Aberrant Summoner (5e Class)
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- 1 Aberrant Summoner (5e class)
- 1.1 Pioneers of the Aberrant
- 1.2 Creating an Aberrant Summoner
- 1.3 Class Features
- 2 Features
- 2.1 Pursued Knowledge
- 2.2 Aberrant Summon
- 2.3 Aberrant Pursuits
- 2.4 Aberrant Capacity
- 2.5 Ability Score Increase
- 2.6 Summon Solidarity
- 2.7 As One
- 2.8 Devotion
- 2.9 Emergency Redeployment
- 2.10 Masterful Conjuration
- 2.11 Refined Conjuration
- 2.12 Perfected Conjuration
- 2.13 Entropic Evocation
- 2.14 Aberrant Dynamism
- 3 Aberrant Pursuits
- 4 Aberrant Summoner Spell List
- 5 Multiclassing
Aberrant Summoner (5e class)
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
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 accomodating. 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
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, you will need to consider what subclass you intend on playing. For example, Dragon would be recommended for overwhelming brute force in combat, while Fey would be recommended for better opportunities to exploit skills and techniques besides raw damage. Fourth, choose a light crossbow with 20 bolts, leather armour, an arcane focus, and an alchemist's supplies as your starting equipment. Finally, choose the Frostbite and Prestidigitation cantrips, along with the 1st-level spells Bless and Healing Word.
As a Aberrant Summoner you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist’s Supplies
Saving Throws: Intelligence, Wisdom
Skills: Nature, and two other skills of your choice.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A light crossbow and 20 bolts or (b) any simple weapon
- (a) A component pouch or (b) an arcane focus
- (a) A scholar's pack or (b) an alchemist’s supplies
- Leather armor
- If you are using starting wealth, you have 5d4 x10 gp. in funds.
|Features||Cantrips Known||Spells Known||Max CR||Bonus HP||—Spell Slots per Spell Level—|
|1st||+2||Aberrant Summon, Pursued Knowledge, Spellcasting||2||2||1/2||-||2||—||—||—||—||—||—||—||—|
|3rd||+2||Aberrant Capacity (+1)||2||2||1||1||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||3||2||2||4||3||—||—||—||—||—||—||—|
|7th||+3||Aberrant Capacity (+2)||3||4||3||6||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||4||4||8||4||3||3||2||—||—||—||—||—|
|11th||+4||Aberrant Capacity (+3)||4||5||5||15||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||4||5||6||18||4||3||3||3||2||1||—||—||—|
|15th||+5||Aberrant Capacity (+4)||4||6||7||28||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||4||7||8||32||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement, Aberrant Capacity (+5)||4||8||9||45||4||3||3||3||3||2||1||1||1|
As a practitioner of the conjurational 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.
At 1st level, you know two Cantrips of your choice from the Summoner spell list. You learn additional summoner Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.
Preparing and Casting Spells
The Aberrant Summoner table shows how many spell slots you have to cast your summoner spells of 1st level and higher. To cast one of these summoner spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. The Spells Known column of the Aberrant Summoner table shows how many spells you can have prepared. The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Aberrant Summoner, you have four 1st-level and two 2nd-level spell slots. Your list of prepared spells can include two spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of summoner spells requires time spent in study and recitation as you recount the incantations and gestures you have learned or gleamed: at least 1 minute per spell level for each spell on your list.
The Summoner table shows how many spell slots you have to cast your Summoner spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Summoner spell list. The Spells Known column of the Summoner table shows when you learn more Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you finish a long rest, you can choose any number of the summoners spells you know and replace them with the same number of spells from the Summoner spell list, each of which must also be of a level for which you have spell slots.
Intelligence is your spellcasting ability for your Summoner spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
- Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
You can cast any Summoner spell you know as a ritual if that spell has the ritual tag.
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your summoner spells.
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 other 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 creatures that are of the chosen creature types.
At 1st level, with a ten-minute ritual that may be conducted as part of a short or long rest, you can call upon an Aberrant Summon, appearing within reach of you. The creature you wish to summon must be determined at the start of the ritual.
- The Aberrant Summon is a magical creature that takes the form of a Small or Tiny creature you choose, of the three creature types you know of, of a CR equal to or less than the max CR available to you at your level, as shown on the Max CR column of the summoner table.
