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The Aberrant v1.0

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0% found this document useful (0 votes)
190 views

The Aberrant v1.0

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ABERRANT

Expose the
Expose the frail
frail lie
lie of
of existence
existence as
as you
you warp
warp reality
reality with
with forbidden
forbidden truth
truth
Expose
Expose the
the frail
frail lie
lie of
of existence
existence as
as you
you warp
warp reality
reality with
with forbidden
forbidden truth
truth
Aberrant
is skin a pale, sickly hue, eyes aglow with untold

H
revelations, the figure who was once an orc
stood before his tribe. With otherworldly
conviction, he preached the truth granted to him
by the eldritch storm that interrupted his
prayers. It was Talos he had called on, but with
a bolt of purple lighting, it was something else
that answered.
Many years passed. Decades. Eons? Time fell apart at the
precipise of her creation. The elven wizard, once so
confident, had been humbled beyond recognition. “This is it,“
her tentacled limbs whispered to her. “These are the answers
you’ve been seeking.” Now, if only she could understand.
Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat.
Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat.
Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat. Eat.
Eat. Eat. Eat. Eat… But there was no one left.
Aberrants are beings that have been touched by forces
beyond the stars. The potent and blasphemous truths shared
with an aberrant through their contact with the Beyond can
often cause them to develop strange and inexplicable
abilities, should they survive. Though, it is more likely their
minds will simply be torn asunder.
Remade by Truth
Few dare to ask the question, “What is it that lies beyond?”
Even fewer bother to serach for the answer. Most that do
turn up empty handed, but across time, a small number have
stumbled into the Truth. Forbidden Knowledge not meant for
mortal minds. Most break, shattered like glass across space
and time. The fraction who survive, who understand what
they have discovered, are changed. They move forward with a Creating an Aberrant
new perspective, a new directive. Driven by urges normal
humanoids could never understand. When creating an aberrant, consider the nature of your
Once touched by the Void, there is no return. A truth characters compulsions. What is their Cosmic Onus? This is
learned cannot be unlearned, hence the power in the old the concept which will define their behavior.
adage, “Ignorance is bliss.” But for those who embrace the Once this is done, consider how others will percieve their
Truth and lean into its blasphemous lessons, there is great compulsions. How does your character go about spreading
freedom and purpose to be found, as an aberrant. their truth? The knowledge of an aberrant will often result in
psychic damage, so spreading it freely will come across as
Unbound from Reality hostile. How do they behave in settlements? Do they attempt
Aberrants are living conduits of eldritch power. The world to mask their otherwordly nature, or do they lean into it?
around them is warped by the greater knowledge they Aberrants often shed who they were before, but it may still be
possess, and the unholy truths they spill into the world. Once important to know where your character came from, to
changed, an aberrant will utilize and weaponize their emphasize how drastically they have changed.
elightenment to accomplish whatever unfathomable goals
they are now compelled to achieve. This purpose, their
Cosmic Onus, defines them. It consumes them, and in turn Quick Build
they must spread their purpose. All must know. All must You can make an aberrant quickly by following these
believe. All, must join. suggestions. First, put your highest ability score in either
Or be left by The End. Intelligence or Charisma, followed by Constitution. Second,
choose the sage background.

INTRODUCTION | CLASS FEATURES | COSMIC ONUS | SPELL LIST | 23BLUENINJA HOMEBREW


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The Aberrant
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Eldritch Dice Aberrant Influence 1st 2nd 3rd 4th 5th
1st +2 Eldritch Truth, Alien Anatomy 1d12 5 ft. — — — — —
2nd +2 Horrid Revelation, Spellcasting 1d12 5 ft. 2 — — — —
3rd +2 Cosmic Onus, Fray 1d12 5 ft. 3 — — — —
4th +2 Ability Score Improvement 1d12 5 ft. 3 — — — —
5th +3 Extra Attack, Fraying Anatomy 1d10 5 ft. 4 2 — — —
6th +3 Unraveling Presence 1d10 10 ft. 4 2 — — —
7th +3 Cosmic Onus feature 1d10 10 ft. 4 3 — — —
8th +3 Ability Score Improvement 1d10 10 ft. 4 3 — — —
9th +4 — 2d8 10 ft. 4 3 2 — —
10th +4 Inescapable Revelation 2d8 15 ft. 4 3 2 — —
11th +4 Cosmic Onus feature 2d8 15 ft. 4 3 3 — —
12th +4 Ability Score Improvement 2d8 15 ft. 4 3 3 — —
13th +5 Triskaidekaphobia 2d6 15 ft. 4 3 3 1 —
14th +5 Untethered Anomoly 2d6 20 ft. 4 3 3 1 —
15th +5 Cosmic Onus feature 2d6 20 ft. 4 3 3 2 —
16th +5 Ability Score Improvement 2d6 20 ft. 4 3 3 2 —
17th +6 — 3d6 20 ft. 4 3 3 3 1
18th +6 Undeniable Revelation 3d6 30 ft. 4 3 3 3 1
19th +6 Ability Score Improvement 3d6 30 ft. 4 3 3 3 2
20th +6 Harbinger of The End 3d6 30 ft. 4 3 3 3 2

