Fighter
Base Class: Fighter

Fighters that follow this Archetype are shunned and looked upon with disgust. Those of The Aberrant go down one of two paths, the ones who search to cure themselves of this strange curse or parasite that has mutated them and the ones who give in to it, becoming rabid and losing all sense of humanity.

This Archetype is heavily influenced by both the Venom Symbiote from Spider-man and the Kagune from Tokyo Ghoul, as well as three different homebrew warlock subclasses all named "The Symbiote".

Aberrant Appendages

Beginning when you choose this archetype at 3rd level, you gain the ability to use your bonus action to grow strange limbs that act as unarmed strikes. These extensions take any form you wish when you create them and can either deal Slashing, Piercing or Bludgeoning damage, which is also decided when you create them. Regardless of what damage or form the limbs take they deal 1d8 damage and have a reach of 10ft. These appendages count as extensions of you and may be used to grapple enemies, carry as much as your level x your strength modifier and be used to climb any solid surface at your walking speed, including roofs. While activated you may carry any objects or weapons in your regular hands and attack as you please. These extensions last indefinitely and may be dismissed at any time using your action. 

Strange Desires

Due to your unnatural and alien nature you require strange substances to fuel you, driving you crazy if depraved of them. Choose one of the substances listed on the table. You are severely addicted to this substance and you have become heavily dependent on it, gaining 1 point of exhaustion after a number of days equal to your Constitution Modifier and must make a DC15 Constitution Saving Throw or go crazy and attack all humanoids around you as you frantically search for your addiction. You gain an additional point of exhaustion for each day that you go without until you either die, or you consume at least 1 servings worth of the substance. You now do not require any other food for sustenance, however you do still need water

1d6

Addiction

1

You crave citrus.

2

You have a craving for sugar/sweets.

3

You crave dairy.

4

You have a craving for meat.

5

Tea, seeds, coffee, or other forms of caffeine stimulate you

6

You have a craving for salt

Aberrant Form

Starting at 7th level, you gain the ability to, as a bonus action on your turn, let your strange aberrant nature take over. If you do not currently have your appendages activated they immediately activate as apart of this bonus action. You can choose to have any aesthetics you wish in your transformation. Your transformation lasts for 1 minute and regardless of the nature of your transformation you have the following benefits while transformed:

  • You have a +2 bonus to your attack and damage rolls made using your Aberrant Appendages, additionally the damage die changes to 1d10.
  • Choose one of the following damage types; Bludgeoning, Piercing, Slashing. You have resistance to the damage type of your choice while the transformation lasts.
  • Weapon attacks you make while transformed count as magical for overcoming resistance and immunity.
  • Each turn you must either attack or be attacked or else the transformation ends.
  • Whenever you take damage you must make a Constitution saving throw as if you are making a concentration check or lose control and attack any and all living creatures in your surrounding in a frenzied fit of hunger. This crazed state lasts until the transformation ends.

Once you use this feature, you can’t use the feature again until you finish a short or long rest.

Strange Biology

At 10th level, your biology becomes increasingly alien from what it once was. You gain resistance to both poison and acid damage. Additionally, you are immune to the poisoned condition and all diseases.

Advanced Aberrant

Starting at 15th level, you can now use your form equal to an amount of times equal to half your Strength Modifier (rounded up) before a short or long rest. On the last use of your Aberrant form you gain one level of exhaustion. You now have greater control over your blood lust when transformed causing you to, once per turn if you are attacking, or about to attack an allied creature, re-roll concentration checks to prevent yourself from attacking that one individual. On a success you prevent yourself from harming that individual, on a fail you continue to attack that creature and do not benefit from this feature again until your form reverts once more. Additionally, when under the effects of your form you can choose to use your action to gain the benefits of a haste spell, which ends if your form ends, no matter how much time is left. 

Unnatural Regeneration

At 18th level, your strange form begins to rapidly, unnaturally regenerate when damaged. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. Additionally, when you are knocked unconscious you may make a DC18 Constitution Saving Throw, on a success you return to a number of hit points equal to your Constitution Modifier + Proficiency Bonus. On a failed save there is no effect and you must continue using death saves.

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