- Your summon has its own alignment and personality, which is determined when it is first summoned, and remains the same no matter what it is summoned as.
- Your Aberrant summon has a number of hit points equal to 6 + your Intelligence modifier at 1st Summoner level. Hitpoints at 2nd level and higher are determined by your Aberrant Pursuit. When rolling for hit points, your summon has a number of d6 hit dice equal to your level. When rolling hit dice, it uses your spellcasting ability modifier in place of a constitution bonus.
- Your summon has its own proficiency bonus, as determined by its Challenge Rating (found on page 8 of the Monster Manual).
- Your summon acts independently of you, but is loyal towards you and obeys your commands as best it can. In combat, it shares your initiative count, and takes it takes its turn at the same time as yours.
- Your summon is immune to any effect that would sense its emotions or read its thoughts, as well as being charmed. Additionally, it knows any languages you know, but can only speak them if it has the ability to speak another language.
- When summoning your Aberrant Summon, it appears with any armor, tools, and weapons listed as part of its statistics. However, only your Aberrant Summon is able to use this equipment. Equipment that appears with your summon immediately disappears when not being used by your Aberrant Summon, and can only reappear when you next cast Aberrant Summon.
- Your Aberrant Summon cannot use any lair actions, legendary resistance or possession listed as part of its statistics, or shapechanging actions that allow it to take the shape or form of another creature.
- It can only attack a maximum number of times each turn equal to half your proficiency bonus rounding up, unless granted additional actions or attacks through a means besides Multiattack, such as the spell Haste.
- As an action, you can temporarily dismiss your summon. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within reach of you. If you and your summon are on separate planes of existence at any point, your summon is immediately dismissed and sent to this pocket dimension, to the same effect.
- While you have two or more summons, they can only cast 1 spell between them per turn, unless stated otherwise. This does not include spell attacks or effects that are specified under a summoned creature’s Actions. Any effects that are stated to target, act upon, or otherwise take effect through your Aberrant Summon only targets one summon of your choice for the effect, unless stated otherwise as part of the ability description or other such effects, such as Entropic Evocation: Plenitude.
- The Aberrant Summon has proficiency in all saving throws.
- Your summon can use its reaction to deliver spells you cast with a range of Self or Touch.
- You can only have one Aberrant Summon active at a time, unless stated otherwise, such as the Aberrant Divergence class archetype. If you cast this spell while you already have a summon, you instead cause it to adopt a new form.
Conjuring an Aberrant Summon is difficult and costly, however, and requires a substantial sacrifice of the caster the first time they conjure their Aberrant Summon, to cement a place in the material plane at the summoner's side, even if its summoner dies. This sacrifice must be part of themself, such as but not limited to a limb, extremities, or one of their senses. Alternatively, a player can sacrifice a racial feature, such as a special sense or other trait. The sacrifice cannot be restored by any means short of a wish spell.
When your summon dies, it disappears, leaving no physical remains behind, unless stated otherwise. The first time you cast Aberrant Summon after your summon has died in combat, its cast time is extended to 1 hour; a much longer and more arduous process as you try to reclaim the spirit of your summon and return it to you, rather than simply reshaping its physical manifestation.
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 an Aberrant Pursuit from the following.
- Aberrant Providence
- Aberrant Prepotence
- Aberrant Severance
- Aberrant Defiance
- Aberrant Divergence
- Aberrant Convergence
- Aberrant Necromance
- Aberrant Divinance
- Aberrant Vengeance
- Aberrant Mucilagence
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.
As you grow as a summoner, your abilities - and those of your summon - grow with it. When you reach 3rd Aberrant Summoner level, the maximum challenge rating of the creatures you can 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 summon can be summoned as at 19th level.
Additionally, whenever you gain a level in this class, the maximum hit points of your 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 summon at a given level.
Ability Score Increase
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.
Starting at 5th summoner level, you and your summon have advantage on attacks when attacking a creature already hit by the other during the same turn. This effect is also shared between summons if you have more than one.
Starting at 6th summoner level, when your summon sees you cast a spell or make an attack, it can use its reaction to make a single attack of its own against a creature that is in range. This effect is limited to only one summon if you have more than one.
At 9th summoner level, your summon becomes more devoted to you and your cause, granting it a bonus to saving throws against Enchantment spells equal to its proficiency bonus.