Class Features feature says “within your Aberrant Influence”, that means
within 5 feet of you. Your Aberrant Influence extends when
you reach certain levels in this class, as shown in the
Hit Points Aberrant Influence column on The Aberrant table.
Hit Dice:1d8 per aberrant level
8 + your Constitution modifier
Hit Points at 1st Level: Sundering the Veil
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution The potency of your truth is represented by your Eldritch
modifier per aberrant level after 1st Dice, which start as 1d12 and change as you gain aberrant
Proficiencies levels, as shown in the Eldritch Dice column on the Aberrant
Light armor, medium armor table. When you roll your Eldritch Dice, if any of the dice roll
Armor:
Simple weapons their maximum value, the veil of reality around you is
Weapons:
None temporarily sundered.
Tools:
Intelligence, Wisdom When you Sunder the Veil, replace any dice that rolled
Saving Throws:
Choose two from Arcana, Deception, Insight, their maximum value with a roll of the next highest die value,
Skills:
Intimidation, Perception, Persuasion, and Stealth up to a maximum of a d12 (If you roll 12 on a d12, reroll the
d12). For example, if your Eldritch Dice are 2d8 and one or
Equipment both of them roll an 8, you Sunder the Veil and replace each
You start with the following equipment, in addition to the 8 with a roll of a d10.
equipment granted by your background: If any of the rerolled dice roll their maximum value, repeat
the process. Each time you do, the sundering dice are
(a) Scale mail or (b) leather armor replaced—you do not add replaced rolls to the total.
A light crossbow and 20 bolts Disturbances
(a) a dungeoneer’s pack or (b) an explorer’s pack At the end of each turn, you magically cause one of the
Eldritch Truth following Disturbances for each time you Sundered the Veil
that turn:
You understand the truth of existence as few can. This truth
fills you power, which alters reality within your influence. Warping. You teleport to an unoccupied space you can

Language of Truth
see within your Aberrant Influence.
At 1st level, the whispers have shared their secrets of Maddening. Each creature of your choice within your
communion with you. You learn to speak, read, and write Aberrant Influence takes psychic damage equal to your
Deep Speech proficiency bonus.
Aberrant Influence Horrifying. A creature of your choice within your Aberrant

Your presence affects the world around you, represented by Influence must succeed on a Wisdom saving throw or
your Aberrant Influence which starts at 5 feet. When a become frightened of you until the end of your next turn.
INTRODUCTION | CLASS FEATURES | COSMIC ONUS | SPELL LIST | 23BLUENINJA HOMEBREW
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Disrupt
You gain the following feature, which you can use at will:
Disrupt. As an action, you cause a Disturbance.

