The Aberrant v1.0
The Aberrant v1.0
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.
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.
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.
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