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, 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.
Emergency Redeployment can only be used once, before requiring you to finish a long rest.
Starting at 13th summoner level, you can cast Conjuration spells and spells with the ritual tag in half the time (minimum 1 action).
Starting at 14th summoner level, you develop the ability to better modify your summons to fit certain needs. Whenever you finish casting Aberrant Summon, you can also cast Alter Self or Enlarge/Reduce on your summon without expending a spell slot or material components. The effect can only target your summon, and lasts until it is resummoned.
Starting at 17th summoner level, creatures you summon or create by any means do so with a number of temporary hit points equal to you Intelligence modifier x the creature's CR.
While a creature has these temporary hit points, it is also granted a bonus to its AC equal to your Intelligence modifier.
Starting at 18th summoner level, you can use your action to evoke power from your summon. This effect is unique to your Aberrant Pursuit, as listed under each Aberrant Pursuit, and can only be used once before you are required to finish a long rest. You cannot command your summon to use its Entropic Evocation if you cannot produce the Verbal component of spells, or your summon otherwise can't hear you, unless you can communicate with it telepathically.
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.
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 amongst 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.
Upon chosing 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.
The Provident Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Provident Aberration also gains the following traits.
Whenever your Provident Aberration would take damage, you can use your reaction to reduce the amount of damage it would take by half, and take the same amount of damage, of the same type. Damage taken in this way ignores any immunities and resistances you have.
Attacks made and spells cast by your Provident Aberration cause it to build up a reserve of potential, rejuvenating energy. Each attack and spellcast adds a sliver of power to this reserve, represented by a d4. Your summon can store up to a maximum number of d4s equal to 1 + your Aberrant Capacity.
As an action, your Provident Aberration can choose one creature it can see within 60 feet of itself, and spend all the dice it currently has reserved. Roll the spent dice, and add them together. The target then regains a number of hit points equal to the total.
When a creature within 60 feet of your Provident Aberration would be reduced below 1 hit point, your summon can use its reaction to cast Charitable on the target after the damage has been dealt, but before the result of being reduced below 1 hit point takes effect. If Charitable is cast in this way, it also instead uses the highest number possible for each die that would be rolled.
- Entropic Evocation - Benediction
As an action starting at 18th level, you can command your Provident Aberration to exude a soothing aura of beneficence. Targetting any number of creatures within 150 feet of itself, your summon grants targets a revitalizing blessing for 1 minute, doubling any healing they receive. Creatures are also cured of all conditions and diseases, and those that are prone can use their reaction to stand up. Targets then receive one of the following effects;
- Instantly regain 35 hit points.
- Instantly regain a number of hit points equal to 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 Benediction is in effect.
- Targets of Benediction can't be reduced below 1 hit point by any means while Benediction is in effect.
A creature loses the benefits of Benediction if they are more than 150 feet from your summon, your summon dies, or it is resummoned.
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.
Upon chosing 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.
The Prepotent Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Prepotent Aberration also gains the following traits.
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.
Your Prepotent Aberration becomes the embodiment of the term Sciolist. Your summon can grant itself proficiency with any one skill, ability check, saving throw ability, tool or intrument at will when it is required to make such a roll. Alternatively, it can grant itself Expertise with one skill, ability check, saving throw ability, tool or instrument it already has proficiency in. At this time, it also magically creates any tools or instruments that are required to make the roll. Once the roll has been made, it loses this proficiency or expertise, and any magically created equipment disappears.
If you make one of these rolls while within reach of your Prepotent Aberration, your summon can make the roll for you instead to the same effect.
Your summon can only use Sciolist or Reserves a number of times equal to 1 + your Aberrant Capacity between short or long rests.
As an action, your Prepotent Aberration can empower one creature within 60 feet of it. Until the start of your summons next turn, that creature adds your Prepotent Aberration's ability score modifier to any attack rolls, ability checks and saving throws it is required to make. For example, if a creature makes an attack roll using its Strength modifier, it gains a bonus to that attack roll equal to your summons Strength modifier.
Your summon can only use Sciolist or Reserves a number of times equal to 1 + your Aberrant Capacity between short or long rests.