Madness Ability
You choose whether you will channel the power of your
maddening truth through presence or intellect, choosing
either Charisma or Intelligence as your Madness ability score
(this choice cannot be changed). When an aberrant class
feature requires other creatures to make a saving throw, they
do so against your Madness save DC. Your Madness save DC
and your Madness modifier are calculated as follows:
Madness modifier = your Intelligence or Charisma modifier
(based on chosen Madness ability score)
Madness save DC = 8 + your proficiency bonus +
your Madness modifier.
Alien Anatomy
At 1st level, the void has changed—or perhaps birthed—you.
Choose an alien anatomy listed below. Each anatomy grants
you a benefit and a natural melee weapon with which you are
proficient, known as your Anatomy Weapon.
Your Eldritch Dice are the damage die of your Anatomy
Weapon, which doesn’t require your hands to use. Its
damage type and the ability modifier used for its attack and
damage rolls vary based on your anatomy.
Chitinous
Patches of your skin are replaced with chitinous plates,
giving you a base AC of 16 while not wearing armor (your Spellcasting
Dexterity modifier doesn’t affect this number). Your hit point At 2nd level, you have learned to pull forth blasphemy from
maximum also gains a bonus equal to your aberrant level. the Far Realm to cast spells. See Spells Rules (Player’s
You grow extra limbs that end in pincers as your Anatomy Handbook) for the general rules of spellcasting. The
Weapon, which deal bludgeoning damage on a hit. Use your Aberrant’s spell list is detailed at the end of the class
Strength modifier for the attack and damage rolls, and when description.
you roll a 1 on a damage die for an attack with your Anatomy
weapon, you can reroll the die and must use the new roll, Preparing and Casting Spells
unless you Sunder the Veil. The Aberrant table shows how many spell slots you have to
Illithus cast your aberrant spells of 1st level and higher. To cast one
Your skin becomes slimy. You learn the mage hand cantrip of these spells, you must expend a slot of the spell’s level or
and can cast it without using any spell components. When higher. You regain all expended spell slots when you finish a
you cast mage hand, you can make the hand is invisible. You long rest.
also gain the ability to speak telepathically to any creature You prepare the list of aberrant spells that are available for
you can see within 4 times your Aberrant Influence. You you to cast, choosing from the aberrant spell list. When you
don’t need to share a language with the creature for it to do so, choose a number of aberrant spells equal to your
understand your telepathic utterances, but the creature must Madness modifier + half your aberrant level, rounded down
be able to understand at least one language. (minimum of one spell). The spells must be of a level for
You grow tentacles as your Anatomy Weapon that deal which you have spell slots.
psychic damage on a hit. Use your Madness modifier for the For example, if you are a 5th-level aberrant, you have four
attack and damage rolls. 1st-level and two 2nd-level spell slots. With a Madness score
of 16, your list of prepared spells can include five spells of 1st
Larvallous or 2nd level, in any combination. If you prepare the 1st-level
Your flesh is merely a vessel for the hive within. You can spell cause fear, you can cast it using a 1st-level or a 2nd-level
squeeze through spaces as narrow as 1 inch wide, provided slot. Casting the spell doesn’t remove it from your list of
you are wearing and carrying nothing. You also have prepared spells.
advantage on ability checks you make to escape a grapple. You can change your list of prepared spells when you
You can send forth larva as your Anatomy Weapon that finish a long rest. Preparing a new list of aberrant spells
deal necrotic damage on a hit. You can use Dexterity or your requires time spent consulting with the Whispers: at least 1
Madness ability modifier for the attack and damage rolls. minute per spell level for each spell on your list.
INTRODUCTION | CLASS FEATURES | COSMIC ONUS | SPELL LIST | 23BLUENINJA HOMEBREW
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Spellcasting Ability Fray
Your Madness ability is your spellcasting ability for your At 3rd level, your strikes assault both mind and body. When
aberrant spells, as your magic is drawn from eldritch truth. you hit a creature with your Anatomy Weapon, you can force
You use your Madness ability whenever a spell refers to your the target to make a Strength saving throw. On a failed save,
spellcasting ability. You also use your Madness ability the target is grappled by you (escape DC is your Madness
modifier when setting the saving throw DC for aberrant DC) and you cause a Disturbance. You can’t attack other
spells you cast and when making an attack rolls with them. creatures with your Anatomy Weapon while grappling a
Spell save DC = 8 + your proficiency bonus + creature this way.
your Madness ability modifier. You can use this feature a number of times equal to your
Spell attack modifier = your proficiency bonus +
Madness modifier (minimum one use). You regain one
your Madness ability modifier. expended use when you finish a short rest, and you regain all
expended uses when you finish a long rest.
Innate Spellcasting
Ability Score Improvement
Your aberrant spells require no material components unless
they have a gold cost or are consumed by the spell. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Horrid Revelation by 2, or you can increase two ability scores of your choice by
At 2nd level, you can shed all falsehoods to assume a 1. As normal, you can’t increase an ability score above 20
terrifying form. As a bonus action, you can make your Horrid using this feature.
Revelation by expending a spell slot of any level. When you Fraying Anatomy
do, you cause a number of Disturbances equal to the
expended slot’s level, and you roll your Eldritch Dice that At 5th level, your alien anatomy has strengthened, fraying
many times as well (potentially Sundering the Veil). You gain sanity and flesh with a touch. You gain additional benefits
temporary hit points equal to the total rolled, and for 1 and a new Disturbance based on your chosen anatomy.
minute, you gain the following benefits: Chtitinous
Your AC increases by 2 and you have advantage on Your base AC increases to 18.
Constitution saving throws. The AC bonus from your Horrid Revelation increases to 3.
Creatures have disadvantage on saving throws to avoid Sapping. A creature you are grappling must succeed on a
becoming frightened of you. Charisma saving throw or become restrained by you for
When you use Disrupt, you gain temporary hit points the duration of the grapple and take psychic damage equal
equal to your Eldritch Dice. to your aberrant level. You regain hit points equal to the
During your Horrid Revelation, your hands mutate, damage dealt.
preventing you from properly wielding (but not holding) Illithus
weapons and shields, though you can still activate magic You gain proficiency in Charisma saving throws.
items. You also can’t use your bonus action to make another
Horrid Revelation. During your Horrid Revelation, you can cast your aberrant
Cosmic Onus
spells without using any spell components.
Stunning. A creature you are grappling must succeed on
At 3rd level, your glutenous purpose, the Cosmic Onus that an Intelligence saving throw or be stunned until the end of
drives your hunger, infests your mind. Choose your Cosmic your next turn.
Onus from those listed at the end of the class description.
Your choice grants you features at 3rd level, and again at 7th, Larvallous
11th, and 15th level. You have advantage on saving throws against being
Onus Spells paralyzed or restrained
Each onus has a list of associated spells. You gain access to During your Horrid Revelation, you are immune to being
these Onus Spells at the levels specified in the onus grappled, paralyzed or restrained.
description, and they count as aberrant spells for you. Once Infesting. A creature you are grappling must succeed on a
you gain access to an Onus Spell, you always have it Constitution saving throw or take necrotic damage equal
prepared. Onus Spells don’t count against the number of to your aberrant level and be poisoned by your larva until
spells you can prepare each day. the end of your next turn. A poisoned creature takes
You can cast one of your Onus Spells without requiring a additional necrotic damage equal to your Eldritch dice at
spell slot. When you do, the spell is cast at the level of your the start of its turn. This effect ignores immunity to the
highest aberrant spell slot. Once you cast an Onus Spell this poisoned condition, unless the creature is a construct.
way, you must finish a short or long rest before you can cast a
spell in this way again.

