Aberrant Summoner (5e Class)
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Aberrant Summoner[edit]
By candlelight under a shimmering full moon, a hooded figure scribbles frantically on aged parchment. Scholarly notes, they proclaim, on beasts and creatures which wander Faerûn amongst mortal beings, and others still from further beyond. In their sheltered isolation, however, a darker truth is revealed - the markings and strange illustrations are for a creature yet to establish its form, made to serve the will of its creator. The figure, satisfied with their work, completes an almost alien ritual divined through arduous study and relentless research: from unknown realms, an aberrant form appears before the Summoner and awaits the instructions which define its being.
Pioneers of the Aberrant[edit]
The Aberrant Summoner class is designed to give the player a unique sense of power through a mix of control and freedom, at the expense of personal power. Through whatever means, an Aberrant Summoner has come to procure the power or knowledge to summon all manner of creatures from the fearsome and ferocious, to the nimble, friendly and accommodating. Each creature brings with it a new way to focus your abilities and create a variety of choices and options for the summoner to a degree that very few can hope to match. Your Aberrant Summon - whether it was born of your own will, knowledge and power, or bestowed upon you by another for whatever reason - is a creature of its own freedom and will, first bound by obligation, but with infinite potential for growth and change. The possibilities both in terms of choice and potential are virtually endless, with plenty of potential for choice and change of most any degree.
Creating an Aberrant Summoner[edit]
When making your Aberrant Summoner, it is important to first consider how your character has come about having a summon in the first place. Was it the result of years of study and practice? A fervent pursuit that finally bore fruit? Perhaps it was something more questionable, such as reaching into some terrible unknown, or treading the fine line between life and death in order to create life, or bring it to something since dead? Or maybe your summoner was instead bestowed the power to conjure or call upon the Aberrant Summon, such as a gift or guardian from a higher power, watchful eyes from a being with questionable or hidden motives, or to give body to a spirit you have create a connection with? Afterwards, its important to also consider what your interactions with your summon might consist of. How will you use your summon? What will its main directive be when you play? How will you interact with your summon both in and out of combat? Are you perhaps amicable with the creature? Or you see it as a source of power - a tool to be used, and a means to an end? Maybe you have an intimate connection to your summon, one that allows for your attachment to it no matter what form it takes. How long has it been since you first gained the ability to conjure your Aberrant Summon? Are you in the thick of your life story with them, or are you just getting started? With the motives and methods of relating your summoner to your summon, it is important to consider how they are as an individual as a result as well. What changes it has brought into their life, what they would do for or against the summon or the forces that brought it into being, and the sacrifices they are willing to make to keep hold of it.
- Quick Build
You can make an Aberrant Summoner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Sage background. Third, choose two creatures types from those listed under Pursued Knowledge. Its important to consider what archetype you will be pursuing at later levels when you do, though Dragons and Monstrosities give plenty of opportunistic, well rounded and powerful creature choices across all levels of play. Finally, choose the Blade Ward and Prestidigitation cantrips, along with the 1st-level spells Bless and Healing Word. It is important to use your spells to maximize use of your action economy while supporting your summon, as it is your ability to overwhelm enemies with your wider variety of actions and options that give you an advantage, even if you lack the same raw fighting power.
Class Features
As a Aberrant Summoner you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Aberrant Summoner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Aberrant Summoner level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Alchemist’s Supplies and one type of artisan's tools
Saving Throws: Intelligence, Charisma
Skills: Nature, and two other skills of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (A) Dagger, Light crossbow, 20 bolts, Robe, Arcane focus (Staff), Scholar's Pack, and 15 GP;
- or (B) 110 GP
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Max CR | Aberrant Capacity | Bonus HP | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||||
1st | +2 | Aberrant Summon, Pursued Knowledge, Spellcasting, Ritual Adept | 2 | 2 | 1/2 | — | — | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Aberrant Pursuit | 2 | 2 | 1 | — | — | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Aberrant Capacity (+1) | 2 | 2 | 1 | +1 | 1 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | 2 | +1 | 2 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Summon Solidarity, Summon Multiattack | 3 | 3 | 2 | +1 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | As One, Devotion | 3 | 3 | 3 | +1 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Aberrant Capacity (+2) | 3 | 4 | 3 | +2 | 6 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 4 | +2 | 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 4 | 4 | +2 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Emergency Redeployment | 4 | 5 | 5 | +2 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Aberrant Capacity (+3) | 4 | 5 | 5 | +3 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 5 | 6 | +3 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Countersummon, Summon Multiattack (2) | 4 | 6 | 6 | +3 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Refined Conjuration | 4 | 6 | 7 | +3 | 24 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Aberrant Capacity (+4) | 4 | 6 | 7 | +4 | 28 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 7 | 8 | +4 | 32 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 7 | 8 | +4 | 36 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Entropic Evocation | 4 | 7 | 9 | +4 | 40 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Aberrant Capacity (+5) | 4 | 8 | 9 | +5 | 45 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Aberrant Dynamism | 4 | 8 | 10 | +5 | 50 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
As a practitioner of the conjuring arts, you start at 1st level with the ability to cast a variety of spells, though of less variety than your peers as a result of your intense focus on summoning specialization. See chapter 10 for the general rules of spellcasting.
- Cantrips
You know two cantrips of your choice from the Summoner spell list. Blade Ward and Prestidigitation are recommended. Whenever you gain a Summoner level, you can replace one of your cantrips with another cantrip of your choice from the Summoner spell list. When you reach Summoner levels 4 and 10, you learn another cantrip of your choice from the Summoner spell list, as shown in the Cantrips column of the Summoner Features table.
- Spell Slots
The Summoner Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Preparing Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Summoner spell list. Bless and Healing Word are recommended. The number of spells on your list increases as you gain Summoner levels, as shown in the Prepared Spells column of the Summoner Features table. Whenever that number increases, choose additional spells from the Summoner spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Summoner, your list of prepared spells can include two spells of levels 1 and 2 in any combination. If another Summoner feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Summoner spells for you.
- Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Summoner spells for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Summoner spells.
- Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Summoner spells.
Ritual Adept[edit]
You can cast any spell as a Ritual if that spell has the Ritual tag and you have the spell prepared.
Pursued Knowledge[edit]
In the events leading up to the summoning of your aberrant summon, you have come to develop a particularly deep understanding of Aberrations, as well as two creature types of your choice out of Beast, Celestial, Dragon, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant and Undead, excluding unique or named creatures.
Chosen at 1st level when you first take this class, this determines what your summon is capable of being summoned as, and what Aberrant Pursuit you can choose at higher levels. Additionally, you add your proficiency bonus to all checks you make involving creatures of your chosen creature types, such as checks to recall information about such creatures, or when trying to track, find or detect them.
