Base Class: Wizard
Focusing on the capture and manipulation of Aberrations, those who follow the MAnipulator tradition learn to control and deploy Aberrations to their liking. You maintain and control a vast menagerie of Aberrations as you will.
Level 3: Aberration Manipulation
Capture Aberration. Starting at 2nd level, As an Action you can attempt to capture an aberration within 120 ft. and add it to your Menagerie once the aberration has been reduced to half health or less. The creature must make a CON Save. Upon a failed save the Aberration is turned into a black orb. You can choose to swallow the orb adding it to your Menagerie, or destroy it. When the orb is destroyed the the creature inside takes 1d6 damage. Upon a successful save the creature remains where it is and takes 1d6 damage. Once an Aberration has been conscripted into your Menagerie they are restored to full health.
Capture. At 2nd level you can store 2 Aberrations in your Menagerie, At level 6 you can store up to 6 Aberrations in your Menagerie, At level 10 you can store up to 10 Aberrations in your Menagerie, At level 14 you reach your maximum and can store up to 14 Aberrations in your Menagerie.
Deploy Aberration. Starting at 5th level, As an Action you can deploy an aberration from your Menagerie within 30 ft of you. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. You can deploy your Aberration for 1 hour.
Deployment. At level 5 you can deploy 2 Aberrations from your Menagerie at a time, At level 10 you can deploy 3 Aberrations from your Menagere at a time, At level 15 you can deploy 4 Aberrations from your Menagerie at a time, At level 20 you reach your maximum and you can deploy 5 Aberrations from your Menagerie at a time. You cannot deploy an Aberration from your Menagerie if you currently have a creature summoned from the Planar Ally, Healing Spirit, Guardian of Faith, Conjure Woodland Beings, Conjure Minor Elementals, Conjure Fey, Conjure Celestial, Conjure Elemental, Conjure Animals, Summon Beast, Summon Elemental, Summon Fey, Summon Construct, Summon Fiend, Summon Celestial, Summon Aberration, Summon Undead, Summon Greater Demon, Summon Lesser Demons, Summon Shadowspawn spells.
Recall. You can recall your Aberration at any time by using a Bonus Action. Once an Aberration has been recalled into your Menagerie they cannot be deployed again until you complete a short rest. Once an Aberration has been recalled into your Menagerie they are restored to full health.
Aberrations. You can attempt to capture an Aberration with a maximum Challenge Rating equal to your level. If an Aberration from your Menagerie is reduced to 0 hit points, it is dead and you can no longer deploy the Aberration. The Aberration's slot in your Menagerie is left vacant until you capture another one to replace it. If you release an Aberration it's memory is erased but it remains non-hostile to you and your allies for 24 hours. All of your Aberrations understand, and can speak common if they could speak prior to your capture. If an Aberration could not speak prior to its capture, then it speaks to you telepathically. Once you've captured an Aberration it is immune to being Charmed by any other creature.
Menagerie. Your Menagerie is a pocket dimension within yourself. Once a day, As an Action, you can vanish from the plane you're on and enter your Menagerie. The Menagerie appears as a peaceful meadow with seemingly unending borders. Your Aberrations roam free in the meadow seemingly at peace. When you exit your Menagerie, you appear in the nearest unoccupied space to where you vanished from. Once you enter the Menagerie, you can’t enter again until you finish a long rest.
Level 6: Shared Senses
Starting at 6th level, you gain a shared field of vision with your Aberrations when they're deployed. When one of your Aberrations is Blinded you lose part of your field of vision and all attacks you make are made at disadvantage, even if another Aberration you have deployed is not blinded.
Level 10: Aberrant Allotment
Starting at 10th level, As a Bonus Action you can adopt a trait from one of the Aberrations in your Menagerie for upto 1 hour. You can do this a number of times per Long Rest equal to your proficiency bonus.
At 12th level, As a Bonus Action you can touch a willing creature and grant them a trait from one of the Aberrations in your Menagerie for upto 1 hour. You can do this a number of times per Long Rest equal to your proficiency bonus.
Level 14: Durable Deployments
Starting at 14th level, any Aberration that you deploy has 40 temporary hit points.
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