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Extra Attack Untethered Anomoly
Beginning at 5th level, you can attack twice, instead of once, At 14th level, your anomolous form circumvents both
whenever you take the Attack action on your turn. magical and physical law. You have advantage on saving
Unraveling Presence
throws against spells and other magical effects, and you gain
a flying speed equal to your walking speed. While flying this
Starting at 6th level, reality unravels at the edges of your way, you can hover.
form, causing your attacks with natural weapons and Undeniable Revelation
unarmed strikes to count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks When you reach 18th level, you can see through the frail
and damage. deceptions of the material with ease. Your Intelligence and
Additionally, when a hostile creature within your Aberrant Charisma scores, as well as the maximum for those scores,
Influence makes a saving throw, it must roll a d4 and each increase by 2, and you have truesight within your
subtract the number rolled from the total. Aberrant Influence.
Inescapable Revelation Harbinger of The End
At 10th level, you awaken an inescapable truth in sentient At 20th level, you herald The End of all things, and even the
creatures that cannot be ignored. Creatures with an shadows whisper your name in fear. The first time each turn
Intelligence score of 3 or higher that are not an aberration, that you cause a Disturbance, you can cause an additional
construct, or undead cannot have advantage on saving Disturbance.
throws to avoid becoming frightened of you (meaning they Finally, during your Horrid Revelation, you can use Disrupt
will have disadvantage during your Horrid Revelation). as a bonus action.
If such a creature is immune to being frighted, you ignore
that immunity, but that creature can and does have
advantage on saving throws to avoid being frightened by you. Optional Rule: Multiclassing
Triskaidekaphobia If you use the optional multiclassing rule in the Player’s
Handbook, here’s what you need to know if you choose
By 13th level, you can shatter minds with a glance. The first aberrant as one of your classes.
time each turn that you cause a Maddening Disturbance, you
can choose one creature to take 13 psychic damage, rather Ability Score Minimum. As a multiclass character you must
than damage equal to your proficiency bonus. have an Intelligence or Charisma score of at least 13 to take
Additionally, when you make your Horrid Revelation, you a level in this class, or to take a level in another class if you
can double the range of your Aberrant Influence for 1 minute. already are an aberrant.
Once you do, you must finish a long rest before you can do so Proficiencies Gained. If aberrant is not your initial class, you
again. only gain proficiency with simple weapons and light armor.
Invasive Examination
3rd-level Analyze feature
You gain proficiency in Investigation, or another aberrant
skill of your choice if already proficient.
Once on each of your turns when you take the Attack
action, you can forgo making one of your attacks to Examine
a creature you are grappling by making a Madness
(Investigation) check against the grappled creature’s AC. On
a success, the creature takes slashing damage equal to your
Eldritch Dice, and you learn one of the following bullets of
information about the creature:
Its damage resistances, immunities, and vulnerabilities
Its highest and lowest ability scores
Its hit point maximum and AC
Its movement speeds and senses
Its saving throw proficiencies
You also gain a new Disturbance you can cause:
Vivisecting. A creature of your choice within your Aberrant
Influence must succeed on a Constitution saving throw or
take slashing damage equal to your aberrant level and is
either blinded, deafened, or cannot speak (your choice) until
the end of your next turn.
Laid Bare
7th-level Analyze feature
You learn two bullets of information when you successfully
Examine a creature, and during your Horrd Revelation, you
gain the following benefits:
You have advantage on Investigation checks.
Cosmic Onus Attacks against hostile creatures within your Aberrant
Aberrants are driven by an inexplicable desire to perform Influence score a critical hit on a roll of 19 or 20.
certain behaviors. Some are called to consume, others to
simply observe. Some seek to hoard all they come across, Cursed Hypothesis
while others seek to destroy. An aberrant’s onus is more than
just the way they behave. It is the concept from which they 11th-level Analyze feature
When you successfully Examine a creature, you can cast
draw their very existance. bestow curse on the target as part of the same action. When
Analyze cast this way, the spells level is increased by 1.
You can also cast bestow curse without expending a spell
Aberrants made to analyze seek to dissect every part of slot, and you regain the ability to do so when you finish a
reality. They poke, prod, and pull at what’s infront of them short or long rest.
until their insides are revealed, forcefully or otherwise. Hold Still
Onus Spells 15th-level Analyze feature
3rd-level Analyze feature You learn thetelekinesis spell, and can cast it as a bonus
You gain Onus Spells at the aberrant levels listed. action without expending a spell slot. Once you do, you must
finish a short or long rest before you can do so again.
Analyze Spells You can also Examine creatures within your Aberrant
Aberrant Level Spells Influence that you have restrained with telekinesis as if you
detect magic, identify were grappling them.
3rd
Additionally, when you cast bestow curse, you can choose
5th
9th
detect thoughts, hold person
bestow curse, slow
two curse effects instead of one.
13th death ward, resilient sphere
17th contagion, hold monster

