Through a forbidden ritual, a curse that runs in your bloodline, the plundering of cursed treasure, the execution of a extremely remarkable feat, or perhaps some other unknown means, you have attracted the attention of an unidentified aberration that follows you wherever you go, providing you with insight and advice for an unknown purpose. The aberration is a ghostly figure that only the character with this feat can perceive. It may resemble a wraith, a banshee, a shadowy beholder or death knight, or a myriad other haunting appearances. It speaks all the languages of the character with this feat in addition to deep speech, and can also read such languages. All creatures other than the character with this feat cannot see, hear, or detect its presence by any means, including with the use of a detect magic spell or similar magic.
The aberration is incorporeal and cannot interact with or otherwise affect the world in any capacity, harmlessly drifting through objects and creatures and possessing no ability to attack. The reverse also applies, as the aberration is unaffected by the elements, it does not need to eat, drink, rest, or breathe, and is immune to all forms of damage and the effects of magic items as well as any spells cast on it. It possesses no ability scores, skills or proficiencies, and cannot take actions of any kind. However, it is capable of speaking to the character with this feat, and can perform simple gestures to them such as pointing, waving, and beckoning. It can also cause the character to hallucinate as if the aberration had cast the spell minor illusion, except it has no restrictions on range or space, and only the character with this feat can see such illusions.
The aberration will always follow near the character with this feat, able to travel hundreds of miles in seconds if it needs to, passing through all conceivable obstacles to reach them if they try to leave it behind. It also has the ability to fly, swim, and climb at the same speeds. Other than its behavior of following the character, the aberration is otherwise controlled by the DM, and therefore has all the information the DM has. At their discretion, they may have it provide the character with hints, tips, warnings, and other forms of advice about the current situation or perhaps events to come, though the DM should be cautious not to give up too much information. The aberration should be cryptic and difficult to understand at the best of times, or if it does provide clear and concise information, it should do so only rarely. It may also have a particular personality that may range from joking and playful, to cold and menacing. The player should work with their DM to determine the aberration's attitude.
If multiple different characters have this feat, they will have different aberrations following them, and none of these aberrations can perceive or interact with the other/s.
Comments