Base Class: Barbarian
The Path of Aberrant Wrath is followed by barbarians who see the powers of aberrations and wish to gain such abilities. Some do this out of respect for the alien beings, while others take their powers from the bodies of slain aberrations
Aberrant Essence
At 3rd level, when you adopt this path, you chose a aberrant essence and gain its feature. While raging, you gain physical attributes similar to whatever essence you picked. For example, if your essence if of the mind flayer, your skin may turn a purple hue while raging, or if your essence is more like the beholder, you may grow eye stalks whilst raging.
Beholder
While raging, you gain a flying speed (hover) of 20 ft. The looming presence of the beholder emboldens your rage.
Mind Flayer
You gain telepathy with a range of 120ft. This telepathy is in a language you know, and the recipient only understands you if it knows the language. The psionic abilities of the Mind Flayer hone your mind.
Slaad
While raging you gain Blindsight of 30 ft. and have advantage on perception checks. The perceptive abilities of the Slaad let you see all that is hidden.
Aberrant Aspect
You gain a magical benefit based on the aberration of your choice. You can choose the same aberration you selected at 3rd level or a different one.
Beholder
Your eyes gain the powers of the beholders eye rays while raging. When you enter your rage you roll [roll]2d10[/roll] and gain the effects of the rolled rays, which all have a range of 120 ft. If the rays require a saving throw the DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Any effects of the rays end either when specified or when rage is ended. You can use this feature to replace one of the attacks you make as part of the attack action, but only once per turn.
1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed for 1 minute.
2. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a Constitution saving throw, 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a Strength saving throw or be moved up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn or until the you are incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray. The targeted creature must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 6d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a Dexterity saving throw or take 8d8 necrotic damage. The target dies if the ray reduces it to 0 hit points.
Mind Flayer
You gain the mind leeching powers of an intellect devourer. While raging and you land a critical hit against a creature with the ability to cast spells you decrease its spellcasting ability by 1 until the end of your rage. This effect can stack, but cannot be used to decrease the ability lower than 8.
Slaad
The resilience of the Slaad fuels your rage. You gain advantage on saving throws against spells and other magical effects while raging. In addition, while raging and below half health, you regenerate a number of hit points equal to your proficiency bonus at the start of your turn.
Aberrant Rebuke
When you are imperiled during your rage, aberrant essence in you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to make an attack on the creature that dealt the damage or caused the saving throw. This can only work if you can see the creature. This attack deals 3d10 psychic damage, and the creature hit must succeed on an Intelligence saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or it and all items on it suffer the effect of the antimagic field spell until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Aberrant Attunement
You gain a magical benefit based on the aberration of your choice. You can choose the same aberration you selected previously or a different one.
Beholder
You receive the antimagic gifts of the beholder. As an action while raging, you can create an area of antimagic, as in the antimagic field spell, in a 60-foot-cone. At the start of each of you turns, you can decide which way the cone faces and whether the cone is active. The area works against your own magical effects. This cone lasts for 1 minute, or until you are incapacitated. You can use this feature once per long rest.
Mind Flayer
You gain the psionic blast of the mind flayer. As an action while raging you can emit psychic energy in a 60-foot cone. Each creature in that area must succeed on a Intelligence saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or take 8d8 + your Constitution modifier psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature once per long rest.
Slaad
The leathery hide of the Slaad protects you. While raging, you gain resistance to Acid, Cold, Fire, Lightning, and Thunder damage. In addition your AC increases by 2.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/18/2022 10:35:08 PM
|
4
|
0
|
1
|
Coming Soon
|
|
|
6/18/2022 11:36:06 PM
|
6
|
0
|
1
|
Coming Soon
|
Comments