Aberrant Summon[edit]
Your studies have allowed you to create an unearthy, one-of-a-kind entity unique to you as an Aberrant Summon. Through a 10 minute ritual that can be completed as part of a rest, you call upon your Aberrant Summon, where it appears in an unoccupied space you can see within 30 feet. It takes on a corporeal form that mirrors a non-swarm creature you choose, limited by your Pursued Knowledge creature types, the maximum CR available to you as shown on the Summoner Features table, and it must be a Medium or smaller. While you conjure the same entity each time, its chosen form determines its stat block, including stats, resistances, traits, and available actions. Attempts to discern the nature or origin of your summon consider it to be a nonmagical creature of its chosen type, with its origin being magically created by you. Regardless of form, it uses your proficiency bonus in place of its own for all rules purposes. Your Aberrant Summon acts independently of you, but it obeys your commands.
Gear. When choosing what creature your Aberrant Summon will appear as, it takes the form chosen, in addition to any equipment listed as part of its baseline stat block. This includes items such as armour or weapons equipped or used by the creature chosen, though not any optional equipment, such as variant options or conditional items. This equipment is considered an extention of your summon's physical form when manifesting. As such, while this equipment can be removed, such as disarming your summon, it cannot be used by another creature, as it is more akin to a limb than the original equipment. Equipment conjured as part of your Aberrant Summon disappears at the end of the turn if it is removed from your summon, and weapons are considered Improvised Weapons, though the type of damage they deal can be bludgeoning, piercing or slashing, as determined by what that piece of equipment is originally listed as. Regardless of where it is, any equipment conjured as part of your summon disappears with it when you dismiss your summon, or when it is reduced to 0 hit points.
In addition to any equipment your summon is listed to appear with, you can also provide your summon with equipment. Your summon must have the ability with which to wield, use or equip an item given to it, such as hands with which to hold a weapon, or suitable size and bodyshape to don a saddle. Unlike equipment conjured as part of your summon, this equipment is left behind when your summon is dismissed or reduced to 0 hit points.
Communication. Your summon knows all languages you know, but it can only speak them if it already has the capacity to speak. You can communicate telepathically with your summon, and with an action, you can see through your summons eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. This telepathy and sense-sharing can only be used while your summon is within 100 feet of you, increasing to 300 feet at 9th Summoner level, and becoming unlimited by 17th Summoner level. You must be on the same plane of existence as your summon in order to do so.
Combat. The summon is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. It can't use any Lair or Legendary actions or resistances, nor can it use any actions, abilities or features to possess another creature, or shapechange into another creature with a CR above what you can summon with Aberrant Summon (unless done so as part of a spell).
During a damage roll made by your summon, it can only roll a maximum of 1 damage dice. This increases by 1 at 5th (2 damage dice), 11th (3 damage dice), 17th (4 damage dice) and 20th (No limit) summoner levels, and does not apply to damage rolls made as part of a spell, or an action or effect provided by a source other than the summon itself such as modified fall damage. Each damage dice not rolled as a result of this constraint is automatically considered a 1. This constraint is limited to each individual damage roll, rather than the summons entire action or turn as a whole. For example, if your summon makes two attacks as part of a Multiattack, its damage dice limit is constrained to each attack individually, rather than the multiattack as a whole.
If there are multiple damage types being rolled as part of one damage roll, your summon determines how to allocate its alotted damage dice. Flat damage roll modifiers, such as ability score bonuses or additional effects apply as normal, even if no damage dice are being rolled for its damage type. If the damage roll is made as part of a critical hit, the number of available damage dice your summon can roll during that damage roll is increased by the same factor as the damage roll itself. For example, if your summon gets a critical hit at level 1, and the creature it is summoned as would roll the damage dice two times, it can roll a maximum of 2 damage dice during the damage roll, rather than 1.
Spellcasting. If your summons chosen form has the ability to cast spells, you must provide the spell slots and material components in order to do so, excluding those it does not need to provide, such as with innate spellcasting. Regardless of what spells it can cast or any limitations imposed on them (such as per-day cast limits), it can only cast a spell if that spell at a spell slot level available to you. Additionally, whenever you cast a spell with a range of Self or Touch, you can have your summon deliver the spell in your place. The spell uses your spell attack modifier and spell save DC, and your summon must be within the aforementioned telepathy and sense-sharing range to do so. If you have more than one Aberrant Summon, you can only choose one to deliver the spell. If the spell requires concentration, you are the one to maintain concentration on the spell, regardless of who or what the spell effects.
Disappearance of the Summon. Your summon starts with 6 hit points at level 1, and its hit die is a d6. At higher levels, this total and the hit die value is instead determined by your Aberrant Pursuit, chosen at 2nd Summoner level. When your summon drops to 0 Hit Points, it disappears. It reappears after you cast Aberrant Summon again. As a Magic action, you can temporarily dismiss the summon to a pocket dimension, or cause it to reappear in an unoccupied space within 30 feet of you while it is temporarily dismissed. Whether the summon drops to 0 hit points, or is dismissed into the pocket dimension, it leaves behind in its space anything it was wearing or carrying upon disappearing.
One Aberrant Summon Only. Your Aberrant Summon is a wholly unique entity. You can't have more than one at a time, unless another class feature specifies otherwise, such as the Aberrant Divergence feature, Concerted. If you complete the 10 minute ritual required to cast Aberrant Summon while you have a summon, you instead cause it to adopt a new eligible form.
Aberrant Pursuit[edit]
Over the course of developing your knowledge and power as an Aberrant Summoner, you have taken particular interest in the fundamental nature of certain creatures above others, and with this knowledge, learn to better apply it to all of the creatures you summon.
At 2nd level, you choose one of the Aberrant Pursuits. Your choice grants you and your Aberrant Summon unique features starting at 2nd level, detailed at the end of the class description, and permanently specializes your Aberrant Summon, granting it a small collection of features or actions in addition to those it can already make. Regardless of the Aberrant Pursuit chosen, your Aberrant Summon is always considered to be an Aberrant Summon, in addition to whatever creature your Aberrant Pursuit states it to be, for the purposes of any features granted by this class.
Aberrant Capacity[edit]
As you grow as a summoner, your abilities - and those of your Aberrant Summon - grow with it. When you reach 3rd Aberrant Summoner level, the maximum challenge rating of the creatures you can summon with Aberrant Summon is permanently increased by +1. This bonus increases by a further +1 at 7th, 11th, 15th and 19th Aberrant Summoner levels for a maximum of +5 to the maximum CR your Aberrant Summon can be summoned as at 19th level.
Additionally, whenever you gain a level in this class, the maximum hit points of your Aberrant Summon is increased by an amount equal to your aberrant capacity at that level, applied individually at each level. The Bonus HP column of the levelling table shows the total additional maximum hit points granted to your Aberrant Summon at a given level.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Summon Multiattack[edit]
Beginning at 5th level, your Aberrant Summon can take two actions, instead of one, whenever it uses its Multiattack feature. If your Aberrant Summon's chosen form has more than two actions listed as part of its Multiattack, it can only make two of those actions. This does not include additional attacks granted by other means, such as the spell Haste.
The number of multiattack actions it can make during its turn increases to three when you reach 13th level in this class.
Summon Solidarity[edit]
Starting at 5th summoner level, attack rolls made by you and your Aberrant Summon have advantage when attacking a creature already successfully affected by an action made by the other during the same turn, such as a successful attack roll, or damage dealt as part of a spell. This effect is also shared between Aberrant Summons if you have more than one.