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Destroy When you would cause multiple Disturbances back to back,
such as when you Sunder the Veil multiple times, you must
Destruction is often the natrual consequence to the presence choose how many will be Detonating before the Distrubances
of an aberration, but some are called to a more direct occur. You then cause one Detonating Disturbance rather
approach. These aberrants drawn to destroy do so violently than multiple, and its damage and range (or radius if using an
and with great pleasure, usually with explosive force. Explosion’s sphere) are increased by 1d10 and 5 feet,
Onus Spells
respectively, for each Disturbance choosen.
3rd-level Destroy feature Explosive Temper
You gain onus spells at the aberrant levels listed. 7th-level Destroy feature
A creature that succeeds on a saving throw against your
Destrory Spells Explosion or Detonating Disturbance takes half the damage
Aberrant Level Spells it would on a failure. You also gain the following benefits
3rd catapult, thunderous smite during your Horrid Revelation:
5th dust devil, enlarge/reduce
Whenever you take the Attack action, you can create an
9th
13th
erupting earth, fireball
storm sphere, vitriolic sphere
Explosion or use Dirsupt in place of one of your attacks.
17th destructive wave, maelstrom When you Sunder the Veil with the damage roll of an
Explosion, the area of its sphere is considered part of your
Destructive Tendancies Aberrant Influence until the beginning of your next turn.
3rd-level Destroy feature Demented Demolition
You have advantage on attack rolls against objects and
structures, and any damage you deal to objects and 11th-level Destroy feature
When you create an Explosion, you add your Madness
structures is doubled. modifier to the damage roll, and you can increase its radius
As an action, you can create an Explosion in a 5-foot-radius by 5 feet. The range at which you can create an explosion
sphere centered on a point you can see within 30 feet of you. also increases from 30 feet to 60 feet.
Each creature in the sphere must succeed on a Dexterity Moreover, objects and structures take the maximum
saving throw or take your choice of acid, cold, fire, or possible damage from your Explosions.
bludgeoning damage equal to your Eldritch Dice. Any
nonmagical objects or structures in the sphere that aren’t Devastation
being worn or carried take this damage as well.
When you create an explosion, you can expend a spell slot 15th-level Destroy feature
You learn the and incendiary cloud spells. They
to empower it, increasing its damage and radius by 1d8 and earthquake
count as aberrant spells for you, and you can cast one of
5 feet, respectively, per level of the expended slot. This them without expending a spell slot. Once you do, you must
additional damage cannot Sunder the Veil. finish a long rest before you can cast either of these spells in
You also gain a new Disturbance you can cause: this way again.
Detonating. Each creature other than you that is either Additionally, when you create an Explosion, you can create
within your Aberrant Influence or within the sphere of an an additional Explosion at another point within range.
Explosion you created this turn (your choice) must succeed Creatures in both spheres make only one saving throw, and
on a Constitution saving throw or be knocked prone and you use the same damage roll for both Explosions. When you
takes 1d10 thunder damage. empower an Explosion with a spell slot, the damage and
radius of both Explosions are increased.
INTRODUCTION | CLASS FEATURES | COSMIC ONUS | SPELL LIST | 23BLUENINJA HOMEBREW
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Dominate
Many aberrants are driven to dominate, such as the illithid.
Aberrants with this onus rend the minds of any creatures not
from their ilk, seeking to exert total control on everything
around them.
Onus Spells
3rd-level Dominate feature
You gain onus spells at the aberrant levels listed.
Dominate Spells
Aberrant Level Spells
3rd charm person, command
5th detect thoughts, suggestion
9th bestow curse, fear
13th compulsion, confusion
17th dominate person, geas

