Base Class: Wizard
Aberrant Masters delve into forbidden studies concerning the alien beings that dwell beyond the boundaries of mortal reality. Through a combination of eldritch knowledge, mental domination, and impossible spatial manipulation, these Wizards learn to capture Aberrations and bind them within a personal extradimensional Menagerie. Over time, they develop a symbiotic relationship with their collection, borrowing the traits of their captives and commanding them as loyal companions.
Level 3: Aberration Manipulation
Capture Aberration. As an action, choose one Aberration you can see within 120 feet of yourself that has no more than half its Hit Points remaining. The target must succeed on a Constitution saving throw against your spell save DC or be transformed into a Tiny black orb.
An Aberration has Advantage on this saving throw if its Challenge Rating exceeds half your Wizard level (rounded up).
When an Aberration is transformed into an orb, you can either destroy the orb or absorb it into your Menagerie (no action required). If the orb is destroyed, the Aberration immediately takes 1d6 Force damage and reappears in the nearest unoccupied space. On a successful saving throw, the creature remains where it is and takes 1d6 Force damage.
A captured Aberration is restored to full Hit Points and becomes a permanent member of your Menagerie.
You can capture Aberrations with a Challenge Rating no greater than your Wizard level.
You can use Capture Aberration a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses when you finish a Long Rest.
Menagerie Capacity. Your Menagerie can contain a number of Aberrations equal to your Proficiency Bonus. If capturing a new Aberration would exceed this limit, you must immediately release one Aberration from your Menagerie.
A released Aberration loses all memories of its captivity and remains nonhostile toward you and your allies for 24 hours.
Captured Aberrations understand and can speak Common while they are members of your Menagerie. If an Aberration cannot normally speak, it can communicate telepathically with you while within your Menagerie.
Additionally, a captured Aberration can't be charmed by any creature other than you.
Deploy Aberration. As an action, you can deploy one Aberration from your Menagerie into an unoccupied space you can see within 30 feet of yourself.
The Aberration is friendly to you and your companions. It shares your Initiative count but takes its turn immediately after yours. It obeys your verbal commands, requiring no action from you. If you issue no commands, it takes the Dodge action and moves to avoid danger.
The Aberration remains deployed for up to 10 minutes, until you dismiss it (no action required), until it is reduced to 0 Hit Points, or until you deploy a different Aberration.
You can have only one Aberration deployed at a time.
A deployed Aberration cannot use Legendary Actions, Legendary Resistances, Mythic Traits, Lair Actions, Regional Effects, or similar features determined by the DM.
If a deployed Aberration possesses the Spellcasting or Innate Spellcasting trait, it can cast spells from your spellbook that you have prepared. The Aberration uses your Spell Save DC, Spell Attack Modifier, and Spellcasting Ability for those spells. Any spell cast in this way expends one of your spell slots as normal.
Recall. As a Bonus Action, you can recall your deployed Aberration to your Menagerie. When an Aberration is recalled, it is restored to full Hit Points but cannot be deployed again until you finish a Long Rest.
If a deployed Aberration is reduced to 0 Hit Points, it disappears and returns to your Menagerie. It cannot be deployed again until you finish a Long Rest.
Personal Menagerie. Your Menagerie is a peaceful extradimensional realm connected to your mind.
Once per Long Rest, as an action, you can enter your Menagerie. While inside, you can communicate with any Aberration contained within it regardless of language. You can remain within the Menagerie for up to 1 hour. You can leave at any time (no action required). When you leave, you appear in the nearest unoccupied space to where you entered.
If the space where you entered no longer exists or is occupied, you appear in the nearest unoccupied space determined by the DM.
Level 6: Shared Consciousness
You establish a psychic connection with the creatures within your Menagerie.
As a Bonus Action, you can perceive through the senses of your deployed Aberration until the start of your next turn. During this time, you are Blinded and Deafened with regard to your own senses.
Additionally, while your Aberration is deployed, you can communicate telepathically with it at any distance, provided you are on the same plane of existence.
Level 10: Aberrant Allotment
You can temporarily incorporate the biology of your captives into yourself.
As a Bonus Action, choose one Aberration within your Menagerie and one trait possessed by that Aberration. You gain that trait for 10 Minutes.
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.
The chosen trait cannot be:
- A Legendary Trait
- A Mythic Trait
- Spellcasting
- Innate Spellcasting
- A trait that grants actions, bonus actions, reactions, or additional turns
The DM determines whether a trait is eligible for this feature.
Beginning at 14th level, when you use this feature, you can grant the chosen trait to a willing creature you touch instead of yourself.
Level 14: Durable Deployments
When you deploy an Aberration from your Menagerie, it gains Temporary Hit Points equal to three times your Wizard level and its attacks count as magical.
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