As One[edit]
Starting at 6th summoner level, whenever you use your action to cast a spell or make an attack, your Aberrant Summon can use its reaction to make a single attack against a creature within range.
If you have more than one Aberrant Summon, only choose one for this effect.
Devotion[edit]
At 6th summoner level, your Aberrant Summon becomes more devoted to you and your cause. Your Aberrant Summon has advantage on saving throws against spells and effects that would attempt to Charm, Frighten or otherwise control your summon, such as the Command spell.
Emergency Redeployment[edit]
Starting at 10th summoner level, your familiarity with the process of summoning creatures and reshaping your Aberrant Summon means you can expedite the process in a pinch. While your Aberrant Summon has at least 1 hit point within 100 feet of you, you can begin ritual casting Aberrant Summon as a concentration spell. At the start of your next turn, you cast Aberrant Summon as normal if concentration hasn't been broken. As per Aberrant Summon, it reappears with the same number of hit points as before Emergency Redeployment was cast.
Emergency Redeployment can only be used once, before requiring you to finish a long rest.
Countersummon[edit]
Beginning at 13th level, you can use your reaction to attempt to interrupt a creature in the process of summoning a creature. When you see a spell or effect within 120 feet of you that would summon a creature of a CR equal to or lower than your Aberrant Capacity, the summoning fails to no effect. If the creature that would be summoned is of a higher CR, make an Intelligence check. The DC equals 10 + the CR of the creature being summoned/the spell slot level expended to summon the creature if it doesn't have a CR. On a success, the summoning fails to no effect. If multiple creatures would be summoned by an effect, make this check against each creature being summoned.
Summon Multiattack (2)[edit]
Beginning at 13th level, your Aberrant Summon can take three actions whenever it uses its Multiattack feature. If your Aberrant Summon's chosen form has more than three actions listed as part of its Multiattack, it can only make three of those actions. This does not include additional attacks granted by other means, such as the spell Haste.
Refined Conjuration[edit]
Starting at 14th level, your familiarity with creatures you can summon allows you to modify them to better fit certain needs. Your Aberrant Summon is granted proficiency in all saving throws, and can be granted one of the following effects;
- Gains a swim speed equal to its walking speed, replacing a swim speed lower than this value. Additionally, it can breathe underwater, and has blindsight out to a range of 60 feet if it doesn't already.
- Gains a burrow and climb speed equal to its walking speed, replacing any lower than this value. Additionally, its melee weapon attacks deal an additional 1d6 damage, and are considered magical for the purposes of ignoring immunities.
- Increase its size by one. A creature that is already Gargantuan instead increases its token size by 5 ft.
- Decrease its size by one. A creature that is alraedy Tiny instead becomes 1 inch in size.
Your chosen effect lasts until the creature is resummoned. If you control more than one Aberrant Summon, this effect is unique to each creature. Bonus damage granted by this effect is ignored for the purposes of determining the maximum number of damage die a creature can roll as per Aberrant Summon, and a creature's size can exceed your current maximum available summon size, so long as the creature's original size is one you can summon.
Entropic Evocation[edit]
Starting at 18th summoner level, you are able to evoke greater power from your summon. As an action, you activate the Entropic Evocation listed as part of your Aberrant Pursuit. Once you have done so, you cannot do so again.
Aberrant Dynamism[edit]
Your knowledge and understanding for the creatures you can summon become as second nature to you, and choosing what your summon can become as innate as breathing. At 20th level, you can use Emergency Redeployment an unlimited number of times.
Aberrant Pursuits[edit]
Aberrant Convergence[edit]
Sorcerers and Wizards are often goaded into frustration for their weak composure, oft unaccustomed to the heavy and uncouth equipment of the common soldier and the celebrated knight. Due to this, they stay alone - an individual more likely to see a mage at the side of a fattened king than at the forefront of war. Sometimes, however, they need to protect themselves as much as they protect their kings, forcing them into the throes of battle. Here, the Summoner utilizes their skills to shape not just a creature, but they themselves into something stronger. Regardless of the consequences.
You can only take Aberrant Convergence if one of your chosen Pursued Knowledge creature types is Monstrosity.
Upon choosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Convergent Aberration, and takes the form of a creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
The Convergent Aberration no longer has its own hit points, as it is instead summoned as magical armaments, rather than as a creature. Your Convergent Aberration is considered to have at least 1 hit point while it is worn, for the purpose of spells and effects, such as Emergency Redeployment.
- Aberrant Union
Rather than summoning and commanding a separate creature, you instead conjure it as living armaments on yourself. Any armour you are currently wearing disappears, and is replaced by your Convergent Aberration as natural armour. Non-natural weapons appear holstered to the armour, and for as long as your Convergent Aberration is worn, you gain the following benefits;
- You gain any weapons, traits, actions, resistances, senses, and the Strength, Dexterity and Constitution saving throw proficiencies of your summon that you don't already have, using your ability scores and proficiency bonus, such as for making rolls. Melee attack rolls are made using your reach, unless stated to do otherwise. If your currently chosen creature has False Appearance or another similar trait, you only gain the benefits of that feature while also under the effects of Flawless Immitation. Shapechanging or Possession actions and features such as a Mimic's Shapechanger, Couatl's Change Shape or Ghost's Possession can only be used while under the effects of Flawless Imitation, and end when Flawless Imitation ends. As listed under Aberrant Summon, it cannot use any shapechanging actions to take the shape or form of another creature, unless it is part of a spell cast, such as the Polymorph spell.
- When you use make an attack listed under your chosen summon's actions, such as a weapon or spell attack, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You gain any types of movement available to the creature your Convergent Aberration is summoned as that you don't have, using the speed listed in the creature statblock. For example, if your summon has a burrow speed of 40 feet and you don't have a burrow speed, you gain a burrow speed of 40 feet. Additionally, if you share a movement type with a creature you summon, you use the speed listed in the creature's stat block if it is greater than your own. For example, if you have a walking speed of 30 feet and you summon a quickling, your walking speed becomes 120 feet.
- If your summon has any kind of Spellcasting, you share their known spells. When casting these spells, you use your own spellcasting ability score as normal, and you must use your own spell slots and provide material components as normal if they are required. You also adhere to any limitations your chosen creature must adhere to when casting these spells, such as daily limits or recharge checks, unless you also have the same spell prepared.
- You use your Convergent Aberration's AC in place of your own.
- Dropping, removing, or otherwise undoning any part of your Convergent Aberration causes it to disappear, returning to the pocket dimension mentioned under Aberrant Summon. This does not include sheathing any weapons.
Healing, temporary hit points, and other bonuses, spells or effects that would target or affect your summon instead apply to you. This includes the effects of Aberrant Summon, Aberrant Capacity, Refined Conjuration, and Guarded Works class features, with the following changes;
- Aberrant Summon Spells you cast with a range of Touch can be cast at a range equal to that of the reach of your summon if it is more than 5 feet, though you must use your reaction in order to do so. Additionally, if your summon has Shapechanger and can take the shape of objects and items such as the Mimic's Shapechanger feature, the feature can only be used while under the effects of Flawless Imitation.
