Aberration (5e Class)

From D&D Wiki

Jump to: navigation, search


Aberrations are inhuman beings, curse-bearers, and defilers of forgotten evils. They themselves are not inherently evil, but a dark fate has befallen them, and most look upon them as they would a demon wearing a human's skin. Whether they embrace the dark calling of their curse or fight against it is their own choice.

Incorrigible Monsters[edit]

An Aberrations' choice to defy or obey the call of their aberrant blood means nothing in the eyes of most sophisticated society. The bearing of the curse itself is seen as an irredeemable act, regardless of whether there was truly any choice in bearing it. Few give them any pity, and fewer still give mercy to such downtrodden beings, though there is often shelter for them in worship of gods who shepherd those of ill-fortune; however some aberrants rebel against these gods for not offering them no further protections or kindnesses.

Creating an Aberration[edit]

How did your character become cursed? Was their curse passed through generations of their family, or obtained upon disturbing an ancient relic or burial ground?

Quick Build

You can make an Aberration quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Charisma. Second, choose the Hermit background. Third, choose the quarterstaff, light crossbow and 20 bolts, and explorers pack.

Class Features

As a Aberration you gain the following class features.

Hit Points

Hit Dice: 1d10 per Aberration level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Aberration level after 1st


Armor: Light Armor
Weapons: Simple Weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Deception, Intimidation, Insight, Persuasion, Nature, Religion, and Survival.


You start with the following equipment, in addition to the equipment granted by your background:

  • leather Armor
  • (a) quarterstaff or (b) any simple weapon
  • (a) light crossbow and 20 Bolts or (b) two light hammers
  • (a) a dungeoneer's pack or (b) an explorer's pack or (c) 5d6 × 10 gp

Table: The Aberration

Level Proficiency
Claw Damage Features Cantrips known Spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1d4 Aberrant Curse,Aberrant Claws - -
2nd +2 1d4 Spellcasting,Unarmored Defense 1 2 2
3rd +2 1d4 Warped Magic 1 3 3
4th +2 1d4 Ability Score Improvement, Metamorphosis 1 3 3
5th +3 1d6 1 4 4 2
6th +3 1d6 Aberrant Curse Feature 1 4 4 2
7th +3 1d6 Metamorphosis Improvement 1 5 4 3
8th +3 1d6 Ability Score Improvement 1 5 4 3
9th +4 1d6 1 6 4 3 2
10th +4 1d6 Aberrant Curse Feature 2 6 4 3 2
11th +4 1d8 Metamorphosis Improvement 2 7 4 3 3
12th +4 1d8 Ability Score Improvement 2 7 4 3 3
13th +5 1d8 2 8 4 3 3 1
14th +5 1d8 Aberrant Curse Feature 2 8 4 3 3 1
15th +5 1d8 Metamorphosis Improvement 2 9 4 3 3 2
16th +5 1d8 Ability Score Improvement 2 9 4 3 3 2
17th +6 1d10 2 10 4 3 3 3 1
18th +6 1d10 Weave Warper 2 10 4 3 3 3 1
19th +6 1d10 Ability Score Improvement 2 11 4 3 3 3 2
20th +6 1d10 Master of Metamorphosis 2 11 4 3 3 3 2

Aberrant Curse[edit]

At 1st level, you have fallen under the power of an aberrant curse of your choice, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Aberrant Claws[edit]

At 1st level, your mutant blood gives you vicious claws that are specialized in ripping into and slicing open foes.

The benefits of this feature are described below. You are only able to use this feature when you are unarmed. You lose the effects of this feature if you are holding a weapon or a shield.

  • Your unarmed strikes deal slashing damage in place of bludgeoning damage.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Aberration levels, as shown in the Claw Damage column of the Aberration table.
  • When you use the Attack action with an unarmed strike, you can make a second unarmed strike as a bonus action.


By the time you reach 2nd level, you have learned to use the aberrant power within yourself to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of the class description for the aberration spell list.

Spell Slots[edit]

The Aberration table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all spell slots when you finish a long rest.

Spellcasting Modifier[edit]

Charisma is your spellcasting modifier, your spell save DC is 8 + your Charisma modifier + your proficiency bonus.

Unarmored Defense[edit]

Beginning at 2nd level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

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.

Warped Magic[edit]

Beginning at 3rd level, you can feel the tethers and cords of magical power across the world, and with some effort, tug them in ways most practiced mages cannot hope to imagine. When you cast a spell of 1st level or higher, you can ground yourself in a warped well of the magic of your own cultivation, reducing your speed to 0 until the end of your next turn, and creating an auxiliary effect upon casting the spell. If a spell has multiple potential effects, choose one. You can use this feature a number of times per day equal to 1 plus your Charisma modifier (Min 2). All uses are regained upon finishing a long rest.

If the spell requires you to make a ranged or melee attack, you change the damage type to one of either Fire, Cold, Lightning, Acid, Force, Radiant, or Necrotic damage, and raise the damage die of the spell (d4<d6<d8<d10<d12)

If the spell requires a target to make a saving throw, the spell save DC gains double your proficiency bonus.

