Base Class: Barbarian
Barbarians that walk the Path of the Aberrant channel aspects of eldritch horrors and aberrations when they rage. Many of these barbarians have suffered horrible encounters with aberrations and otherworldly entities in their past that left them scarred and with strange and alien powers.
Aberrant Change
Beginning when you choose this path at 3rd level, you can use your inner fury to force unnatural and aberrant changes in your body. You learn how to speak, read and write Deep Speech. In addition, whenever you are raging, your body changes in strange and aberrant ways. When you enter your rage, choose one of the following aberrant aspects, which you retain for the duration of your rage:
Eldritch Grasp. You grow a set of tentacles. The reach of your melee attacks increases by 5 feet, and you can attempt to grapple or shove a creature that is 10 feet away from you.
Otherworldly Sight. Your body becomes covered in bulbous eyes. You gain advantage on Wisdom (Perception) checks and gain blindsight with a range of 15 feet.
Psionic Might. Your psyche becomes empowered. As part of the bonus action you use to activate your rage, and on subsequent turns as a bonus action, you can force a creature within 30 feet of you that you can see to make an Intelligence saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature takes 1d8 psychic damage and cannot take reactions until the beginning of your next turn.
Spatial Anomaly. You become surrounded by aberrant, interplanar energy. As part of the bonus action you use to activate your rage, and on subsequent turns as a bonus action, you can teleport to an unoccupied space within 15 feet of you that you can see.
Formless Being. Your body turns amorphous and slimy. You can move through a space as narrow as 1 inch wide without squeezing. In addition, you can move through an enemy’s space without suffering a penalty to your movement and can end your turn in its space.
Bizarre Resilience. Your skin hardens, turning carapace-like. You gain a +1 bonus to AC. In addition, at the beginning of each of your turns, you gain a number of temporary hit points equal to your Constitution modifier.
Detect Intellect
At 6th level, your mind has become permanently altered by the aberrant powers you wield. You gain resistance to psychic damage. In addition, as an action, you can extend your warped alien mind. When you do so, you automatically learn the location of any creature within 60 feet of you that has an Intelligence score of 7 or higher, no matter if it is hidden or invisible from you.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Alien Presence
At 10th level, your unfathomable nature influences creatures around you. Whenever you enter your rage, creatures of your choice within 60 feet of you that can see you must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is either charmed or frightened (your choice) of you for 1 minute. A charmed or frightened creature can reroll its saving throw at the end of each of its turns, ending the effect on a success.
Malleable Flesh
At 14th level, your aberrant flesh becomes malleable and easy to manipulate. When you enter your rage, you can manifest two aberrant aspects instead of one. In addition, while you are raging, you can use your bonus action to exchange one of your current aberrant aspects for another.
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