- Aberrant Capacity You gain a bonus to your current and maximum hit points equal to the bonus hit points that would be granted to your summon as part of Aberrant Capacity, for as long as you are wearing your summon.
- Summon Solidarity After landing an attack, your next attack roll against the same target has advantage.
- Summon Multiattack You gain the benefits of your summon's Multiattack feature, following the same effects and limitations. This Multiattack is considered an Attack action for all rules purposes and can only be used once per turn.
- As One After landing an attack, casting a spell, or using an action listed as part of your summon's stat block, you can use your reaction to make one additional attack against a creature in range.
- Devotion You gain a bonus to saving throws against Enchantment spells equal to the proficiency bonus of the creature your Convergent Aberration is summoned as.
Your Convergent Aberration armaments are considered nonmagical unless stated to be magical as part of the creatures stat block. Your capabilities while wearing these armaments follow the same limitations as those listed under Aberrant Summon.
- Amelioration
When you would take damage that would reduce you below 1 hit point while wearing your summon, the Convergent Aberration dies instead, causing your original armour to reappear. You then regain a number of missing hit points equal to 2 x your summoner level. Any remaining damage is then dealt after.
- Flawless Imitation
While wearing your Convergent Aberration, you can use your action to magically personify the creature it is currently summoned as, until you use an action or feature that your chosen creature cannot do, use an action to end the effect, or you reach 0 hit points, at which time Flawless Immitation ends and your Convergent Aberration dies to the same effect as listed under Aberrant Union.
Once transformed, you become virtually indistinguishable from the creature your Convergent Aberration is summoned as. While transformed, the following rules apply;
- Your game statistics are replaced with the statistics of your summon, but you retain your hit points, alignment, personality, and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your summon. If your summon has the same proficiency as your own and the bonus in its stat block is higher than yours, use your summon’s bonus instead. You also retain all of your known languages, but can only speak them if your chosen creature can also speak. Equipment that is currently being worn disappears until Flawless Immitation ends.
- Your actions are limited to the capabilities of your new form. Flawless Immitation doesn’t break your concentration on a spell you’ve already cast however, or prevent you from taking actions that are part of a spell that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. For example, if your summon has spellcasting, you can continue casting spells, so long as your new form has the ability to provide the necessary components. However, you can't use any special senses you have, unless your summon also has that sense. Casting a spell or taking an action otherwise unavailable to the creature your Convergent Aberration is summoned as ends Flawless Immitation. Once you have used this feature, you cannot do so again until you finish a short or long rest.
- Your capabilities while under the effects of Flawless Immitation follow the same limitations as those listed under Aberrant Summon. For example, at 3rd summoner level, if the creature you have taken the form of has multiattack, you can only attack once per action. Additionally, Shapechanging actions and features such as a Mimic's Shapechanger or Couatl's Change Shape can only be used while under the effects of Flawless Imitation, and end when Flawless Imitation ends. As listed under Aberrant Summon, it cannot use any shapechanging actions to take the shape or form of another creature, unless it is part of a spell cast, such as the Polymorph spell.
- Entropic Evocation - Pneuma
Starting at 18th level, you can use your action to evoke Pneuma, granting the following effects for 1 minute;
- The maximum CR available to you is increased by an amount equal to 2 x your Intelligence modifier (minimum of +1). You can then resummon your Convergent Aberration using this new CR maximum.
- Whenever you use an action listed as part of your Convergent Aberration's stat block, you regain missing hit points equal to your summon's Constitution modifier (minimum of 1).
At the end of the duration, your current summon immediately reverts back to the creature that was summoned before Pneuma was activated.
Aberrant Defiance[edit]
The term "elemental" typically strikes an image of intense, raw power. They are creatures rarely seen on the Material Plane, and for good reason: their natural magic and extraplanar origin makes them impervious to most mortal threats including disease, paralysis, and fatigue. It can be assumed, then, that those who wield such creatures as minions for their own will are either extremely powerful, or extremely foolish. Either way, the Defiant Aberration wielded by the Summoner demonstrates the great feats that such individuals hold, and attests to their unyielding - and nigh untouchable - nature.
You can only take Aberrant Defiance if one of your chosen Pursued Knowledge creature types is Elemental.
- Hit dice 1d10
- Hit Points 6 + 7x your Summoner level.
Upon choosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Defiant Aberration, and takes the form of a Large or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Defiant Aberration can become a Huge creature within the chosen creature types.
- At 16th summoner level, your Defiant Aberration can become a Gargantuan creature within the chosen creature types.
- Defiant
Whenever a creature damages your Defiant Aberration as a result of a melee attack against it, that creature must succeed on a Constitution saving throw (DC 8 + half your summon's AC, rounded down) or have its speed reduced by 10 ft until the end of its next turn. A creature already slowed by this effect instead refreshes the duration.
- Dependable
If a creature within reach of your Defiant Aberration would be made the target of an attack, your summon can use its reaction to impose disadvantage on that attack roll. If the attack is still successful, your summon can choose to substitute its own health for that of the original target, using the resistances of the original target during the damage roll.
- Hardy
Whenever you summon a creature with an AC lower than 12 + half your Aberrant Summoner level (rounded down), its AC becomes this amount instead, as natural armour.
As an action, your Defiant Aberration can reduce its AC by an amount equal to 1 + your Aberrant Capacity. Creatures it chooses within 30 feet of it (excluding itself) then gain a bonus to their AC equal to that amount until the start of your Defiant Aberration's next turn. Affected creatures also gain the benefits of Defiant for the duration. Your Defiant Aberration cannot use its reaction while Hardy is in effect.
- Entropic Evocation - Halidom
Starting at 18th level, you can use your action to evoke Halidom, granting the following effects for 1 minute;
- Damage your Defiant Aberration takes below a certain threshold is ignored. This threshold is equal to its CR, or 8 - whichever value is highest.
- Any critical hit against your summon and creatures it chooses within 150 feet of itself is a normal hit.
- At the start of your Defiant Aberration's turn, it can grant a number of temporary hit points to itself and creatures it chooses within 150 feet of itself equal your summons AC until the start of your summon's next turn. While they have these temporary hit points, a creature also gains the effects of Defiant.
- The range of Dependable and Hardy is increased to 150 feet.
Additionally, an ally that remains in the effects of Halidom for the full 1 minute duration gains the benefits of a short rest when it ends.
Aberrant Divergence[edit]
Beasts of the wilds are fierce and loyal creatures, making up for their more mundane strength and lesser intellect with the incredible strength of numbers. From packs of wolves to swarms of insects, murders of crows and even herd of sheep are testament to the power of this pack mentality. Such great strength and potential is exploited deeply by the Summoner through their Divergent Aberration: A summon which takes on the forms of many to provide the Summoner with a varitable army, manipulating the primeval ferocity of natural instinct for their own means.
You can only take Aberrant Divergence if one of your chosen Pursued Knowledge creature types is Beast.
- Hit dice 1d6
- Hit Points 6 + 3x your Summoner level.
