenever any creature Targets the wearer with an Attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it Targets the wearer or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the wearer's AC and uses its saving throws. If an Attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

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ABERRATION PLAYER OPTIONS

Tome of Great One Whispers

Wonderous item, very rare (requires atonement by an Aberration Arcanist or Warlock of the great old one)

This tome is a collection of notes of some ancient mad man, although it does not even seem to be the original copy, it inherently still has power.

While attuned to this book your intelligence is increased by 2, on top of any other effects.

Once per Long rest you can spend 10 minutes reading this book in front of a body that died within the last 29 days and 12 hours, roll a d20, on a 20 the body is fully recovered, including any injuries they had before death.

If between 2 and 19, the person is brought back to life, but at 1 hit point, but under a curse that prevents them from using any hit dice.

If between 7 and 13 the suffer one random short term madness, If between 2 and 6, they gain a random indefinite madness.

On a 20 the body turns into a Gibbering Mouther.

This effect works regardless of whether the soul is willing, and will rip the soul away if possible. If some effect is stopping the soul, then if revived they will still be so, but without their soul. And if it was not willing, roll a 20 Charisma save, and on a fail you gain a short term madness.

Strangerling

On the fringes of places close to the far realm there has been the discovery of a people known as the Strangerlings, known as such for their strange nature. Although humanoid, they have features that seem similar to those attributed to odd aberrations separated by different, specifically they match that of a Mimic, a Flumph, and a Beholder, which they can change between without much trouble unlike other subraces. Notably these natures match those of the Aberration Arcanist of which is common practice for the people, although their exact relationship confusing and perhaps contradictory. No one seems to able to find definitive evidence of whether Strangerlings or Aberration Arcanists were found first, where it seems like they both may have existed for a long time, or may have just appeared suddenly. This has created theories that Strangerlings may have been among the first Aberration Arcanists, where something changed them and altered time and space to reflect their altered selves, or may have come from another universe whereupon the current one may have been altered shifting some that they became arcanists retroactively. Truth is that not even the Strangelings are sure.

Order Near Total Chaos

While one may expect being that came from or near the Far Realm to be very chaotic, especially considering their forms, Strangeling Society is actually very ordered, with a strong importance placed on Lawful activity order. A theory places that to keep their society running required in places where many unstable things can happen, requires an order be kept. Although within this order Strangerlings can be quite varied, often separated via their different subraces, which seems to have an influence over their nature. Psionic Strangerlings are usually the most ordered and tend to be part of a leader cast along with those that require a lot of responsibility. On the other end Dream Strangerlings are more chaotic, and notably often find themselves in parts of warriors or other roles that may require a flexibility. And lastly Amorphous Strangerling usually find themselves as part of general laborers. Strangerlings that leave their communities for more mundane areas can often find themselves feeling restless by the mundane, and often seem to seek out the odd, which has often had them run into those of other races who are doing the same due to their own odd nature compared to other humanoids.

Strange People, Stranger God

The chief deity of the Strangerlings is a being Thazatholta, something that is even stranger than those who worship it. Records of until quite recently point to what may have Thazatholta were being a long dead ancient god, or at most something could only be classified as a Great Old One, and many records from different sources seem to be contradictory of its nature before having a divine status, which has had researches question the status of reality. Thazatholta itself also seems to have a large variation of what itself or its avatars look like, the most consistent depictions have it with six legs or tentacles, and three separate tentacles spread out between the appendances. These three tentacles are said to be its children, Vehlathur, Zthlurpv and Mylamikta, and seem to be that which clerics may be able to draw power from, each with their own domains and alignment (CE, LG and N), while Thazatholta itself seems to be too incomprehensible to gain power from directly, Its Children though have also been shown having their own distinct forms. Its domains are Tempest, Knowledge and Trickery, and its lessons to the Strangerling people are to withstand harsh lessons of powers and tricks which their god allows on them, so they can in turn use it on those who would be hostile to them.

Strangerling Names

Strangerlings tend to be hard to pronounce in truly accurate ways for most languages, and according to the native speakers are a mix between common and seep speech, that few outside can even hear properly.

