Homebrew Aberrite Species Details

As the Ever Maw broke through the plane and began to devour - denizens of Ignia fled, forcing their way to the Prime Plane.  The devils and Devil Lords invaded the planets in the Prime Plane, those who could not flee in time or stayed to fight were forced into slavery.  The aberrations, on their ships made their way to Ruunoa to seek refuge - some were accepted, most were attacked.  Though over the decades a new decree of peace between races was made, thanks to an ever growing guild and a new government being formed in the Tri-Enclave.  After a generation - aberrites were created, spawned from aberrations and humanoids with innate magical abilities. 

Half-breed Mutation

An aberrite’s biological mutation can change its appearance, though most aberrites retain their basic humanoid form. All are augmented with characteristics of aberrations, mostly from aberrations with a higher intelligence like a mind flayer and usually not a feral aberration like a chuul.

Aberrites are usually born through curiosity of what the new generation can be.

If one of your parents is an elf, you may be born through nobility or part of an experimentation between the parents, usually wanting to create a strong lineage to gain more knowledge and create powerful scholars.

If a parent is a dwarf you may be part of a large aberrite clan that prides themselves in being warriors - fighting against devils and those that seek to breach Ruunoa.  Or delve into Shade Province and try and rule over an empire.

Perhaps you're the offspring of a gnome, you'd possibly be raised to focus on otherworldly alchemy concoctions or be one of the world's best pranksters - using your alien-like heritage to fool others.

Aberrite Names

An aberrite may take their name after their humanoid parent.  If the aberration surrogate or parent is the main influence of your life you may take a name from them.

Aberrite Traits

Your aberration character has the following racial traits.

Resistance of the Mind

You gain resistance to psychic damage and have advantage Intelligence saving throws.

Ability Score Increase

Your Constitution score increases by 1, and one other ability score of your choice increases by 1.

Alignment

Most aberrites share the generally chaotic outlook of the aberrations unless they are more docile.

Size

Your size is Medium, within the normal range of your humanoid base race.

Speed

Your base walking speed is 30 feet.

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.

Languages

You can speak, read, and write Common and Deep Speech.

Aberration Mutation

Your body has been altered to incorporate certain aberration abilities. You choose one aberration mutation now and a second mutation at 10th level.

At 1st level, choose one of the following options:

  • Extended Reach - Your limbs aren't like those of a humanoid, you're able to split them apart into writhing tentacles, allowing you to have an extended reach of 5 feet whenever you make an attack or you are trying to grasp falling items without a skill check if you can see the item falling and have the strength to grasp it.
  • Hover - You can hover in the air, making it difficult to pin you down.  You now have advantage on skill checks and saving throws to fight against being grappled and prone.
  • Telepathy - You can telepathically speak with someone so long as you can see them and speak their language.

At 10th level, your body evolves further, developing new characteristics. Choose one of the options you didn’t take at 1st level, or one of the following options:

  • Eye Stalk - You gain the ability to sprout an eye stalk from your body once per Long Rest.  As an action you can use your Eye Stalk to cancel any spell being cast that is of 3rd level or lower within a 15-foot cone facing in front of you.  This ability ends at the beginning of your next turn.
  • Swarm - Your skin excretes organisms from your pores instead of sweat and oils.  These organisms can latch onto a single target creature within 5-feet of you that you so choose as a reaction.  The organisms deal 1d6 poison damage at the start of the creatures turn for one round.  Alternatively you can avoid dealing damage and have the organisms scurry over a creature's body, giving you advantage on Intimidation checks using your Strength or Charisma modifier.  This lasts for one round and the target creature can use its action to get rid of the organisms.
  • Feed - Your mouth has mandibles behind your normal set of teeth.  These mandibles allow you to feed on creature's brains if you have access to them and the brain is in tact.  This ability may only be used if the creature has been dead for less than 30 minutes and this ability can only be used once per Short Rest.  If your feeding is successful you gain knowledge of the creature's last 24 hours, though only important information (i.e. having talked with a bandit boss and not just walking to their home or a store).

Second Aberration Mutation

At 10th level, your body evolves further, developing new characteristics. Choose one of the options you didn’t take at 1st level, or one of the following options:

  • Eye Stalk - You gain the ability to sprout an eye stalk from your body once per Long Rest.  As an action you can use your Eye Stalk to cancel any spell being cast that is of 3rd level or lower within a 15-foot cone facing in front of you.  This ability ends at the beginning of your next turn.
  • Swarm - Your skin excretes organisms from your pores instead of sweat and oils.  These organisms can latch onto a single target creature within 5-feet of you that you so choose as a reaction.  The organisms deal 1d6 poison damage at the start of the creatures turn for one round.  Alternatively you can avoid dealing damage and have the organisms scurry over a creature's body, giving you advantage on Intimidation checks using your Strength or Charisma modifier.  This lasts for one round and the target creature can use its action to get rid of the organisms.
  • Feed - Your mouth has mandibles behind your normal set of teeth.  These mandibles allow you to feed on creature's brains if you have access to them and the brain is in tact.  This ability may only be used if the creature has been dead for less than 30 minutes and this ability can only be used once per Short Rest.  If your feeding is successful you gain knowledge of the creature's last 24 hours, though only important information (i.e. having talked with a bandit boss and not just walking to their home or a store).

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