Upon choosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Divergent Aberration, and takes the form of a Medium or smaller creatures you choose of the three creature types you have Pursued Knowledge of.
- At 8th summoner level, your Divergent Aberrations can become Large creatures within the chosen creature types.
- At 16th summoner level, your Divergent Aberrations can become Huge or larger creature within the chosen creature types.
- Concerted
Upon taking this archetype, you become able to summon more than one Aberrant Summon at a time as you prioritize increased numbers over raw strength of a single entity. Whenever you cast Aberrant Summon, you can choose to summon or re-summon up to 2 creatures, instead of the usual 1. This increases by an additional 1 at 5th (3), 11th (4) and 17th (5) Aberrant Summoner levels. Furthermore, the bonus granted to your maximum available CR by Aberrant Capacity is doubled.
The total CR of the creatures you summon must be equal to or less than the maximum CR you can summon to. Each summon can take a different form, which you determine when summoning them as normal. For example, at 2nd level, you might choose to summon one CR 1 creature, and one CR 0 creature. Regardless of CR distribution, no individual creature can have a CR greater than the standard maximum CR you can summon at, at any given level (CR 15 by 20th level).
All summoned Divergent Aberrations are considered Aberrant Summons for all rules purposes as normal.
- Gluttonous
Whenever a Divergent Aberration deals damage to a creature, it regains missing hit points equal to your Aberrant Capacity.
- Pack Stratagem
When a Divergent Aberration makes an attack roll against a creature, roll a d4 and add the result to the attack roll, if at least one of the summons allies are within 5 feet of the creature and the ally isn't incapacitated.
- Entropic Evocation - Plenitude
Starting at 18th level, you can use your action to evoke Plenitude, granting the following effects for 1 minute;
- The maximum CR total you can summon from is doubled, and the maximum number of creatures you can summon at once is increased to 12. The maximum CR a single creature can be summoned as remains unchanged. You can then resummon any number of Divergent Aberrations you currently have summoned using this new CR maximum as part of the same action.
- The healing granted by Gluttonous is doubled.
- The range of Pack Strategem is increased to 10 feet.
- Whenever you target a Divergent Aberration with a spell or effect, it also applies to all other Divergent Aberrations that are within the spell or effects target range from the original target. For example, if you cast Healing Word at 1st level on a Divergent Aberration, all other Divergent Aberrations within 60 feet of the original target are healed for the same amount.
At the end of the duration, you must choose any number of summoned creatures to dismiss until the total CR of the creatures you have summoned is equal to or less than the maximum CR total available to you.
Aberrant Divinance[edit]
The few pursuers of Aberrant Divinance are typically founded from one of two very contrary situations; the heretically dissident, or the fanatically obsessive. Whether it is in one's love and adoration for their god or deity that they try to call upon them, or in spite of ones god that they perhaps try to call upon another, those that practice Aberrant Divinance have peerless faith in that which they summon. An all-encompassing attachment that, through feast and famine alike, cannot so simply be dismissed as just reverence. A pursuit not of power or providence, but one of devotion to faith and belief, that for better or for worse, ones chosen God given a form of their own would do better than they can alone.
You can only take Aberrant Divinance if one of your chosen Pursued Knowledge creature types is Celestial.
- Hit dice 1d6
- Hit Points 6 + 4x your Summoner level.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Divinant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
Additionally, this summon is henceforth also considered a Celestial variant of whatever creature it is summoned as, in addition to any existing creature types it has, granting it resistance to Radiant damage if it doesn't already.
- At 8th summoner level, your Divinant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Divinant Aberration can become a Huge or larger creature within the chosen creature types.
- Demipresence
Your Divinant Aberration can forego moving during its turn to instead teleport to an unoccupied space within 15 feet of you (no action required).
- Divine Perception
Your Divinant Aberration gains Truesight out to a range of 60 feet and proficiency in Perception if it doesn't already. Additionally, your Divinant Aberration telepathically receives visual information from your location as if from Truesight, out to a range of 15 feet.
- Henosis
Your Divinant Aberration is blessed with a sliver of divinity, granting it the following benefits.
- It is summoned with a bonus to all of its ability scores equal to your Intelligence modifier (maximum of 30).
- After your summon lands an attack, you can expend a spell slot as a reaction to cause the attack to deal additional radiant damage equal to a number of d8 equal to the spell slot level expended. This damage is not included in determining how many damage dice it can roll as per Aberrant Summon.
- It has advantage on attack rolls, ability checks, and saving throws against Fiends and Undead.
While your Divinant Aberration is more than 15 feet from you, its current and maximum hit points are reduced by half, and it loses all traits and features granted by Aberrant Divinance.
- Entropic Evocation - Reverence
Starting at 18th level, you can use your action to evoke Reverence, granting the following effects for 1 minute;
- Your Divinant Aberration is cleansed of any conditions afflicting it, and is made immune to new ones for the duration.
- Your summon's size is increased by 1 (for example, a Medium creature becomes Large)
- Divine Perception has its range increased to 150 feet for both your summon.
- Radiant damage dealt and ability score bonuses granted by Henosis are doubled.
- Creatures your summon chooses within 150 feet of it must succeed on a Wisdom saving throw (DC 8 + your summon's Wisdom modifier + its Proficiency bonus, determined before Reverence bonuses) or are forced to prostrate themselves before it as a divine being. Affected creatures are Charmed by your Divinant Aberration, while Undead and Fiends are Frightened of it. Creatures that are Charmed fall prone and are paralyzed. Creatures that are Frightened must take the Dash action and move away from your Divinant Aberration by the safest available route on each of its turns, unless there is nowhere to move. At the end of a creature's turn, it can make a Wisdom saving throw. On a successful save, the effects of Revenerece ends for that creature.
Aberrant Mucilagence[edit]
You can only take Aberrant Mucilagence if one of your chosen Pursued Knowledge creature types is Ooze.
- Hit dice 1d10
- Hit Points 6 + 6x your Summoner level.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Mucilagent Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
Additionally, this summon is henceforth also considered an Ooze variant of whatever creature it is summoned as, in addition to any existing creature types it has, granting it resistance to Acid damage if it doesn't already.
- At 8th summoner level, your Mucilagent Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Mucilagent Aberration can become a Huge or larger creature within the chosen creature types.
- Aberrant Form
Your Mucilagent Aberration can move through a space as narrow as 1 inch wide without squeezing.
Whenever your summon lands an attack with any natural weapons it has, a creature touches your summon, or lands a melee weapon attack on your summon while within 5 feet of it, that creature suffers acid damage equal to a number of d6 equal to your Aberrant Capacity. Additionally, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. This ability replaces any similar abilities a creature you summon may have, such as the bonus effects of some Pseudopod attacks.
Any nonmagical weapon made of metal or wood that hits your summon corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits your summon is destroyed after dealing damage. Your summon can also eat through 2-inch-thick, nonmagical wood or metal in 1 round. This ability replaces any similar abilities a creature you summon may have, such as Corrosive Form.
Your Aberrant Summon can choose to avoid afflicting a creature or material with the effects of Aberrant Form at will.
