Path of the Aberrant (5e Subclass)

Aberrant

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

Spellcasting

Barbarian LevelCantripsSpells Known1st-level2nd-level3rd-level4th-level
3rd332---
4th343---
5th343---
6th343---
7th3542--
8th3542--
9th3642--
10th4743--
11th4843--
12th4843--
13th49432-
14th410432-
15th410432-
16th411433-
17th411433-
18th411433-
19th4124331
20th4134431

Spellcasting

When you reach 3rd level, you gain the ability to cast spells when you choose the Dendar trait. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You learn three cantrips: Eldritch Blast and two others of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level.

Spell Slots

The Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Witch Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Witch Bolt using either slot.

Spells known of 1st-level and Higher

You know four 1st-level warlock spells of your choice.

The spells known column of the Spellcasting table shows when you learn more warlock spells of 1st-level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells since your magic is drawn from the Old Ones connected to you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a warlock spell you know as a ritual if that spell has the ritual tag.

Aberration

A monstrous being of Lovecraftian proportions. When you become an Aberration from choosing the Ghaunadaur trait at level 3, you gain the following traits.

  • You gain natural weapons that deal 1d8 slashing damage + your strength or dexterity modifier and are considered magical for the purposes of overcoming resistances.
  • You have darkvision up to 60 feet. If you already have darkvision, add 60 feet to what you can see.
  • You are vulnerable to radiant damage in this state and are resistant to psychic and necrotic.

Mutations

If you have chosen the Ghaunadaur trait at level 3 and reached level 10 with this subclass, the corresponding Old One grants the following abilities depending on the trait you chose at level 10. The abilities are gained when you rage and lose when leave it. You are immune to your own abilities.

  • (Dendar). +1d8 psychic damage to melee damage rolls. When you attack and hit an enemy, it must pass a Wisdom save or have disadvantage on the next roll. The DC is equal to the attack roll made by you.
  • (Ghaunadaur). +1d8 slashing to your natural weapons. +1d6 poison to all melee damage rolls. The enemy must make a Constitution save or be under the poisoned condition. The DC is equal to 8+Proficiency+Your Constitution Modifier.
  • (Kezef). Gain 10+ Your Constitution Modifier as Temporary Hitpoints. +1d8 acid damage to all rolls
  • (Moander). +1d8 necrotic damage to all melee damage rolls. Every time you hit, the enemy must pass a Constitution save with the DC being a natural roll of 11 or above. On a fail, reduce the maximum hp by the total necrotic damage dealt multiplied by 2. The DC increases by 1 every time you get a feature of this subclass. After a long rest, anyone affected by this feature regains the lost hitpoints (8+Proficiency+Your Constitution Modifier).
  • (Tyranthraxus). +1d8 fire damage to all melee damage rolls. When you hit, the enemy must succeed on a Dexterity save or be lit on fire and take 1d8 fire damage per turn until the target takes an action to put it out. The Dc is 8+Your Charisma+ Proficiency.
  • (Zargon). +1 AC, each time you rage gain a resistance of your choice. You lose this resistance when you leave your rage.

Initiate

Those newborn souls, wailing for their mothers, shall be nursed on the bosom of the Great Ones. When you choose this subclass at level 3, you will have access to six different paths. You may choose only one from each at this level and level 6, 10, and 14.

  • (Dendar). Gain access to magic and the ability to cast spells. Refer to the Spellcasting table for when you gain spells and see chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
  • (Ghaunadaur). When you rage, you forcefully become an Aberration for a bonus action. Your type becomes Aberrant native to this location.
  • (Kezef). When you take a short rest, recover an extra 1d12 to your hitpoints. This increases by 1d12 every time you reach level 6, 10, and 14 with this subclass.
  • (Moander). Rage now applies to throwing weapons using your strength modifier. You ignore the reload property of your weapons with ammo.
  • (Tyranthraxus). Gain proficiency in 3 skills.
  • (Zargon). When you rage, reduce damage by 3+ Your Constitution Modifier(Minimum of 1). Increase the damage reduction by 1 every time you reach level 6, 10, and 14 with this subclass. Apply before resistances.

Adept

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

  • (Dendar). You can now cast spells without using material components. When you cast a spell, you can make an attack as a bonus action. At level 10, you can cast spells without using somatic components. At level 14, you can cast spells without using verbal components.
  • (Ghaunadaur). You can make one additional attack when you take the Attack action on your turn. All enemies attacking you gain an extra +2 to all attack rolls and 1d6 to all damage rolls.
  • (Kezef). You can use your reaction when making a saving throw to have advantage.
  • (Moander). Attacking at long range doesn't impose disadvantage. With one-handed ranged weapons increase range by 60 feet. With two-handed weapons increase range by 120 feet.
  • (Tyranthraxus). Choose 2 Skills you are proficient with, double proficiency for those skills. At level 10 and 14, chose 1 skill and double proficiency.
  • (Zargon). Choose 3 damage types beside piercing, bludgeoning, and slashing. When you go into a rage, gain resistances against these until the end of it.

Master

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

  • (Dendar). When you hit a creature you may discard a 1st level spell slot and deal an extra 2d10 necrotic damage. Each additional spell slot level adds 1d10 to the damage to a maximum of 4d10. Using a 4th level spell slot will cause the creature to reduce its hit point maximum by half the damage dealt by this feature.
  • (Ghaunadaur). You are resistant to fall damage and you take no damage when falling a number of feet less than 5 x your level.
  • (Kezef). You lose the need to eat, drink, sleep, and breathe. You are immune to disease, poison and the effects of aging magical or natural.
  • (Moander). Once per turn, Mark a target. Attacks against this target ignore half and three-quarters cover. At level 14, attacks deal an extra 1d6 damage of the same type as your weapon.
  • (Tyranthraxus). When you roll for a check with a skill you are proficient with and fail, you can choose to reroll it. You must take the new roll.
  • (Zargon). Increase AC by 1, gain 20 maximum hitpoints and add 2 hitpoints for each level you gain with this subclass.

Mentor

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

  • (Dendar). You can now cast spells during a rage and the bonuses from rage now apply to spells.
  • (Ghaunadaur). When Raging, add +3 to your attack and damage rolls.
  • (Kezef). When you are knocked down to zero hitpoints you can automatically use a hit die and stay at 1 health.
  • (Moander). You can make an additional bonus action every time you take a bonus action.
  • (Tyranthraxus). You may choose to instead automatically succeed on a skill check if you fail a roll. You may only do this a number of times equal to your Charisma modifier (minimum of 1) per long rest.
  • (Zargon). Regenerate 1d6+Your Constitution Modifier(Minimum of 1) at the beginning of your turn when you are raging.

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