Homebrew Aberrant Species Details


Their natures were chaotic and their spirits were wild. The buildings made little sense, with one of them still standing only due to the nearby buildings supporting it. That one looked like it was about to collapse. But I suppose that would be fitting for the Abberant people, as they too, support each other when one is about to collapse. The unique appearance of their buildings might also be reflective of the myrad appearances of the abberant people, each with great differences from the other. Despite these differences, however, there was never any sense of scorn or distrust. Rather than demeaning each other, the Abberants admired and praised the differences between each other and between other races. Never in my time as a traveller have I seen a people more varied in their appearance, and more accepting of those of others. It was a place where even a Goblin such as I would be welcomed, and not fear ridicule or execution for the mere crime of existence.


Yes. I do indeed miss the Abberant people. Nevertheless, I needed to continue my journey. Perhaps, one day when I am finally done, I will return there, to that magnificent city. For I have finally found a place to call home.

Aberrants were once human, however experimentation by a hive of Illithids have twisted their genetics, fusing them with various creatures to cultivate desired abilities within humans to create a new race of slaves that could be used as expendable soldiers. A sect of mind flayers attempted to increase the aberrants' suceptibility to their mental powers in order to dominate the aberrants easily, however the resilience of their human spirit alongside their new powers allowed them to resist their dark creators, allowing the aberrants to overthrow and escape the mind flayers. Most aberrants choose to live their lives freely, wandering the lands, doing whatever they desire, be it explore new lands, hunt in the wilds, form parties with adventureres, or even just integrate into society. Some aberrants however cluster together and form societies of their own, constructing towns and cities built in extremely strange ways, with no regard for style, form, or function. 

Almost Human

While mostly humanoid, aberrants have physical alterations that are reflective of their genetic alterations. These slight changes depend on their subrace and give them a strange look that puts most humanoids on edge. These differences in appearance range from the leathery skin and webbed fingers and toes of a lurker, to the soft, nearly translucent skin of psionics, to the single-coloured, eerie eyes and sharp teeth of watchers. Some aberrants have more human features, while others have more strange features. Aberrants typically age at the same rate as humans, stand anywhere from 5 to a little over 6 feet tall, and weigh from 90 to 300 pounds, depending on their lineage. 

 

Dark Nightmares

Most aberrants do not remember their time as a slave to the mind flayers, however somewhere in their genes, there is an implanted fear of the mind flayers, which sometimes manifest as nightmares, rendering the aberrant in a state of madness. While most bouts of insanity tent to last for only a short while, some are unfortunate enough to experience a longer bout of insanity, possibly staying in that state for many days. While most aberrants cover these up, every aberrant has an innate fear of their minds being tampered with, and becoming slaves once again. 

 

Boundless Freedom

Aberrants live their lives they way they want to, and most are driven by a lust for freedom and adventure. Though their appearance is strange, their chipper personalities keep most from fearing them, however not all aberrants share the same definition of freedom. Indeed some aberrants express their desires in more harmful ways, which leads to extremely bad situations. 

 

 

Aberrant Names

Some aberrants took on names used by the various races of the realm to integrate with them, some aberrants however developed their own cultures and societies, each choosing their own name regardless of their bloodline. Their desire for freedom is represented in they way they do not care for restrictions, interestingly however, most abberants ususally follow a similar naming convention, with a given name, and a chosen name.

Male Names: Adorax, Arvis, Cassum, Dairen, Ebtul, Huak, Larsom, Monagan, Nosrin, Oredon, Pallus, Rhyd, Sonlan, Taidin, Waiz

Female Names: Auras, Brixil, Crimelli, Eikell, Esheur, Ferosil, Irodah, Linim, Maztin, Rassi, Sauphis, Thena, Vala, Virna, Vuamillé, Xenril

Chosen Names: Champion, Defender, Dreamer, Gaurdian, Healer, Hunter, Seeker, Wanderer

 

Subrace

Experiments done by the mind flayers resulted in three subraces: lurkers, psionics, and watchers. Choose one of the three subraces presented below.

