Homebrew Aberrant Species Details
You are a creature that does not follow the normal rules of this world, presenting a bizarre anatomy, alien mindset, or otherworldly abilities. Though you may have no true kin amongst any natural creature, the psionic powers of a mindflayer, or the eye beams of a beholder, may seem close to your own talents.
Creature Type: Aberration
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
Aberrant Traits
As an Aberrant, your character has the following traits:Darkvision
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.
Foreign to Time
Your lifespan is uncertain, and perhaps immeasurable. You are immune to magical aging effects.
Aberrant Powers
At 1st level, choose a minor trait.
At 5th level choose either a major or another minor trait.
Your DC is equal to 8+prof+ your choice of int wis or cha.
Minor Traits
Tentacle:
You possess a tentacle, single or multiple, which can be used for unarmed strikes. The tentacle does 1d6+str bludgeoning damage on a hit. If you have a creature grappled, you can use a bonus action to make an unarmed strike against it with your tentacle, that does additional psychic damage on a hit equal to your proficiency bonus.
Eldritch Movement:
You and your equipment can move through a space as narrow as 1 inch wide without squeezing.
As a bonus action, you can teleport to an unoccupied space within 10ft of you. You can increase the distance of this teleport, by expending any amount of remaining movement from your Speed. You can use this feature once per long rest.
Open Mind:
As a bonus action, you can form a psionic connection with a willing creature within 30ft of you. You can communicate with that creature telepathically, even if you do not share a language, so long as you both know one. You always know eachother’s location, and can share eachother’s senses if you are within 120ft of eachother. This connection lasts until one of you ends it as a bonus action, dies, or you form a connection with a different creature.
Major Traits
Otherworldly Jaunt:
Though you lack true flight, you have the ability to hover just a few feet above the ground.
You ignore hazards and difficult terrain, that would require touching the ground.
Your long jump and high jump are up to 10ft, with or without a running start.
You have resistance to fall damage, and it does not knock you prone.
Eye Beams:
As a Magic action, beams of pure energy launch from your eyes to eradicate your foes. Make a ranged spell attack, against a target you can see, within 240ft of you. On a hit, the target takes 3d6 + your level force damage. You can use this feature prof times per LR.
Invoke Horror:
As an action, you can force a creature within 30ft of you, that can see or hear you, to make an Intelligence saving throw. On a failure, they take 2d10 Psychic damage, and become frightened of you until the start of your next turn. On a success, they take half as much damage only. The damage increases by 1d10 at 11th and 17th levels. You can use this feature prof times per LR.
Previous Versions
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2/18/2025 9:08:23 PM
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