Wizard
Base Class: Wizard

Your Lovecraftian abilities are channeled through utterly alien means. Thinking little of material requirements, those who are capable of Aberrant Subsumption have the innate ability to devour the intellect -- and memories -- of all that it claims as livestock. A "Wizard" whom follows the path of Aberrant Subsumption, it they can even be called a wizard, does not learn their spells on level up or from spellbooks. Instead, one would learn their spells from consuming the life matter - most commonly the brain, but not necessarily always - of their prey. However, while they are not able to learn spells without carefully extracting the life force or grey matter from a victim, these wizards are capable of learning any spell, given that their prey creature knows it. Your dungeon master determines which spell is learned, if any, from a victim.

Almost always utilized by Illithids cast out from their colony or by particularly taboo vampires, the wizard of Aberrant Subsumption is nearly always evil or derived from an evil faction/race, such as perhaps a cannibalistic death cult or a mind flayer colony. 

Aberrant Cycling

Your abnormal understanding of spells allows you to alter them in utterly alien ways. Starting at 6th level, you gain the ability to alter the damage type of any spell you cast, for that casting of it, once per long rest. You gain an additional usage of this feature at 10th, 14th, and 20th level.

When using this feature, you may use it on any spell which deals damage, and may choose to instead change that damage to any one of the following:

  • Magical & Silvered Bludgeoning, Piercing, or Slashing
  • Fire
  • Cold
  • Necrotic
  • Radiant
  • Poison
  • Psychic
  • Force
  • Acid
  • Lightning
  • Thunder

Fresh Enzymes

At 10th level, you may cast any spell you learn via Aberrant Subsumption as a bonus action, instead of an action, for a full 24 hours after learning it. 

Dual Mind

Your knowledge of humanoid flesh and intellect is vast, and your understanding of the human condition is horrifyingly accurate. At 14th level, you may learn 2 spells from a subsumed mind, instead of one.

 

Psionic Leeching

At 14th level, you can siphon the intellect of creatures by merely touching them. Touch an incapacitated creature. If the target fails a Wisdom saving throw, you subsume two spells from them. You may use this feature once per long rest, and never on a creature who has already passed the save for this feature.

The save DC for this feature is equal to 8 + your intelligence modifier.

At 17th level, the save DC for this feature is equal to 11 + your intelligence modifier.

Aberrant Subsumption

Beginning at 2nd level when you pick this subclass, you gain the ability to subsume the knowledge of a creature you consume the flesh and/or blood of. When you gain this feature, you may choose whether or not your character is capable of learning from dead creatures or only living ones.

A character who learns spells in this way can learn any spell whatsoever, regardless of class, and will always have it prepared. Spell slots and spell slot levels are ignored, however you are not able to upcast, and every spell known to you may only be used once per long rest. Your Arcane Recovery class feature allows you to, on a short rest, restore one spell of each level equal to or below 5th.

If you consume the biomass of a dead creature, roll a d100. On a 1-10, you take 1d12 poison damage and do not gain any knowledge. On an 11-69, nothing happens. On a 70-100, you gain some select memories (supplied by the dungeon master) and your dungeon master will roll on the spell table provided further down, if the creature knew spells.

If you consume the biomass of a living creature and chose to be able to feed upon dead creatures, roll a d100. On a 1-44, nothing happens. On a 45-100, you gain some select memories (supplied by the dungeon master) and your dungeon master will roll on the spell table provided further down, if the creature knew spells.

If you consume the biomass of a living creature and chose to not be able to feed upon dead creatures, roll a d100. On a 1-20, nothing happens. On a 21-100, you gain some select memories (supplied by the dungeon master) and your dungeon master will roll on the spell table provided further down, if the creature knew spells.

For Dungeon Master: If your player successfully consumes the knowledge of a creature, and said creature could feasibly have some sort of magical skill, roll on the table below, and choose which spell your player receives.

Player Level d100 Result Spell Level
First - Seventh 1-18 First Level
First - Seventh 19-25 Second Level
First - Seventh 26-43 Third Level
First - Seventh 44-51 Fourth Level
First - Seventh 52-61 Fifth Level
First - Seventh 62-71 Sixth Level
First - Seventh 72-81 Seventh Level
First - Seventh 82-90 Eight Level
First - Seventh 91-100 Ninth Level
     
Ninth - Thirteenth 1-7 First Level
Ninth - Thirteenth 8-14 Second Level
Ninth - Thirteenth 15-25 Third Level
Ninth - Thirteenth 26-33 Fourth Level
Ninth - Thirteenth 34-41 Fifth Level
Ninth - Thirteenth 42-62 Sixth Level
Ninth - Thirteenth 63-76 Seventh Level
Ninth - Thirteenth 77-86 Eight Level
Ninth - Thirteenth 87-100 Ninth Level
     
Fourteenth - Sixteenth 1-4 First Level
Fourteenth - Sixteenth 5-11 Second Level
Fourteenth - Sixteenth 12-19 Third Level
Fourteenth - Sixteenth 20-29 Fourth Level
Fourteenth - Sixteenth 30-41 Fifth Level
Fourteenth - Sixteenth 42-63 Sixth Level
Fourteenth - Sixteenth 64-73 Seventh Level
Fourteenth - Sixteenth 74-84 Eight Level
Fourteenth - Sixteenth 85-100 Ninth Level
     
Seventeenth - Twentieth 1-2 First Level
Seventeenth - Twentieth 3-7 Second Level
Seventeenth - Twentieth 8-13 Third Level
Seventeenth - Twentieth 14-19 Fourth Level
Seventeenth - Twentieth 20-31 Fifth Level
Seventeenth - Twentieth 32-43 Sixth Level
Seventeenth - Twentieth 44-67 Seventh Level
Seventeenth - Twentieth 68-78 Eight Level
Seventeenth - Twentieth 79-100 Ninth Level

Aberrant Figure

As a direct result of your subsumption, your mind has flourished but your body diminishes. While holding levels in this class, you gain a +2 to Intelligence (to a limit of 20), but your Constitution score cannot be raised above 9 by any normal means, and magic items may raise it to a maximum of 14.

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