- Entropic Evocation - Censure
As an action starting at 18th level, you can command your Prepotent Aberration to exude a commanding aura of absolute authority. For 1 minute, whenever a creature within 150 feet of your summon attempts to take an action, they must first succeed a Wisdom saving throw against your Prepotent Aberration (DC 8 + your summon's Wisdom modifier + its proficiency bonus). Creatures that fail the saving throw automatically fail the action. For example, if a creature attempts to cast a spell and fails the saving throw, the casting fails and the spell is wasted.
Your Prepotent Aberration can willingly allow a creature it is aware of to automatically succeed this Wisdom saving throw.
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.
Upon chosing 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.
The Severant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 5x your Summoner level. The Severant Aberration also gains the following traits.
Whenever your Severant Aberration lands an attack or deals damage to a creature, it also leaves a mark on the target. Your Severant Aberration gains a bonus to its attack rolls against a creature marked in this way, equal to your Aberrant Capacity.
If your Severant Aberration lands an attack against, or deals damage to a creature that isn't the marked target, the mark is removed and is replaced on the new creature instead. Additionally, if the marked target is successfully attacked or damaged by a creature that isn't your Severant Aberration, the mark is removed. If your Severant Aberration hits or damages multiple creatures at once, this mark applies to each of them.
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:
- It can critically hit on an attack roll of 19 or 20. While it is missing at least half of its hit points, it can also critically hit on an 18.
- It can use its bonus action to move up to half its movement towards a creature, if it doesn't already have the Aggressive trait.
- It can attack a maximum number of times each turn equal to 1 + half your proficiency bonus, rounding up. This is excluding additional attacks granted by effects besides Multiattack, such as the Haste spell.
Your Severant Aberration takes necrotic damage whenever it deals damage to another creature, equal to the number of damage dice included in the damage roll. Additionally, once per turn when it deals damage to a target that is marked by Malicious, the damage roll gains a number of additional damage dice equal to 1 for every 6 hit points it is missing, up to a maximum number of bonus damage dice equal to your aberrant capacity. If it uses more than one damage die type in the damage roll, choose one.
- Entropic Evocation - Malediction
As an action starting at 18th level, you can command your Severant Aberration to relinquish itself of a mutable form, becoming a terrifying shapeless nightmare for 1 minute, or until it loses concentration. At this time, your Severant Aberration has its speed reduced by half, but can freely move through other creatures, objects and terrain, taking 1d10 force damage if it ends its turn inside an object. Additionally, it is cured of all conditions afflicting it, and becomes immune to new ones for the remaining duration.
For the duration of Malediction, creatures within 150 feet of your Severant Aberration become afflicted with a seemingly unfounded mounting dread, becoming Frightened of your Severant Aberration.
- Creatures within 75 feet of your Severant Aberration and are aware of it must succeed a Wisdom saving throw against your summon, or become Paralyzed in their fear.
- Creatures within 15 feet of your Severant Aberration and are aware of it must instead succeed a Wisdom saving throw against your summon, or fall unconscious in their dread.
- Your Severant Aberration can use its action during its turn to touch one creature within range, compelling it to die as if touched by death itself. If the target has a number of hit points equal to or less than your Severant Aberration's CR, it dies instantly. Otherwise, if the creature does not leave the reach of your Severant Aberration at least once before the end of its next turn, it dies.
The Wisdom saving throw DC for this effect is equal to 8 + your Severant aberration's Wisdom modifier + its proficiency bonus. Your Severant Aberration can end the effects of Malediction early as a bonus action, and for as long as it is in effect, can choose any number of creatures within 75 feet of itself to automatically succeed on the required Wisdom saving throws as it palpably directs is malice and malintent to other creatures.
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.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Defiant 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 Defiant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Defiant Aberration can become a Huge or larger creature within the chosen creature types.
The Defiant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 7x your Summoner level. The Defiant Aberration also gains the following traits.
Whenever a creature lands a melee attack against your Defiant Aberration, it can use its reaction to force the creature to make a Constitution saving throw with a DC equal to your summons AC. On a fail, the attacking creature has its speed reduced by half until the end of their next turn.
As a bonus action during its turn, your summon can willingly reduce its AC by an amount equal to or less than 1 + your Aberrant Capacity to increase the AC of another creature within 30 feet of it by the same amount. Additionally, the target also gains any temporary hit points your summon has at the time of using this effect. Espouse lasts until the start of your Defiant Aberration's next turn.
