Base Class: Barbarian
You have been horrifically mutated by the powers of the Far Realm. It gives you terrible strength.
Tentacle Growth
Starting when you choose this path at 3rd level, you grow an alien tentacle somewhere on your torso or back. While raging you can use your bonus action to attempt an unarmed melee attack with the tentacle growth which deals damage equal to 1d4 plus your Strength modifier of bludgeoning damage.
Spell Reflection
Beginning at 6th level, your connection to the Far Realm grants you psionic shielding from magical effects. While you are raging, if you make a successful saving throw against a spell, or a spell attack misses you, you can choose another creature (including the spellcaster) you can see within 30 feet of you. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Alien Gaze
Beginning at 10th level, your eyes channel the alien powers of the Far Realm. As an action, You can shoot one of the following eye rays you can see within 60 feet of it. You can use each ray only once on a turn.
- 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 move, 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.
- Paralysing 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.
- 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 disadvantage if you are visible to the target, ending the effect on itself on a success.
The save DC for each of these is equal to 8 + your proficiency bonus + your Wisdom modifier.
Aberrant Mutation
Starting at 14th level, your aberrant mind grants you resistance to psychic damage. Your connection to the Far Realm also further mutates you and you may choose one of the following mutation options. Your spell casting ability modifier for all mutation spells is Wisdom. Additionally the saving throw DC for all mutation caused effects is equal to 8 + your proficiency bonus + your Wisdom modifier.
Aboleth
You grow two more tentacles. While raging, you can attack once with all three of your tentacles as a bonus action.
Beholder
You now have an additional eye ray. Death Ray. As an Action you target one creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw against this magic or take 3d6 necrotic damage.
Gibbering Mouther
You babble incoherently while you are raging. Each creature that starts its turn within 5 feet of you and can hear the gibbering must succeed a Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Illithid
You can now communicate telepathically up to 60 feet. Your increased mental power grants you the ability to cast and concentrate on spells even when raging. Additionally you gain the ability to cast Detect Thoughts at will.
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