Homebrew Aberrant Born Species Details
Aasimar and Tieflings are said to be rare occurrences, their creation a herald of future tidings. Though there is a third, not spoken of, as its implications are beyond comfort. Those born of aberrant ancestry are never looked upon with kindness as their appearances resemble a monstrous humanoid form of their ancestor. It is for this reason that Aberrant born are chased from civilizations as monsters.
Many Aberrant born seek ways to return to the far realms in hopes of finding a welcoming home, though the few that do make it are met with disdain as true aberrations shun them as having tainted blood. Though incredibly rare, aberrant born are forced into a nomadic lifestyle that often causes them to adopt selfish or independant personalities. They wander the multiverse in search of a home, though their appearance makes it quite difficult.
Aberrant solitude
Aberrant Born can live up to 300 years. They spent the vast majority of this time living a solitary nomadic lifestyle. They spend this time following their own personal agendas, honing crafts and studying lore. Though above all they seek a place to belong. Most Aberrant Born are hated or feared by other races and as such they do not have a lot of social experience which then further octrasizes them from society and others. It is for this reason that Aberrant Born usually come across as strange, silent or ill mannered. While not necessarily barbaric, their lack of cooperation with other races forces them to live in quite wretched and semi-primitive circumstances. They use whatever lost gadgets or items they can find in forests, trade roads or caves.
Aberrant Names
The lack of civilization, breeds a lack of culture among aberrant born. Their almost life long solitude also leaves them without a need for names. It is for this reason that most aberrant born take on the titles they are given by passing travelers as names. In some rare cases, an aberrant born's ancestral blood causes them to gain an ego. These aberrant born give themselves titles in an attempt to either make themselves more or even less appealing to other races.
Names given by passing races: Monster, Beast, Creature, Horror, Beholder, Mind Flayer, Run Away, The Thing, It, That Which Wanders, Abomination, Aboleth
Names given by ego: V'all the Tormentor, The Forest Guardian, The Shadow, Steve, Xanathar Jr., The Scorn, Plague Master, Wandering Sage of Incredibly Potent yet not Scary Power
Aberrant Born Traits
Your Aberrant born character gains some abyssal strengths from its ancestral bloodline while maintaining the mobility of its humanoid form.Languages
You can speak, read and write Common and Abyssal. When reading Abyssal you do not so much read as simply understand the text, if a text that is written in abyssal is partially faded and illegible but not completely destroyed, you can make an insight check, the DC of which is set by the DM, to understand the text as if it was written clearly. This does not bypass magical obscurement.
Ability Score Increase
Your Wisdom score increases by 1, and your Intelligence score increases by 2.
Age
Aberrant Born mature at the same rate as humans, but can live up to 300 years.
Size
Aberrant Born share the monstrous appearances of their aberrant ancestors and range from 5 to 7 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your aberrant heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Aberrant Resistance
You have resistance to psychic damage.
Aberrant Form
Starting at 3rd level, you can use your action to unleash the aberrant energy within yourself, causing your eyes to glow and a cosmic aura to envelop your entire body.
- Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying (Hover) speed of 30 feet. Additionally any creature within 10 feet of you must make a wisdom saving throw against DC 8 + your intelligence modifier + your Proficiency bonus. On a failed save, it must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, The creature doesn’t have to move away and is immune to the effect for the next 24 hours. A creature with an intelligence score of 1 automatically succeeds on the save. A creature that succeeds against the save becomes immune to its effect for 24 hours.
- Once you use this trait, you can't use it again until you finish a long rest.
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