Regardless of the creature summoned, your Defiant Aberration has a minimum AC equal to 10 + your Intelligence modifier + your Aberrant Capacity. Additionally, if a creature attacks an ally within reach of your Defiant Aberration, your summon can make an opportunity attack against the attacking creature if it is in range of your summon, without using its reaction.
- Entropic Evocation - Halidom
As an action starting at 18th level, you can command your Defiant Aberration to become a living fortress. For 1 minute, if it takes damage equal to or less than its CR, that damage is instead reduced to 0. At this time, your summon and all allies within 150 feet of it also gain the following benefits until the start of your next turn.
- Gain temporary hit points equal to 5 x your Defiant Aberration’s AC. These temporary hit points last until destroyed, or until Halidom ends.
- Half of all damage targets receive is automatically transferred to your Defiant Aberration instead.
Additionally, the range of Protective and Espouse increase to 150 feet for the duration, and the slowing effect granted by Defiant apply to all allies within range. All creatures granted the benefits of Halidom for its full duration recieve the benefits of a short rest once it ends.
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.
Upon chosing 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.
Divergent Aberrations each have a number of Hit Points equal to 6 + your Intelligence modifier + 3x your Summoner level.
Upon taking this archetype, you become able to summon more than one Aberrant Summon at a time. Whenever you cast Aberrant Summon, you can choose to summon up to a number of creatures equal to your Proficiency Bonus. The total CR of these creatures must be equal to or less than the maximum CR you can summon to, though each summon can take a different form, that you determine when summoning them as normal. For example, when you take this archetype at 2nd level, you can summon one CR 1 creature, and one CR 0 creature.
Whenever you use an action to dismiss your summon, or to cause them to reappear as listed under Aberrant Summon, you can choose any number of them to be dismissed or to appear. Similarly, whenever you cast Aberrant Summon to change the form of your summon, you can change the form of each creature individually.
All summoned Divergent Aberrations share your initiative count and take their own turns as normal. However, your summons can only cast one spell of 1st level or higher between them each turn. This does not include actions listed as spell attacks under their available actions, nor spells you cast through your summon, using its reaction to do so as listed under Aberrant Summon. This increases to two spells of 1st level or higher at 20th Aberrant Summoner level, but only one spell per creature, following the standard rules for spellcasting.
Divergent Aberrations gain a 1d6 bonus to their attack rolls when you or at least one other Divergent Aberration is within 5 feet of the target and isn't incapacitated.
Whenever one of your Divergent Aberrations land a melee weapon or melee spell attack against a creature that has already taken damage from another of your Divergent Aberrations or yourself, it regains hit points equal to its Constitution modifier (minimum of 1).
- Entropic Evocation - Plenitude
As an action starting at 18th level, you can command your summons to exude a bolstering aura of mutual empowerment, granting the following benefits for 1 minute.
- You immediately summon one additional Divergent Aberrations that lasts until dismissed, it reaches 0 hit points, or Plenitude ends.
- The bonus granted by Coordinated is increased to 2d6.
- The healing granted by Gluttonous is increased to 2 x its Constitution modifier (minimum of 2).
- When you cast a spell or effect, targeting one of your Divergent Aberrations, the spell or effect also applies to all Divergent Aberrations within casting range of the original target. For example, if you cast Healing Word on a Divergent Aberration, you also heal all other Divergent Aberration's within 60 feet of the original target, for the same amount.
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 fores 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 utilises 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. The Convergent Aberration also gains the following traits.
- Aberrant Union
Rather than summoning a creature, you instead conjure it as armaments on yourself. Any armour you are currently wearing disappears, and is replaced by your Convergent Aberration as natural armour, though you still gain the benefits of items and armour you have equiped. 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 or determining save DCs. Melee attack rolls are made using your reach, unless stated to do otherwise.
- 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. Additioanlly, 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 while wearing your summon.
- If your summon has any kind of Spellcasting, you share their known spells. When casting these spells, you must use the same ability score that your summon would use, 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, unless you also have the same spell prepared. This does not include spells that are listed to be cast at will.
- 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.
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 Perfected Conjuration class features, with the following changes to Summon Solidarity, As One, and Devotion;
- 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 the armor is active.
- Summon Solidarity After landing an attack, all subsequent attack rolls you make against the same target during the same turn are made at advantage.