Male Names: Kthuta, Andolphr, Hrasta, Yogsoph, Henphip

Female Names: Nyartho, Khugha, Kosom, Ebriesta, Maygala, Yharna

Family Names: Larkham, Dwuniche, Ralyeh, Isunmothn, Moksitiinac

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ABERRATION PLAYER OPTIONS

Strangerling traits

Your strange nature gives you traits common to other strangerlings.

Ability score Increase. Your Charisma score increases by 2

Age. Reach adulthood in late teens. And while it is common that they live as long as humans, though for some unknown reason some begin to age at one third the rate after reaching adulthood and live up to such an age. These though rarely act as adventurers and feel the strong pull of their communities, usually acting as priests and priestesses.

Alignment. Most Strangerlings are lawful, but otherwise can be good, neutral or even evil, it is not uncommon for their alignment to shift in response to those around them.

Size. Medium

Speed. Your vase walking speed is 30 feet.

Dark vision. Can see in dim light within 60 feet of you as if it was bright light, and darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Natural telepathy. Have natural telepathy up to 10 feet, which can be added on top of any other abilities that provide telepathy. Passive influence. When a target is within range of your telepathy, you have advantage on all charisma (Deception, intimidation, and persuasion) checks against the target. This has no effect on anything that has become aware of the effect. One becomes aware of it if they can communicate telepathically (not counting single targets such as communicate with a familiar), have had it communicated telepathically by someone who is aware, is under the effect of something that protects their mind from magical effects, or under suspicion of influence has succeeded in a wisdom saving throw against your intelligence.

Languages. Can speak Deep speech and common, and write in Qualith and common.

Strange Subrace. There are 3 subraces of Strangerlings, choose one. But unlike other races a Strangerling is able to change its subrace, where after at least a short rest they revert to a neutral state that may look more like a bold human, 36 hours later they gain the new subrace, taking on appearances of the subrace. These different forms can look quite different to each other and even to those of the subrace, but will have the same features unique to their subrace even if they change and turn back another time, as if the Strangerling has 3 different faces they may change between. One who has grown up with Strangerlings like another Strangerling may be quite adapt recognising a Strangerling in a different subrace, even if they had never seen them in that subrace before.

Dream Strangerling

The most distinct trait is that the Strangerling’s eyes turn into a singular eye on their head their head, somewhat like a strengthening the idea of a connection to Beholders, and like a beholder Dream Strangerling can be known to have wide variations in skin texture.

Ability score Increase. Your Wisdom score increases by 1.

Aberrant Eye. Advantage against seeing through illusions, you also have twice the length of dark vision, and an easier time seeing things in the distance.

Psionic Strangerling

From the previous humanoid features, a Psionic Strangerling’s eyes grow stalks, their head increases in size, and limbs may take an almost tentacle like appearance.

Ability score Increase. Your Intelligence score increases by 1.

Aberrant mind. vulnerable to psychic damage, an immunity to effects that would sense its emotions, or read its thoughts, and advantage on resisting scrying or disadvantage on something else scrying you. Natural telepathy is increased by 10 feet (to 20 feet added to any other form of telepathy).

Amorphous Strangerling

The Amorphous Strangerling’s skin becomes tough, and their limbs more flexible. It is also common that both of their eyes split to give them a total of 4 eyes, somewhat giving them an appearance like a mimic.

Ability score Increase. Your Dexterity score increases by 1.

Aberrant body. Resistance against acid damage, and advantage on all effects from being knocked prone. But speed is dropped by 5 feet.

Feats

Far Realm Expression

Prerequisite: A history with the Far Realm Contact

An interaction with the Far Realm has seeped into your personality, and your ability to interact with people can vary from day to day. Once per long rest you can roll a d6, and you then gain a proficiency in a random charisma skill proficiency: Deception (1 and 2), Intimidation (2 and 3), or Persuasion (5 and 6). It lasts until your next long rest, and if you already have proficiency in that skill, you then gain expertise and the proficiency bonus is doubled.

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ABERRATION PLAYER OPTIONS

Credits

  • This was made using The Homebrewery.
  • All images taken from Google image and used without permision of owners, this is not a comercial product.
  • All other aspects were made by myself via inspiration from the Dungeons and Dragons 5e Players Hand Book, Monster Manual, Dungeon Master's Guide, and Volo's Guide to Everything, and references material in those books.

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