- Tripoint
As a bonus action, you summon can choose to congeal or coagulate, maintaining the chosen form until it uses a bonus action to end the effects of Tripoint, or swap to the opposing state.
- Coagulate.
While coagulated, your Mucilagent Aberration gains AC equal to your Intelligence modifier, but its speed is reduced by half. Additionally, when it initially coagulates, and as a bonus action on subsequent turns, it can choose to briefly jut sharp spines from all over its body. Until the start of its next turn, a creature that touches the Mucilagent Aberration, hits it with a melee attack while within 5 feet of it, or is hit with a melee attack made by your Mucilagent Aberration takes 1d6 acid damage, in addition to any other penalties for coming into contact with your Mucilagent Aberration, such as Aberrant Form.
- Congeal
While congealed, your Mucilagent Aberration loses AC equal to your Intelligence modifier, but its speed is increased by half. Additionally, while congealed, your summon leaves behind an acidic, translucent mucal trail on all solid surfaces it touches or moves along for 1 hour. This trail shares the same effects as Aberrant Form, taking effect on all creatures, objects and surfaces that touches it. A creature that come into contact with your summon or this trail must also make a Constitution saving throw against your summon (DC 8 + your summon's Constitition modifier + its proficiency bonus) or become Poisoned until the start of their next turn.
- Split
When your summon is subjected to lightning or slashing damage while it is Small or larger and has at least 10 hit points, it splits into two new creatures once the damage has been dealt. Each new creature has current and maximum hit points equal to half that of the creature being split (rounded down), are one size smaller than the split summon, and otherwise share the same traits and features.
All conditions, effects, expenditures and requirements such as recharge checks persist through Split, and apply to both of the new creatures. If you dismiss your summon, all creatures that were created as a result of it splitting are dismissed. When you next resummon your Mucilagent Aberration, it is resummoned with its usual maximum hit points, and with current hit points equal to the combined total of the dismissed split summons. For example, if you summon was split, with both of the new creatures being dismissed with 12 hit points each, your summon is resummoned as a single creature again, with 24 current hit points if none have been gained since.
A creature you summon that has Split or other similar effect no longer gains its benefits and is instead replaced with this effect.
- Entropic Evocation - Emaculation
Starting at 18th level, you can use your action to evoke Emaculation, granting the following effects for 1 minute;
Your Mucilagent Aberration and any split parts of itself:
- Are cleansed of all conditions and diseases, and are immune to new ones for the duration.
- Can manually Split (no action required). Once a Mucilagent Aberration has manually split, the split parts cannot do so until the start of your Mucilagent Aberration's next turn.
- Can choose to gain the benefits of Inspissation, Deliquescence, both, or neither at will rather than using a bonus action.
- Can use its action to take on the form of a new creature, as if resummoned by you.
- Can use its action to hide in plain sight. It has advantage on any Stealth checks require to hide or remain hidden, and any checks made to seek out, find or track a hiding Mucilagent Aberration you control are made at disadvantage.
Aberrant Necromance[edit]
You can only take Aberrant Necromance if one of your chosen Pursued Knowledge creature types is undead.
- Hit dice 1d6
- Hit Points 6 + 4x your Summoner level.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Necromant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
Additionally, this summon is henceforth also considered an Undead variant of whatever creature it is summoned as, in addition to any existing creature types it has, granting it resistance to Necrotic damage if it doesn't already.
- At 8th summoner level, your Necromant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Necromant Aberration can become a Huge or larger creature within the chosen creature types.
- Foul Conscription
You can spend 1 minute in ritual while within reach of a creature's remain to attempt to reanimate it as an undead. The target must be a creature other than your Necromant Aberration. In order to do so, you must succeed on a Nature check with a DC equal to 5 + the CR of the target creature. On a success, you reanimate the creature as an undead variant of its usual stat block, with a number of maximum hit points equal to half that of your Necromant Aberration, and current hit points equal to 1d6 + your Aberrant Summoner level + your Aberrant Capacity. The creature summoned follows teh same rules, benefits and restrictions as your Necromant Aberration as well as those listed under Aberrant Summon.
If you fail the check or lose concentration on the spell, the remains are destroyed, rendering them unusable for any features of this class. If the target remains are indistinguishable, the remains animate as a Skeleton or Zombie, depending on the condition and age of the remains.
- Grim Celerity
After being summoned, your Necromant Aberration only last 24 hours, at which time it disappears, leaving no physical form behind. Alternatively, before the end of this duration, you can spend 1 minute in ritual while within reach of your summon to sustain your summon for another 24 hours. This can be done as part of a short or long rest.
When your Necromant Aberration is reduced to 0 hit points, it leaves behind remains for 10 minutes before disappearing. While within 30 feet of these remains, you can use your action to begin casting Aberrant Summon on them as a concentration spell. At the start of your next turn if concentration hasn't been broken, your Necromant Aberration reforms, causing it to reappear again with a number of hit points equal to 1d6 + your Aberrant Summoner level + your Aberrant Capacity. The spell automatically fails if the remains are destroyed or you are more than 30 feet from the remains of your summon at any point during the cast.
Casting Aberrant Summon in this way does not allow you to change the creature your Necromant Aberration was previously summoned as.
- Reap
As an action, you can instantly execute any number of undead creatures you control within 10 feet of you, reducing them to 0 hit points and destroying their remains in the process, rendering them unusable for any features of this class. As part of the same action, you then choose one creature within 60 feet of you (can include yourself) that you can see to regain hit points equal to the total hit points lost by the executed undead.
- Entropic Evocation - Penumbra
Starting at 18th level, you can use your action to evoke Penumbra, granting the following effects for 1 minute;
- Grim Celerity, Foul Conscription and Reap have their ranges increased to 150 feet.
- The cast time for Foul Conscription is reduced to one action.
- When an undead creature you control takes damage that would reduce it below 1 hit point while it is within 150 feet of you, it instead makes a Constitution saving throw with a DC equal to the damage taken. On a success, the creature is instead reduced to 1 hit point.
Aberrant Prepotence[edit]
The green folk, as they are commonly known, have a reputation for being mischievous but kind-hearted creatures. The abundant sprites of the feywild infrequently make their appearance on Faerûn for common sighting, and the noble Eladrins have no time for mortal affairs, but they have traversed to the material plane enough for some to have studied these Fey sufficiently. With this study, their guarded nature and kind-hearted essence has been accentuated in the form of the Prepotent Aberration: a summon whose very being is to ensure no harm befalls their summoner and allies, even if they must stand at the front lines to do so.
You can only take Aberrant Prepotence if one of your chosen Pursued Knowledge creature types is Fey.
- Hit dice 1d6
- Hit Points 6 + 4x your Summoner level.
Upon choosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Prepotent Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Prepotent Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Prepotent Aberration can become a Huge or larger creature within the chosen creature types.
- Fount
Your Prepotent Aberration has a number of charges of Fount equal to 1 + your Aberrant Capacity, and regains all expended uses when it finishes a long rest.
As an action, your Prepotent Aberration can expend any number of charges to target the same number of creatures that it can see within 60 feet of itself (excluding itself). Until the start of your Prepotent Aberration's next turn, targets can add your summon's ability score modifier to one attack roll, ability check or saving throw it makes, in addition to its own. This bonus can only be applied to a target once, and replaces any existing Fount bonuses granted to the target.
