The Aberration (5e Subclass)

This page is of questionable balance. Reason: 22 Invocations at 20th level is maybe a bit too good


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

The Aberration

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

Expanded Spell List

The Aberration lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. You automatically learn them at appropriate levels and this spell don’t go against your spell known. Additionally double your cantrips known.

Table: Aberration Expanded Spells
Spell LevelSpell
1stshield, ray of sickness
2ndlevitate, nystul’s magic aura
3rdslow, lightning bolt
4thconfusion, vitriolic sphere
5thtelekinesis, geas
aberration’s bonus

Starting at 1st level, you can speak, read and write Deep Speech. Additionally increase your invocations known equal to your intelligence modifier - 3 (minimum 1) at 4th, 7th, 9th, 11th, 14th, 17th, & 20th.

Forbidden Knowledge

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

After a short or long rest, you can perform a short ritual, asking your patron for magical prowess. You can gain additional warlock spell slot equals to your intelligence modifier, but if you do, your maximum hit points are reduced by an amount equal to your warlock level + your proficiency modifier. You regain your standard maximum hit points after a short or long rest.

Psychic Shattering

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

When you can a spell of 1st level or higher to inflict damage on creatures, those creatures suffer additional psychic damage equal to your Intelligence modifier. It the target of the spell has a lower Intelligence score than you, it suffers additional psychic damage equal to 2 plus your Charisma modifier instead.

Mental Inquisitor

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

You gain resistance to psychic damage. In addition, you can cast Detect Thoughts once without material components and without spending a spell slot equal to your intelligence modifier. You regain all uses of this feature when you finish a long rest.

Psychic Dominion

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

You can choose another 6 and 7 spells equal to your intelligence modifier from the warlock spell list to use with your Mystic Arcanum ability (bear in mind that you only have 1 use of that spell per long rest, but you can choose which spell do you use). Whenever you gain access to your level 8 and 9 Mystic Arcanum, you also learn additional spells equal to your intelligence modifier instead of 1.



Back to Main Page 5e Homebrew Character Options Subclasses

gollark: Perhaps.
gollark: Can we have Vinyl? It is capable of this.
gollark: I wonder if Rythm can play opus streams from OIR.
gollark: Due to AutoBotRobot.
gollark: No, you just believe that you perceive and remember it.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.