- As One After landing an attack or casting a spell, 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.
- Flawless Integration
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 Integration ends and your Convergent Aberration dies to the same effect as listed under Aberrant Union.
While 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 Integration ends.
- Your actions are limited to the capabilities of your new form. Flawless Integration 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 Integration. 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 Integration 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, you also gain the modified benefits from class features as listed under Aberrant Union.
After Flawless Integration ends, you can choose to maintain the form, refreshing its duration, or use your action at another point to use Flawless Integration again. In doing so before finishing a long rest, you also reduce your current and maximum hit points by an amount equal to your current Aberrant Summoner level - you losing your grip on your personal sense of self and differentiating it from your summon's as you overexert yourself. You regain a number of maximum hit points lost in this way equal to your current Aberrant Summoner level when you finish a long rest after ending the effect, and cannot be restored by any other means.
When you would be reduced below 1 hit point, your summon dies instead, causing your original armour to reappear before healing you for a number of hit points equal to 2 x your summoner level. Any remaining damage is then dealt after.
- Entropic Evocation - Pneuma
As an action starting at 18th level, you can call upon Pneuma; a spirit that takes the form of the creature your Convergent Aberration is currently summoned as, as if cast by Aberrant Summon. This creature is loyal to you, and is considered an Aberrant Summon, as per the Aberrant Summon class feature. It has a number of hit dice equal to your maximum hit points, and lasts for up to 1 minute or until death, at which time it disappears, leaving behind no physical form as normal.
At the start of your turn, Pneuma can target one creature or object within 60 feet of itself as a priority target for that turn. Attack rolls, saving throws and ability checks made against the priority target by either you or Pneuma gain a bonus equal to your summon's proficiency bonus.
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 ones 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.
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.
The Divinant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Divinant Aberration also gains the following traits.
Your Divinant Aberration is blessed with a sliver of divinity. While occupying a space centered within 15 feet of you, it is granted a bonus to all of its ability scores equal to your Intelligence modifier (maximum of 30). Additionally, your Divinant Aberration can smite its foes. After landing an attack, it can choose to deal radiant damage to the target, in addition to the normal attack roll. The extra damage is a number of d6 equal to your Aberrant Capacity. It can do so a number of times equal to your Intelligence modifier between long rests.
While your Divinant Aberration is more than 15 feet from you, its maximum and current hit points are reduced by half, and it looses all traits and features granted by Aberrant Divinance.
- Divine Perception
Your Divinant Aberration is granted Truesight out to a range of 60 feet, and proficiency in Perpection if it doesnt have them already. If it already has truesight, increase the range of its truesight by 60 feet instead.
Your Divinant Aberration can teleport to an unoccupied space centered within 15 feet of you, in place of half its movement for a turn.
- Entropic Evocation - Reverence
As an action starting at 18th level, you cleanse your Divinant Aberration of any conditions afflicting it, and make it immune to new ones for 1 minute. At this time, it increases in size by one, and begins to exude a God-like presense. Creatures that are within 150 feet of your Divinant Aberration, or otherwise start their turn within 150 feet of it, that are aware of it must succeed on a Wisdom saving throw against your summon (DC 8 + your summon's Wisdom modifier + its proficiency bonus) or be compelled to prostrate themselves before your summon, believing it to be a divine being. Creatures that are flying must immediately land in other to do so.
While prostrating themselves, creatures are considered Prone and Paralyzed for its duration. At the end of a creature's turn, they can retake the saving throw. On a success, the creature is no longer compelled to prostrate themselves, and become immune to the effect for its remaining duration.
Additionally, the truesight granted to your summon by Divine Perception is increased to 150 feet if it isn't already, and your Divinant Aberration can make one attack or cast one spell as a Legendary Action each round for as long as Reverence is in effect.
You can only take Aberrant Necromance if one of your chosen Pursued Knowledge creature types is undead.
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.
The Necromant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Necromant Aberration also gains the following traits.
- Grim Celerity
After being summoned, your Necromant Aberration only last 24 hours, at which time it disappears, leaving no physical form behind. Alternatively, you can cast Aberrant Summon as a 1 minute ritual on it before the current 24-hour period ends in order to sustain your summon, keeping it active for another 24 hours. This can be done as part of a short or long rest.