Mind Breaker
3rd-level Dominate feature
You gain proficiency in Intimidation, or another aberrant
skill of your choice if already proficient.
As an action, you can Fracture a creature within 60 feet of
you that you can see, forcing it to make an Intelligence saving
throw. On a failure, the target takes psychic damage equal to
your Eldritch Dice + your Madness modifier and has
disadvantage on the next saving throw it makes before the
end of your next turn. If this damage Sunders the Veil, you
can target the creature with a Disturbance as if they were in
your Aberrant Influence.
You also gain a new Disturbance you can cause:
Faltering. A creature of your choice within your Aberrant
Influence must succeed on an Intelligence saving throw or be
unable reactions until the end of its next turn. Moreover, on
its next turn, it must choose whether it gets a move, an
action, or a bonus action; it gets only one of the three.
Shattering Presence
7th-level Dominate feature
You gain resistance to psychic damage and your aberrant
spells and features ignore resistance to psychic damage. You
also gain the following benefits during your Horrid
Revelation:
You can cast your Onus Spells that have a casting time of
1 action as a bonus action
Hostile creatures that start their turn within your Aberrant
Influence take psychic damage equal to your Eldritch Mens Dominus
Dice. 15th-level Dominate feature
Kneel You learn thedominate monster spell. It counts as
11th-level Dominate feature aberrant spell for you, and you can cast it without expending
When you successfully Fracture a creature, the target also a spell slot. Once you do, you must finish a long rest before
suffers your choice of a Faltering or Horrifying disturbance. you can cast that spell in this way again.
Moreover, you learn the mass suggestion spell. It counts as Additionally, you can cast command and detect thoughts at
an aberrant spell for you, and you can cast it without will, without expending a spell slot.
expending a spell slot. Once you do, you must finish a long
rest before you can cast that spell in this way again.