Aberrant Traits

Your aberrant character has a variety of abilities, due to experimentation by the Illithids.

Ability Score Increase

Your Dexterity score increases by 2.

Age

Aberrants reach adulthood around 16 and live a little over 150 years.

Alignment

Aberrants love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. There are a number of aberrants however who are either paranoid that others would restrict, or otherwise take their freedom, or simply lack self-control and common sense, leading to more evil actions, though usually without evil intent.

Size

Aberrants range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to twilit forests and the night sky, 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.

Mental Fortitude

You have advantage on saving throws against being charmed, and against madness (As presented in page 258 of the Dungeon Master's Guide).

Languages

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

Lurker

As a Lurker, your ability to stay hidden with skills and illusions allows you to scout out situations and return with minimal risk to yourself. Lurkers vary wildly in their appearance, with some of them having tails, sharpened claws or teeth, webbed fingers and toes, or even frilled ears.

Lurkers usually have leathery skin with two tones, reflective of their Cloaker heritage. These tones can vary with the outer tone ranging from black, blue, beige, brown, or even green, and the inner tone normally a light colour such as silver, cream, or sky blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Thier eyes are usually red but can be black, blue, brown, gold, orange, or purple, with unique patterns such as a starburst or wave of another color, normally one close to the original shade.

Ability Score Increase

Your Wisdom score increases by 1.

Phantasmal Legacy

You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the mirror image spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Natural Camoflauge

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Psionic

As a Psionic, your mind is more powerful than other Abberants, allowing you to commune with others you cannot understand and link your minds as one. Psionics are often prone to overextending their telepathy, and may develop new abilities as a result, though more often than not, this only results in a mild headache.

A Psionic's extremely soft skin is slightly tanslucent, and glows faintly, reflecting their moods in its color, with copper or beige being a neutral tone. Soft pink means amusement, deep blue is sadness, green expresses curiosity, and crimson is anger. Their hair tends to be black or blond, though blue, green, or red is not unheard of. The irises of their eyes can be any color, though blue is most common, with the sclera of their eyes being any color as well, not just white.

Ability Score Increase

Your Intelligence score increases by 1.

Hightened Mind

You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Psychic Sensitivity

As an action, you can enhance your sensitivy to psychic phenomena around you. Until the end of your next turn, you can perceive the content of any telepathic communication used within 60 feet of yourself, and you can’t be surprised by creatures with any form of telepathy.

You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.

Telepathic Shroud

Starting at 3rd level, you can use your action to enhance your phchic resistance, creating a glimmering shroud of energy around you. This shroud lasts for 1 minute or until you end it as a bonus action. While the shroud is active, are immune to any effect that would sense your emotion or read your thoughts.

Once you use this trait, you can't use it again until you finish a long rest.

Watcher

As a Watcher you have the uncanny ability to extract secrets from others, allowing you to see through their lies.

A Watcher's skin is tough and often has spines, with sharpened claws or teeth, reminiscent of their Nothic heritage. The color can vary widely from bone white to dark brown or black, with different hues such as green, lavender, or red. They have black or white hair, though blue and red are not unheard of. A Watcher's ears are pointed, much like that of an elf. Their eyes are larger than normal, and can green, blue, hazel, turquiose, or indigo, often being a single color from iris to sclera, though the shades of the color can vary, and it is not unheard of for the iris and sclera colors to be different, though the colors are often close in hue.

Ability Score Increase

Your Constitution score increases by 1.

Sharp Eyes

You have proficiency in the Insight and Perception skills.

Wierd Insight

As an action, you make a Wisdom (Insight) check against a creature you can see within 30 feet that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you magically gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). This magical insight remains for 1 minute or if you end it early (no action required) or if you lose your concentration (as if you were concentrating on a spell). The target knows that you are probing into its mind, and can use its action on its turn to make a Charisma (Deception) check contested by your Wisdom (Insight) check; if it succeeds, the effect ends. Alternatively, you learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. The target automatically wins if it is immune to being charmed.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

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