Whenever your Prepotent Aberration makes a successful attack roll, ability check or saving throw, it regains one expended use of this ability (can only regain one use per turn).
- Scapegoat
Your Prepotent Aberration can use its action to touch a willing creature and receive one negative condition afflicting it for its remaining duration. Alternatively, if your Prepotent Aberration is within reach of a creature that fails a saving throw against a condition that targets only that creature, your summon can use its reaction to receive one negative condition afflicted as part of failing the saving throw in place of the original target. Your Prepotent Aberration cannot use Scapegoat if it is already suffering from a negative condition.
- Sciolist
Your Prepotent Aberration is is summoned with proficiency in all skills. Whenever it is required to make a skill check or ability check, it magically creates any tools or instruments required to make the roll (no action required), assuming it has the capacity to use the item or instrument (such as a means of holding an instrument or tool). It is considered proficient in any tools or instruments created in this way. Once the check has been made, the magically created equipment disappears.
- Entropic Evocation - Censure
Starting at 18th level, you can use your action to evoke Censure, granting the following effects for 1 minute;
Whenever a creature starts its turn within 150 feet of your Prepotent Aberration, your summon can use its reaction to force that creature to make a Wisdom saving throw (DC 8 + your summon's Wisdom modifier + its Proficiency bonus). On a failed save, that creature wastes its action that turn doing nothing.
Aberrant Providence[edit]
The Aberrant Pursuit of Providence is a selfless one. To actively seek out ways to aide and provide for those that can't do so themselves, and to assist those that would need the hand lent. Even among the best of healers, clerics and aides however, there is only so much one person can achieve, and it is through this Aberrant Pursuit that one would find that assistance one would need to truly provide their all for others.
You can only take Aberrant Providence if one of your chosen Pursued Knowledge creature types is Plant.
- Hit dice 1d6
- Hit Points 6 + 3x your Summoner level.
Upon choosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Provident Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Provident Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Provident Aberration can become a Huge or larger creature within the chosen creature types.
- Benefic
When a spell your summon casts at 1st level or higher restores Hit Points to a creature other than itself, roll a d20. On a 20, your summon provides critical healing, doubling the healing granted. While you are within 30 feet of your Provident Aberration, you also gain the effects of Benefic. For each spell slot level the spell is cast at below your maximum spell slot level, lower the boundary requirement of scoring critical healing by 1. For example, if you cast Healing Word at 2nd level while your highest spell slot level is 3rd level, you and your summon provide critical healing on a 19 or 20, instead of just on a 20.
- Charitable
Your summon harbors a wellspring of rejuvenating energy within itself. This energy is represented by a number of Healing Potential dice, which are each a d4. Your summon can have up to a number of these dice equal to 2 + your Aberrant Capacity, and they fuel various abilities available to your Provident Aberration, as detailed below.
Some of your summons powers expend the Healing Potential dice, as specified in the trait's description, and it can't use a trait if it requires the use of dice while none are reserved. Your summon regains all expended Healing Potential dice when it finishes a short or long rest, and gains one die whenever it makes an attack or takes a Magic action, and gains two dice when it takes the Help action.
While your summon has its maximum number of Healing Potential dice available, and does an action that would allow it to gain any number of additional dice, it instead empowers one of its existing d4 Healing Potential dice, converting a d4 into a d6 for each Potential Healing dice it would have gained as part of that action. Enhanced dice return to being d4s after they are expended, or when you next start a short or long rest.
Your summon can use the following powers by expending its Healing Potential dice.
- Emergency Succor. When a creature your summon can see within 60 feet of itself would be reduced to 0 hit points from damage taken, your summon can use its reaction to spend all Healing Potential dice to reduce the damage that would be dealt by 4 (or 6 for an enhanced Healing Potential die) per die expended. Your summon then becomes lethargic, and cannot gain Healing Potential dice until the end of its next turn.
- Regenerate. As a Magic action, your summon can touch one creature and convert all reserved Healing Potential dice into temporary healing. Immediately when your summon uses this power, and again at the start of each of the target's turns, the target rolls 1d4 (or 1d6 for an enhanced Healing Potential die) and regains hit points equal to the roll.
- Rejuvenate. As a Magic action, your summon can roll all reserved Healing Potential dice. A creature of your summons choice that it can see within 60 feet of it regains hit points equal to that total.
- Dependant
When your Provident Aberration takes damage while you can see it within 120 feet of you, you can prevent your summon from taking the damage and lose hit points equal to that amount instead, regardless of the type of damage dealt. Dependant has no effect if the damage is self-inflicted or would reduce you to 0 hit points.
- Entropic Evocation - Benediction
Starting at 18th level, you can use your action to evoke Benediction, granting the following effects for 1 minute;
- When initially cast, your summon and all allies within 150 feet of it are cured of all conditions and diseases. Those affected can use their reaction to immediately stand up.
- For the duration, whenever a creature within 150 feet of your summon (including itself) would regain hit points or temporary hit points, it can choose to double that amount.
Once, at any point over the duration of Benefictin, your summon can use its bonus action to regain all missing Healing Potential dice, and empower them from d4's to d6's. As part of that action, it then chooses any number of creatures within range (including itself) as targets for one of the following effects;
- Instantly regain 50 hit points
- Roll 8d4. Instantly regain hit points equal to the result, and gain temporary hit points equal to twice the result.
- Instantly regain a number of hit points equal to 3 + your Provident Aberration's Constitution modifier (minimum of 1). Targets then regain the same number of hit points at the start of their turn for as long as they are under the effects of Benediction.
Once your summon has used this effect, it cannot do so again until you cast Benediction again. A creature loses the benefits of Benediction if they are more than 150 feet from your summon, your summon dies, or it is re-summoned.
Aberrant Severance[edit]
While typically associated with isolated study and lonesome experimentation, the work of the Aberrant Summoner is not exclusive to magical colleges and royal courts. Instead, some find their way onto the battlefield, using their skills to shift the tides of military action, while others use their knowledge to aid in the defeat of grand foes seemingly unmatched by any other adversary. These battles between titans are only made possible through the wielding of the Severant Aberration; creatures of pure strength and ferocity, birthed in the image of the grandest titans of all: Dragons.
You can only take Aberrant Severance if one of your chosen Pursued Knowledge creature types is Dragon.
- Hit dice 1d8
- Hit Points 6 + 5x your Summoner level.
Upon choosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Severant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Severant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Severant Aberration can become a Huge or larger creature within the chosen creature types.
- Bloodthirsty
Your summon is bloodthirsty, and eager to rip into its enemies. Whenever you roll for initiative, your Severant Aberration does so as well. You can then choose to use its initiative in place of your own. Additionally, your summon gains the following benefits.
- When making an attack roll, a d20 roll of 19 or higher is considered a critical hit. While missing at least half its hit points, this becomes 18 or higher.
- The Severant Aberration can use its bonus action to move up to half its movement towards a creature. This ability replaces any other ability with similar functionality, like the Aggressive trait.