INTRODUCTION | CLASS FEATURES | COSMIC ONUS | SPELL LIST | 23BLUENINJA HOMEBREW


8
Arrival
7th-level Herald feature
The range of your Signs is increased to 10 feet, and you
learn the summon aberration spell. You can cast it when you
make your Horrid Revelation as part of the same action
without expending a spell slot, and when you do, it is cast
with the following alterations:
The spell’s duration is 1 minute, and it doesn’t require
Herald concentration.
Some of the greater entities in the Far Realm will send The creature’s size becomes Large.
messangers to herald their movements. These heralding
aberrants spread word of the coming of something greater, The creature gains the same amount of temporary hit
often breaking the minds of their audience in the process. points that you do when you make your Horrid Revelation.
Onus Spells The creature counts as a Sign.
3rd-level Herald feature Your Aberrant Influence extends from the creature out to
You gain onus spells at the aberrant levels listed. its Sign range.
Herlad Spells On your subsequent turns, you must use your action to
Disrupt, or the spell ends. Once you cast the spell this way,
Aberrant Level Spells you must finish a short or long rest before you can cast it in
3rd
5th
dissonant whispers, silent image
animal messenger, levitate
this way again.
9th fear, major image Extinction Foretold
13th black tentacles, phantasmal killer 11th-level Herald feature
17th contact other plane, dream Creatures within range of your Signs have disadvantage on
saving throws against your Disturbances.
Beware the Signs When you cast summon aberration as part of your Horrid
3rd-level Herald feature Revelation, you no longer need to Disrupt to maintain the
You gain proficiency in Persuasion, or another aberrant spell, but you must cause at least one Disturbance on your
skill of your choice if already proficient. turn, or the spell ends. You can also have your aberrant
You learn the minor illusion cantrip, which counts as an spirit’s size become Huge. If you do, the number of
aberrant spell for you. When you create an illusion with a temporary hit points it gains is doubled, and it gains an
spell that is visible, you can choose for it to be a Sign of additional set of traits (from Beholderkin, Slaad, or Star
things to come. Your Signs have a range of 5 feet, and the Spawn).
area within range of your Signs counts as difficult terrain for Behold the End
hostile creatures that can see it. Hostile creatures that start
their turn within range of a Sign they can see take psychic 15th-level Herald feature
The range of your signs is increased to 15 feet, and when
damage equal to your Eldritch Dice + the level of the spell (0 you cast summon aberration as part of your Horrid
if a cantrip). Revelation, you can expend a spell slot to increase the level
You also gain a new Disturbance you can cause: of the spell by the level of the expended slot. You can also
Prophesying. Each hostile creature within your Aberrant have your aberrant spirit’s size become gargantuan. If you do,
Influence or within range of a Sign must succeed on a the damage dice of its attacks are replaced with your Eldritch
Wisdom saving throw or drop anything they are holding and Dice (its attacks can Sunder the Veil), and it gains all three
have their speed become 0 until the end of your next turn. sets of traits.
INTRODUCTION | CLASS FEATURES | COSMIC ONUS | SPELL LIST | 23BLUENINJA HOMEBREW
9
Observe Additionally, you gain a new Disturbance you can cause:
Unnerving. A creature of your choice within your Aberrant
Aberrants driven to observe are compelled to see everything Influence or within 10 feet of your familiar must succeed on a
they possibly can. They weasel into restricted areas and will Wisdom saving throw or be compelled to look over its
attempt to bypass any barrier that would prevent them from shoulder, causing attack rolls against it to have advantage
laying eyes on something they haven’t seen before. until the end of your next turn.
Onus Spells I See You
3rd-level Observe feature
You gain onus spells at the aberrant levels listed. 7th-level Observe feature
Your eye familiar can use its action to magically become
Observe Spells invisible until it attacks or until its concentration ends (as if
concentrating on a spell). You also gain a bonus to initiative
Aberrant Level Spells rolls equal to your Madness modifier, and during your Horrd
3rd detect magic, find familiar Revelation, you gain the following benefits:
5th invisibility, see invisibility
