Level
5th
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S, M
Duration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Frightened

You draw and channel your Aberrant powers to transform into an otherworldly form, gaining extraordinary/unusual bodily features (of your choice, as it is mostly for flavor), anywhere from horns to bigger hands to fur to even having more eyes, the appearance possibilities are limitless!

For the duration of this spell, you gain a +1 in a physical stat (STR, DEX, or CON) of your choice, a +1 in a mental stat (INT, WIS, or CHA) of your choice (neither of which can exceed 20), and any stat of your choice to gain +2 (which cannot stack with any stat you've already selected, although it can exceed 20). You may also pick from one of these bonuses below upon transforming, which you retain for the duration of the spell, of which cannot be changed until you've been out-of-transformation for at least 1 minute:

Aberrant Magus - All spell attacks (regardless of also being part of a weapon attack) gain a bonus to hit equal to your spellcasting modifier (if you have several, apply the one you're using to cast the spell), and all spell attacks gain a +1 bonus to damage for each damage die that the attack (though not the die of any weapon that may possibly be in use) has + your spellcasting modifier. This bonus damage is Psychic damage. You can also cast Shield without expending a spell slot an amount of times equal to your spellcasting modifier, and you must preform a short rest to regain all uses of this special action.

Aberrant Berserker - All weapon attacks (magical or not) gain a bonus to hit equal to your proficiency modifier (stacks even when using a weapon you're proficient with), and all weapon attacks gain a bonus to damage (of matching damage type) equal to the stat used to attack + proficiency bonus. You can also cast Shield without expending a spell slot an amount of times equal to your spellcasting modifier, and you must preform a short rest to regain all uses of this special action.

Aberrant Drifter - Whenever you take the dash action, you can leave a trail of aberrant energy left behind on the ground (assuming you're walking or hovering very close above the ground) of any 5 foot square you travel on foot with the dash that, when a creature comes in contact with it, that creature must make an INT saving throw (DC of 10 + your spellcasting modifier). On a failed save, the creature takes Psychic damage equal to an amount of d2s equal to your proficiency bonus, or half the amount on a successful save. Alternatively, when being attacked, you can use your reaction to add your spellcasting modifier to your AC, potentially turning a hit into a miss. If the attack targeting you misses, you may move up to half of your movement away from where you were being attacked. If you decide to do this and move within the same area you were originally standing in, you may choose to counterattack by firing aberrant energy at the creature that attacked you, which has a range equal to double your movement speed. The creature must make an INT saving throw. On a failed save, the creature takes Psychic damage equal to an amount of d3s equal to half the amount of (combined) damage dice the creature's attack had (rounded up), or half the amount on a successful save. These special actions can be done an amount of times equal to your proficiency bonus, and you must preform a short rest to regain all uses of these special actions.

Aberrant Trickster - For the duration of this spell, you may use a bonus action to send a eerie chill down the spine of any hostile creature that can see you. Once this happens, they must make a WIS saving throw (DC 10 + your spellcasting modifier). On a failed save, the creature becomes frightened of you. When a target frightened by this action ends their turn while still being frightened takes an amount of Psychic damage equal to your spellcasting modifier. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, when you or a creature you see within range is being attacked within range of double your movement speed, you can use your reaction to strike the attacker with aberrant energy. The affected creature must make a CHA saving throw (DC 10 + your spellcasting modifier). On a failed save, the creature takes Psychic damage equal to an amount of d2s equal to your spellcasting modifier, subtracting their damage dealt by half the amount you've dealt. These special actions can be done an amount of times equal to your proficiency bonus, and you must preform a short rest to regain all uses of these special actions.

This spell may be upcast, and for every spell slot above 5 that is expended to cast this spell, an extra minute equal to the amount of spell slots that you've gone above 5 is added to the duration of the spell's current use. You may expend a spell slot to extend the duration of the spell at any point in the duration of the spell. 

Available For: Warlock (Legacy) - The Great Old One (Legacy) Artificer - Armorer Sorcerer (Legacy) - Aberrant Mind (Legacy) Druid (Legacy) - Circle of Stars (Legacy)

DuckyDoesDnD

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