If your summon dies to anything that isn't an effect or damage caused by you, it disappears, leaving an aetheric wisp that hovers in the space it died for 10 minutes. This wisp is intangible and invulnerable, but disappears if dispelled. At this time, Aberrant Summon is reduced further to a single action when being cast on the wisp of your Necromant Aberration. At this time, you begin casting Aberrant Summon, as a concentration spell. At the start of your next turn if concentration has not 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.
If you cast Aberrant Summon without using the wisp remains of a previous Necromant Aberration, any wisp remains of your previous Necromant Aberration that exist disappear once the spell cast is complete.
- Foul Conscription
Aberrant Summon can be cast as a 1 minute ritual on the remains of a creature within reach, after which, the creature rises as a Lesser Necromant. Its hit point maximum becomes half that of your Necromant Aberration, and regains a number of hit points equal to 1d6 + your Aberrant Summoner level + your Aberrant Capacity.
A Lesser Necromant lasts for 24 hours, at which time it is considered an Aberrant Summon for the purpose of determining how you can interract with it. After the 24-hour period ends, it disappears, leaving no remains behind. To maintain control of the creature for another 24 hours, you must cast Aberrant Summon as a 1 minute ritual on the creature again before the current 24-hour period ends, reasserting your control over the Lesser Necromant. This can be done as part of a short or long rest.
As an action, you can immediately kill a Necromant Aberration or Lesser Necromant within reach that you control, destroying it and any remains it leaves behind, and healing either yourself or another creature within 60 feet of you for a number of hit points equal to the number of hit point it had left.
- Entropic Evocation - Penumbra
As an action starting at 18th level, you rend the life from the land around you, empowering your Necromant Aberrations and increasing the range of Grim Celerity, Foul Conscription and Reap to 150 feet for 1 minute, until you end Penumbra with a bonus action, or you die.
When this spell is cast, and again at the start of each of your turns while this effect is active, your Necromant Aberration and Lesser Necromants gain a number of temporary hit points equal to your spellcasting ability modifier if they are within range of Penumbra, and don't already have temporary hit points. When a Necromant Aberration or Lesser Necromant lands an attack while they have temporary hit points, they can consume all of their temporary hit points to deal bonus necrotic damage during the damage roll. Necrotic damage dealt by this effect ignores immunity and resistances.
You can only take Aberrant Vengeance if one of your chosen Pursued Knowledge creature types is Fiend.
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.
- 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.
The Vengeant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Vengeant Aberration also gains the following traits.
As an action, your Vengeant Aberration can create a spellshield around one creature of its choice within 30 feet of itself. The spellshield lasts until the start of your summon's next turn, and mitigates the first spell or effect against the shielded creature, reducing any damage they would take to 0, and mitigating any effect they would otherwise receive, destroying the spellshield in the process. If the effect was a spellcast, your summon becomes enlightened as to the properties of the spell, learning what the spell was, and what level it was cast at.
When the spellshield is destroyed and your summon learns the spell, it cannot use this effect again for 1 minute. During this time, it can instead cast the learnt spell at its lowest level without providing the required components.
- Malicious Compliance
Whenever your summon is forced to make a saving throw as part of a spell or attack, it can use its reaction to willingly fail the saving throw. In doing so, any damage taken is halved, and any conditions, effects or diseases that apply to your summon automatically end at the end of your summon's next turn.
Your summon gains a permanent and cumulative +1 bonus to its attack rolls whenever you cast a spell of 1st level or higher. This bonus is lost when it makes its next attack roll.
- Entropic Evocation - Titanomachy
As an action starting at 18th level, you and your Vengeant Aberration can share each others known spells and can freely use each other's spell slots for casting them for 1 minute while within 150 feet of each other. At this time, spells you and your Vengeant Aberration cast have a bonus to any attack rolls and save DCs that are required as part of a spell cast, equal to the spell slot level the spell is cast at.
Additionally, the bonus granted to your summon by Covetous is doubled, Versant can be used as a bonus action, and your Vengeant Aberration can make one attack or cast one spell as a Legendary Action each round for as long as Titanomachy is in effect.
You can only take Aberrant Mucilagence if one of your chosen Pursued Knowledge creature types is Ooze.
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.
The Mucilagent Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 6x your Summoner level. The Mucilagent Aberration also gains the following traits.
- Aberrant Form
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 d4 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. 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.