9th clairvoyance, nondetection When you cast an aberrant spell, you can Gaze upon a
13th arcane eye, greater invisibility creature as part of the same action.
17th passwall, scrying When you successfully Gaze upon a creature within your
Eyes in the Dark
Aberrant Influence, you cause a Disturbance.
3rd-level Observe feature Piercing Gaze
You gain proficiency in Perception, or another aberrant 11th-level Observe feature
skill of your choice if already proficient, and you gain a bonus You learn the true seeing spell, which counts as an
to Perception checks that rely on sight equal to your aberrant spell for you, and you can cast it as a bonus action
Madness modifier. You can also see normally in dim light without using a spell slot or any spell components. Once you
and darkness, both magical and nonmagical, to a distance of cast the spell this way, you must finish a long rest before you
120 feet. can cast it this way again.
In addition, you can cast find familiar as a ritual, without Additionally, when you Gaze upon an invisible creature, it
using any spell components. When you cast find familiar, you must succeed on a Charisma saving throw, or the effect
can have your familiar take the form of a tiny eye (use the owl causing it to be invisble ends.
statblock). Your eye familiar is an aberration, and it has
additional hit points equal to your aberrant level. It uses your Eyes Beyond
bonus for Perception checks, if it is higher, and it can see 15th-level Observe feature
normally in dim light and darkness, both magical and You learn the mislead and project image spells. They count
nonmagical, with its darkvision. as aberrant spells for you, and you can cast each of them
without expending a spell slot. Once you cast one of the
Scopophobia spells this way, you must finish a long rest before you can
3rd-level Observe feature cast that spell in this way again.
Once on each of your turns when you take the Attack Your Aberrant Influence extends from the illusions created
action, you can forgo making one of your attacks to Gaze by these spells to the same range it extends from you. You
upon creature you or your familiar can see by making a can also use Disrupt or Gaze upon a creature from their
Madness (Perception) check against the creature’s Charisma space, as part of the same action you use to move them.
score. On a success, that creature has disadvantage on the Additionally, you have blindsight within your Aberrant
next saving throw it makes against one of your Disturbances Influence.
until the end of your next turn.
Your familiar can also use its action to allow you to Gaze
upon a creature it can see.
Aberrant Spell List
1st Level alter self blink phantasmal killer
alarm arcanist’s magic aura clairvoyance polymorph
armor of agathys blindness/deafness counterspell private sanctum
arms of hadar blur dispel magic psychic lance
bane crown of madness enemies abound shadow of moil
catapult darkness fear sickening radiance
cause fear darkvision feign death summon aberration
caustic brew detect thoughts fly vitriolic sphere
chaos bolt enlarge/reduce haste
charm person enthrall hunger of hadar 5th Level
color spray hold person hypnotic pattern animate objects
command invisibility intellect fortress antilife shell
detect magic knock major image cloudkill
disguise self levitate nondetection contact other plane
dissonant whispers mind spike slow contagion
feather fall mind whip stinking cloud dominate person
fog cloud mirror image thunder step dream
grease misty step far step
hex pass without trace 4th Level geas
hideous laughter phantasmal force banishment hold monster
ray of sickness ray of enfeeblement black tentacles mislead
shield see invisibility charm monster modify memory
silent image shatter compulsion passwall
sleep silence confusion scrying
thunderwave spider climb dimension door synaptic static
suggestion dominate beast telekinesis
2nd Level freedom of movement telepathic bond
acid arrow 3rd Level greater invisibility wall of force
bestow curse hallucinatory terrain

INTRODUCTION | CLASS FEATURES | COSMIC ONUS | SPELL LIST | 23BLUENINJA HOMEBREW


11
The Aberrant
By u/23BLUENINJA

Art Credits:
James Ryman - Cover
Cynthia Sheppard - pg 1
Jason Felix - pg 3
Daarken - pg 5
Filip Burburan - pg 6
Eli Minaya - pg 7
Nino Is - pg 8
Clint Cearley - pg 9
Svetlin Velinov - pg 10
Chase Stone - Back Cover

A class that sunders reality to terrify and


enlighten all that come near.

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