hunting aberrations is not just a hobby it has become part of this order to the point that they become aberrations themselves.

Aberrant Traits

You gain a trait of your choice on the Aberrant Traits list.You gain an additional trait at 6th, 12th,and 18th level.You may change your choice at the end of a long rest.

here is the list of Aberrant Traits:

spider climb:you gain the ability to climb up and down vertical and upside down surfaces without needing to make a check you also gain a climbing speed of 30ft.

Aberrant Resistance:you gain resistance to one type of damage of your choice but you gain vulnerability to silvered weapons.

Aberrant Speed: you gain +30 ft. walking speed and may use your bonus action on each of your turns to take the dash action.

Unnatural Weapons:you gain a pair of weapons that are incorporated into your body that deal damage equal to 1d6.

Aberrant Resistance

you gain resistance to one type of damage of your choice but you gain vulnerability to silvered weapons.

Aberrant Speed

you gain +30ft. to walking speed and you may use your bonus action to take the dash action.

 

Spider Climb

you gain a climbing speed of 30ft. and you can climb up vertical and upside down surfaces without having to make a check.

Unnatural weapons

you gain a pair of weapons that are incorporated into your body that deal damage equal to 1d6.

Hallowed Veins

Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence. Your blood curses can now affect any creature, regardless of their form or lack of blood.

In addition, a creature with less than all of its hit points has disadvantage against any saving throw it must make against you.

Supreme Aberrant

you gain a mutant form. in your mutant form you have advantage on strength and dexterity saving throws in addition to granting you blindsight out to 30ft. ,truesight out to 10ft. , all your melee attacks deal an extra 1d6 acid damage ,you have 360 degree view ,you can't be frightened ,and you are immune to psychic damage

you also gain one of the following traits:

Flight:You gain a flying speed of 60ft.

Missiles:You gain the ability to launch missiles of energy at your foes dealing 1d6 acid damage on hit.

Flight

you gain a flying speed of 60ft.

Missiles

you gain the ability to launch missiles of force dealing 1d6 force damage on hit.

Robust Physiology

At 15th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

you also gain the following blood curse and does not count against blood curses known:

blood curse of annihilation:one creature of your choice within 90ft. must make a constitution (DC 8+wisdom modifier+proficiency bonus) saving throw or take 7d8+20 necrotic damage,or half as much on a successful save.

Aberrant Life

when you drop a creature to 0 hp you regain an amount of hit points equal to half the hit points of the creature killed and you may also immediately gain the following trait for 1 minute :

Warp Frenzy: when you are subjected to a strength or dexterity saving throw you may immediately teleport up to 20ft in any direction, you may also teleport in this way after you take damage.

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