A creature you summon that has Corrosive Form or Pseudopod no longer gains their benefits and are instead replaced with this effect.
When your summon is subjected to lightning or slashing damage while it is Small or larger, it splits into two new creatures if it has at least 10 hit points. Each new creature has current and maximum hit points equal to half the original Mucilagent Aberration's, rounded down. New creatures 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 required 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.
A creature you summon that has Split no longer gains its benefits and is instead replaced with this effect.
- Inspissation and Deliquescence
Your summon can use its bonus action to either congeal its body into a hardened state, or to deliquesce into a softened one, maintaining that form until it uses a bonus action to end the effect, or swap between states.
While under the effect of Inspissation, your summon gains a bonus to its AC equal to your Intelligence modifier, but its movement speed is reduced by half.
When Inspissation is first used, and as a bonus action on subsequent turns while under the effects of Inspissation, your summon can forcibly jut sharp spines out from all over its body until the start of its next turn. Creatures that start their turn within reach of your summon while Inspissation is active, as well as creatures that come into contact with your summon or land a melee weapon attack against take 1d6 piercing damage, in addition to any other effects caused by meeting the above conditions, such as Aberrant Form.
While under the effect of Deliquescence, your summon loses an amount of AC equal to your Intelligence modifier, but its movement speed is increased by half.
While under the effects of Deliquescence, your summon leaves behind an acidic, translucent mucal trail on all solid surfaces it touches or moves along that lasts for 1 minute. This trail shares the same effects as Aberrant Form, taking effect on all creature, objects and surfaces that it touches. Additionally, creatures that come into contact with your summon or this trail must make a Constitution saving throw against your summon (DC 8 + your summon's Constitition modifier + its proficiency bonus) or become Poisoned until the end of their next turn.
- Entropic Evocation - Emaculation
As an action starting at 18th level, you can magically purify your Mucilagent Aberration, cleansing it of all conditions and diseases, before making it immune to new ones for 1 minute.
At this time, your Mucilagent Aberration maintains an immaculate composition, granting it resistance to all damage types. Additionally, your Mucilagent Aberration can use its action to manually Split, and can use the effects of Inspissation and Deliquescence simultaneously. It also gains an additional bonus action during its turn, which it can use to determine which, if either, of these effects remain active.
While under the effects of Emaculation, your summon can change shape as a bonus action, changing into any other creature you can summon, as if by Aberrant Summon. Additionally, it can use its action to hide in plain sight, flattening itself to coat thinly over a surface within reach, take on the appearance of a clear puddle or water source, or other similar effect.
Aberrant Summoner Spell List
- Acid Splash
- Blade Ward
- Dancing Lights
- Mage Hand
- Minor Illusion
- Primal Savagery
- Spare the Dying
- Toll the Dead
- 1st Level
- Color Spray
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- False Life
- Gift of Alacrity
- Healing Word
- Speak with Animals
- Unseen Servant
- 2nd Level
- Alter Self
- Continual Flame
- Dragon's Breath
- Enhance Ability
- Fortune's Favor
- Gust of Wind
- Hold Person
- Locate Object
- Misty Step
- Rope Trick
- Spider Climb
- 3rd Level
- Bestow Curse
- Create Food and Water
- Dispel Magic
- Gaseous Form
- Leomund's Tiny Hut
- Magic Circle
- Major Image
- Life Transference
- Protection from Energy
- Speak with Dead
- 4th Level
- Arcane Eye
- Control Water
- Dimension Door
- Dominate Beast
- Fire Shield
- Guardian of Nature
- Hallucinatory Terrain
- Otiluke's Resilient Sphere
- 5th Level
- Far Step
- Greater Restoration
- Legend Lore
- Modify Memory
- Raise Dead
- Skill Empowerment
- Wall of Force
- 6th Level
- Guards and Wards
- Magic Jar
- Mass Suggestion
- Tenser's Transformation
- True Seeing
- Wind Walk
- 7th Level
- Plane Shift
- Reverse Gravity
- Tether Essence
- 8th level
- Dominate Monster
- Power Word Stun
- 9th Level
- Mass Heal
- Power Word Heal
- True Polymorph
In the process of gaining 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: 13 Intelligence.
Proficiencies. When you multiclass into the Aberrant Summoner class, you gain the following proficiencies: Nature.