If the spell requires you touch or indicate a target without causing damage, the spell range doubles, or becomes 30 ft. if the range is touch.

If the spell has a casting time longer than 1 action, the casting time becomes 1 action.

If the spell requires concentration for any length of time, you gain advantage on all concentration checks for its duration.

If the spell has a duration of any length of time, with or without concentration, it doubles.


Starting at 4th level, you learn 2 mutations of your choice. Your aberration level determines the complexity of the metamorphosis you can assume, as shown below. You can only have one metamorphosis active at any time. This feature becomes more powerful and gains more uses at 7th, 11th, and 15th level. You are able to use each metamorphosis that you choose 2 times, and regain expended uses upon finishing a long rest. You may only choose one feature from this list one time, even if you are allowed to choose again.

  • Celerity
4th level, 1 minute duration

Your walking speed increases by 10 ft. and you can use the Dash and Disengage actions as bonus actions on your turn for the duration of this feature. Walking Speed granted by this feature increases by 5 ft. at 7th level (15), 11th level (20), and 15th level (25). Your running long jump and running high jump height increase by 5 ft. and increase by an additional 5 ft. at levels 7, 11, and 15.

  • Agility
4th level, 1 minute duration

Your Dex modifier increases by 1 and you can use the Dodge action as a bonus action on your turn for the duration of this feature. Dex mod granted by this feature increases by 1 at 7th level (2), 11th level (3), and 15th level (4).

  • Grasp
4th level, 10 minute duration

You gain a climbing speed of 30 ft for the duration of this feature. This feature increases by 10 ft. at 7th level (40), 11th level (50), and 15th level (60). In addition, you have advantage on strength checks related to grappling for the duration.

  • Thick Hide
4th level, 1 minute duration

Your AC increases by 1 for the duration of this feature. This feature increases by 1 at 7th level (2), 11th level (3), and 15th level (4). At 11th level and beyond, whenever you make a dexterity saving throw to resist damage from an area of effect ability with this feature active, you take half damage on a failed save and no damage on a success.

  • Frenzy
7th level, 1 minute duration

Your attack roll and damage roll bonus increases by 2. Attack & damage roll bonuses granted by this feature increase by 1 at 11th level (3) and 15th level (4).

  • Gills and Webbing
7th level, 10 minute duration

You gain a swim speed of 30 ft. and can breathe water as if affected by a water breathing spell for the duration of this feature. Swim speed granted by this feature increases by 15 ft. at 11th level (45) and 15th level (60).

  • Durability
7th level, 1 minute duration

You gain 20 temporary hit points and advantage on all Constitution saves for the duration of this feature. Temporary health granted by this feature increases by 15 at 11th level (35) and 15th level (50).

Weave Warper[edit]

At 18th level, your inherent ability to warp the nature of magic around you has become so keen that you can see the magic flowing through all things like cords of silk, and your power is now enough to enhance the most subtle of magic without great sacrifice. Ley lines bend to your very nature, and you can now choose two effects of your Warped Magic feature for any spell, so long as they are eligible. You can also now use your warped magic feature on cantrips, reducing your speed to half until the end of your next turn instead.

Master of Metamorphosis[edit]

At 20th level, you can use Metamorphosis an unlimited number of times, and you are now powerful enough to have three different metamorphosis effects active at once.

Aberrant Curse Variants[edit]

The beings that grant their curse upon aberrations are powerful monsters spoken of only as myth. To find one is a journey one takes deliberately, and next to none ever return. Their power is unstable in the bodies of mortals, forcing haphazard mutations that leave them outcast. Some grant their curses out of ire for one who has found them, or disturbed their own nesting ground; others simply create aberrations as a byproduct of their own monstrous existence.

Curse of the Frostlurker[edit]

Aberrations afflicted with the curse of the Frostlurker are powerful warriors wreathed in an unnatural frost, capable of chilling their foes to the bone, leaving only black, shattered ice in their wake. Their curse allows them the chilling powers of the Frostlurker, a deadly creature of northern myth.

Frostlurker Spells

At 2nd level, you can cast the Ray of Frost cantrip, and you automatically know and prepare certain spells as they become available at the appropriate levels. These spells do not count against your max spells known.

3rd level= Armor of Agathys, Ice Knife
7th level= Shatter, Spike Growth
11th level= Blink, Haste
15th level= Control Water, Ice Storm

At 6th level, whenever you expend a spell slot or use an Abberant Curse feature to cast a spell that deals cold damage, for the next hour, your next successful unarmed attack deals an additional claw damage die of cold damage.

Frozen Hide

At 10th level, your skin chills to the very verge of freezing, giving you resistance to cold damage and immunity to the additional effects of any spells or features that deal cold damage. At 17th level, your resistance to cold damage becomes immunity. Additionally, your claws naturally deal an extra 1d8 cold damage whether or not Frostclaw has been activated. This does not activate Frostclaw.

Breath of the Frostlurker

At 14th Level, you can allow the Frostlurker's power to overtake you, crying out with a blast of unnatural frost. You can cast the Cone of Cold spell as a 5th level spell without using a spell slot. You must finish a long rest before you can do so again. Additionally, the cold damage granted by Frozen Hide increases to 1d10 and activates Frostclaw for your next attack.