- The maximum number of actions that can be taken when using a creature's Multiattack is increased by 1, in addition to the maximum granted by Summon Multiattack.
- Malicious
When your Severant Aberration lands an attack or deals damage to a creature, it marks that target after that attack and damage roll; a mystical representation of the summon's animosity and drive to tear them apart. Until your summon attacks another creature, it gains a bonus to its attack rolls against the marked creature equal to your Intelligence modifier. If you summon attacks or damages a creature that isn't the marked target, the mark is lost. If your summon hits or damages multiple creatures at once, this mark applies to each of them.
- Sadomasochist
Your Severant Aberration takes necrotic damage after it makes a damage roll, ignoring your Severant Aberration's immunities and resistances. The damage taken is equal to the number of damage dice included in the damage roll (minimum of 1). Additionally, whenever it deals damage to a target that is marked by Malicious, your summon deals an additional +1 damage for every 5 hit points it is missing.
- Entropic Evocation - Relentless Malediction
Starting at 18th level, you can use your action to evoke Malediction, granting the following effects for 1 minute;
- If your Severant Aberration takes damage that would put it below 1 hit point, it instead makes a Constitution saving throw (DC 15 + the number of damage dice rolled). On a success, your summon is instead left at 1 hit point. If the damage taken is from Sadomasochist, it automatically succeeds the save.
- The maximum number of actions that can be taken when using a creature's Multiattack is unrestricted by this class.
- Bonus damage granted by Sadomasochist is dealt to all targets hit, regardless of whether a target is marked by Malicious or not.
Aberrant Vengeance[edit]
You can only take Aberrant Vengeance if one of your chosen Pursued Knowledge creature types is Fiend.
- Hit dice 1d6
- Hit Points 6 + 4x your Summoner level.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Vengeant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
Additionally, this summon is granted proficiency in Arcana if it doesn't already.
- At 8th summoner level, your Vengeant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Vengeant Aberration can become a Huge or larger creature within the chosen creature types.
- Covetous
Your Vengeant Aberration gains a cumulative +1 bonus to its attack rolls as, as well as its skill checks and saving throws against spells and other magical effects, whenever you cast a spell of 1st level or higher. This bonus can accumulate to a maximum value equal to your highest spell slot level, and lasts until you start your turn without having met the requirements to add to this bonus (meeting the requirements to add to this bonus while at its maximum bonus, such as casting a spell of 1st level or higher, or through Malicious Compliance still perpetuates this effect). Additionally, whenever your summon casts a spell of 1st level or higher, or your do so while within 30 feet of your summon, it regains hit points equal to the spell slot level the spell was cast at.
- Malicious Compliance
Damage your Vengeant Aberration takes from a spell cast at a level equal to or less than your Aberrant Capacity is reduced by half. Additionally, whenever your summon is forced to make a saving throw as part of a spell, attack or magically effect and it doesn't have advantage on that saving throw, it can choose to willingly fail the saving throw to the following effects:
- Any conditions, diseases or similar effects suffered for failing the saving throw automatically end at the end of its next turn.
- Damage your summon would take is reduced by half. If the damage is dealt by a spell cast at a level equal to or less than your Aberrant Capacity, it instead deals 1 damage per damage dice (minimum of 1 damage).
- It gains advantage on the next attack roll, ability check, or saving throw it makes within 1 minute, and increases its current Covetous bonus by +1, up to its usual max.
- Versant
Your Vengeant Aberration has proficiency in Arcana checks. Additionally, it can cast spells you know, using your spell slots. You choose Intelligence, Wisdom or Charisma to be its spellcasting ability when it is summoned if it doesn't already have a spellcasting ability. Furthermore, it always knows the spells Counterspell and Dispel Magic and can cast one of them once without expending a spell slot between long rests. Whenever it successfully uses one of these spells, it also learns the details of the spell or magical effect it was used against, such as the name of the spell or the level it was cast at.
- Entropic Evocation - Titanomachy
Starting at 18th level, you can use your action to evoke Titanomachy, granting the following effects for 1 minute;
- The bonus granted by Covetous is doubled.
- Your Vengeant Aberration can cast Counterspell without expending its reaction once per turn. It still expends your spell slot to cast.
- Your Vengeant Aberration can make one attack or cast one spell with a cast time of 1 action as a Legendary Action each round.
Additionally, your Vengeant Aberration creates a 150-foot radius sphere centered on itself. Your summon and creatures it choses within the area have advantage on saving throws against spells and other magical effects. When an affected creature succeeds on a saving throw against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Aberrant Summoner Spell List[edit]
- Cantrips
blade ward, dancing lights, encode thoughts, frostbite, guidance, infestation, light, mage hand, mending, message, mind sliver, minor illusion, prestidigitation, sapping sting, spare the dying, thorn whip.
- 1st Level
bane, bless, color spray, comprehend languages, cure wounds, detect magic, detect poison and disease, disguise self, expeditious retreat, faerie fire, false life, fog cloud, gift of alacrity, goodberry, healing word, heroism, identify, mage armor, sanctuary, silvery barbs, sleep, speak with animals, thunderwave, unseen servant.
- 2nd Level
aid, alter self, blindness/deafness, blur, borrowed knowledge, continual flame, darkvision, dragon’s breath, enhance ability, enlarge/reduce, fortune’s favor, gust of wind, hold person, invisibility, lesser restoration, knock, locate object, misty step, rope trick, spider climb, suggestion, tasha's mind whip, vortex warp, wristpocket.
- 3rd Level
bestow curse, counterspell, create food and water, Crusader's Mantle. dispel magic, fear, Galder’s tower, gaseous form, glyph of warding, haste, magic circle, major image, mass healing word, life transference, protection from energy, revivify, speak with dead, tiny hut, tongues.
- 4th Level
arcane eye, banishment, control water, dimension door, dominate beast, fire shield, greater invisibility, guardian of nature, hallucinatory terrain, polymorph, resilient sphere.
- 5th Level
creation, dream, far step, geas, greater restoration, legend lore, mass cure wounds, modify memory, raise dead, rary's telepathic bond, reincarnate, scrying, seeming, skill empowerment, wall of force.
- 6th Level
contingency, eyebite, Fizban's Platinum Shield, guards and wards, heal, magic jar, mass suggestion, Tenser’s transformation, true seeing, wind walk.
- 7th Level
etherealness, plane shift, regenerate, resurrection, reverse gravity, simulacrum, teleport, tether essence.
- 8th level
antipathy/sympathy, demiplane, dominate monster, draconic transformation, feeblemind, power word stun, telepathy.
- 9th Level
foresight, gate, imprisonment, mass heal, shapechange, power word heal, true polymorph, wish.
Multiclassing[edit]
In the process of gaining the 1st level in this class, a character must make a sacrifice, as described under Aberrant Summon.
Prerequisites. To qualify for multiclassing into the Aberrant Summoner class, you must meet these prerequisites: Intelligence 13
Proficiencies. When you multiclass into the Aberrant Summoner class, you gain the following proficiencies: Light armor, simple weapons, nature skill.
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