Curse of the Unliving Maw[edit]

Aberrations afflicted with the curse of the Unliving Maw are hungering monstrosities afflicted with a constant, miasmic rot they use to afflict all who oppose them. The curse of the Unliving Maw grants them vile mastery of death and decay.

Unliving Spells

At 2nd level, you can cast the Primal Savagery cantrip, and you automatically know and prepare certain spells as they become available at the appropriate levels. These spells do not count against your max spells known.

3rd Level= False Life, Hex
7th Level= Aid, Melf's Acid Arrow
11th level= Bestow Curse, Vampiric Touch
15th level= Blight, Vitriolic Sphere
Eternal Hunger

At 6th level, whenever you deal necrotic damage to a target, you may indicate yourself or another willing creature. The target of this feature gains temporary hit points equal to half your Aberration level, rounding up, for every 10 damage dealt by the effect, rounding up. These temporary hit points last for one hour.


At 10th level, you become a conduit of disease, subsequently afflicted by it and indoctrinated against it. You can no longer become diseased. Additionally, whenever you kill an enemy with acid damage, they burst in a cloud of caustic miasma. For one minute, any creature starting its turn in a 5-foot radius of the afflicted corpse must make a Constitution saving throw equal to your spell save dc. On a failure, they take half your Aberration level d4 acid damage and become poisoned for the duration. On a success, they take half damage and are resist the poison. At 17th level, the damage die for this feature becomes half your aberration level d8 acid damage. Any corporeal corpse afflicted by this feature cannot become undead.

Blood for Blight

At 14th level, you replace what vitality you sap with decay. Whenever you gain temporary hit points from your Eternal Hunger feature, the enemy you attacked to activated the feature takes acid damage equal to your Aberration level and must make a saving throw with disadvantage against your Corpserot feature, taking full damage and being poisoned on a fail or taking half damage and resisting the poison on a success.

Curse of the Gibbering Madness[edit]

Aberrations afflicted with the curse of the Gibbering Madness are madmen and doomsayers, twisted and warped by the eternal chattering of the void. Their curse grants them the ability to claw at the mind of their foes with a horrid, wailing insanity.

Gibbering Spells

At 2nd level, you can cast the Vicious Mockery cantrip, and you automatically know and prepare certain spells as they become available at the appropriate levels. These spells do not count against your max spells known.

3rd Level= Dissonant Whispers, Tasha's Hideous Laughter
7th Level= Crown of Madness, Hold Person
11th level= Counterspell, Fear
15th level= Phantasmal Killer, Banishment

At 6th level, you can use an action to make an attack at your opponent's very mind. Make an attack at a target within 30 feet of you. Your target perceives a spectral image of yourself leaping out and lashing at them. This attack uses your claw damage die and deals psychic damage. You can use a bonus action alongside this to deal an extra die of psychic damage and force your target to make a Wis saving throw (DC= 8 + your Wis mod + your proficiency bonus), becoming frightened of you on a failure. This can be used a number of times equal to your Wis modifier (Min 1). All uses are regained upon finishing a short or long rest.

The Impossible Song

At 10th level, your mind can no longer be read unwillingly and you gain advantage on all Wis saving throws. At 17th level, whenever a being attempts to afflict you with any one of these effects, they must make a Wis saving throw (DC=your aberration level), taking 6d10 psychic damage on a failed save and half damage on a successful save.

Raw Madness

Your madness allows you greater power to afflict your foes' mind. At 14th level, whenever you cast a spell that forces a wisdom saving throw and the target fails, the target takes half of your Impossible Song damage. This damage is treated as if it were part of the spell and does not end the effect. Additionally, your Mindwrack Curse feature now does an additional die of psychic damage before using a bonus action (Total die= 3 w/ bonus action, 2 w/out).

Spell List[edit]

You know all of the spells on the basic Aberration spell list and additional spells based on your subclass.


Acid Splash, Chill Touch, Fire Bolt, Frostbite, Magic Stone, Produce Flame, Thaumaturgy

1st Level

Chaos Bolt, Disguise Self, Earth Tremor, Entangle, Fog Cloud, Sanctuary, Witch Bolt

2nd Level

Aganazzar's Scorcher, Dragon's Breath, Heat Metal, Invisibility, Mind Spike, Misty Step, Pass Without Trace, Suggestion, Warding Wind, Web

3rd Level

Call Lightning, Dispel Magic, Erupting Earth, Gaseous Form, Glyph of Warding, Life Transference, Nondetection, Remove Curse, Slow, Spirit Guardians, Thunder Step

4th Level

Death Ward, Dimension Door, Fire Shield, Shadow of Moil, Black Tentacles

5th Level

Dominate Person, Enervation, Immolation, Wall of Force


Prerequisites. To qualify for multiclassing into the Aberration class, you must meet these prerequisites: 13 Constitution, 13 Wisdom

Proficiencies. When you multiclass into the Aberration class, you gain the following proficiencies: Light Armor, Simple Weapons

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!