Eldritch Abomination Warden (5e Subclass)
Eldritch Abomination Warden[edit]
Ranger Subclass
A band of bandits watch a small young lady and her dog walk down the road. The bandit pull out their daggers and prepare for the poor traveler to enter the trap. Suddenly, a massive crack appears on the backside of the dog. Out from the darkness of the abnormal crack, a long tongue rolls out. The abomination pants through the crack on the backside as if it is a mouth on a normal dog. The bandits stare each other with great fear. The leader rapidly shakes her head to call off the ambush. The criminals stealthy move farther away the the eldritch horror disguised as a dog. The young lady and defiantly normal dog continue on their way, oblivious that they will show up in the nightmares of the bandits.
Eldritch Horror Companion[edit]
You briefly visited the horrifying far realms or experience something that should not exist. From that moment on, everything changed. It feels like that your mind has been exposed to forbidden knowledge. When you are alone, you can feel something powerful, ancient, and incomprehensible watching you from a great distance. You noticed every little thing that does not exactly fit perfectly with reality. You feel yourself slowly loose sanity. And then this abomination that keeps following you.
Whatever happened has attracted a monster to you. At first glance, you believe it was a monster with desire to consume your flesh. And yet the monster look at you with childlike wander. Whenever you move away, the creature follows, Like a predator stalking its prey or a child following their mother. Regardless their reason to follow you, you are know stuck with them. Over the days, you and the abomination slowly build trust and eventual develop into a strange friendship. You have a faithful companion down your journey to insanity.
Mental Scar[edit]
Since that brush with something that no sane creature should ever experienced, your mind created mental scars to protect itself from the horrors. Choose your scar from the Mental Scars table or determine it randomly.
d6 | Scar |
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1 | Laugh it out: Whenever something very bad happens, you can't help yourself but to laugh. The laughter help mask the horrors that you are experiencing. |
2 | Drown it: Whenever something reminds you of something bad, you have to take a sip of alcohol or experience PSD. A good drink keeps the mind numb. |
3 | Always prepared: Whenever you don't have something to deal with the problem, you stress out. You carry all sorts of stuff to never be unprepared again. |
4 | Nothing is Wrong: Whenever something you can't handle, your mind revert to a more child-like mind set. Everything looks colorful, bring, and safe, as if you are in a children's TV show, during these episodes. |
5 | Hold Me: Whenever you are scared, you hold on to someone like your life depends on it. You will never be lost or loose someone again. |
6 | I'm BBG: Whenever you encounter a dangerous, hostile creature, you have to appear more dangerous and horrifying to cover up your fear. If you are the scariest thing around, no one would try to scare you. |
Aberration Companion[edit]
At 3rd level, an aberration refuses to leave your side. As an action, you can magically summon the aberration that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. The aberration is friendly to you and your companions, and it obeys your commands.
In combat, the aberration shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the aberration can take any action of its choice, not just Dodge.
The aberration remains until it is reduced to 0 hit points, until you use this feature to summon the aberration again, or until you die. Anything the aberration was wearing or carrying is left behind when the aberration vanishes.
Once you summon the aberration, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Many forms of Aberration[edit]
Choose one of the stat block-Aberration of the Land, Aberration of the Sea, or Aberration of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of monster the aberration is, choosing a kind appropriate for the stat block. Whatever kind you choose, the aberration bears eldritch markings, indicating its strange origin.
Aberration of the Land[edit]
Small aberration, chaotic neutral Armor Class 13 + PB (natural armor)
Saving Throws Dex +1 plus PB, Con +2 + PB ACTIONSBite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage. Hollow Tongue (1/day) Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d4 + PB necrotic damage and regain hit points equal to half of the damage dealt. Smoke Teleportation (1/day) Only this creature teleports 40 ft away that it can see. When this feature is triggered, they can see any sharp corners within 40 ft.
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When creature is hurt by Aberration of the Land, they are marked with an eldritch symbol. While the symbol is active, the Aberration automatically knows its target's location. If the target was hidden, it is no longer hidden from the Aberration. This can be used once per long rest. This feature is automatically used and consumes none of the limited uses when damaging a creature that time traveled.
For the purpose of this SUBCLASS, a time traveler is anyone that messed with time. This includes the following
- Chronurgy Wizards
- A creature effected by Chronurgy magic
- A creature effected by time effecting magic, like haste and slow
- A creature that is in the the wrong time (place) (any outsider creatures like celestial, fiends, and fae)
monster with many eyes and tongues by Krakit, https://www.pinterest.com/pin/317151998744892695/ |
Aberration of the Sea[edit]
Small aberration, chaotic neutral Armor Class 13 + PB (natural armor)
Skills Athletics +2 plus PB x 2, Perception +2 plus PB ACTIONSBinding Tentacles. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB bludgeoning damage, and the target is grappled (escape DC equals your spell save DC). Once the aberration grappled three creatures, the aberration can't use this attack at a non-grappled creature.
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Amphibious: The aberration can breathe both air and water.
Aberration of the Sky[edit]
Small aberration, chaotic neutral Armor Class 14 + PB (natural armor)
Saving Throws Dex +1 plus PB ACTIONSScreech. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + PB thunder damage and creature becomes deafened until the end of your turn.
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Revibrate: When another creature within 30 feet of the aberration that it can hear hits a target with a weapon attack, the aberration use their reaction to screech. That weapon revibrates and deals an extra 1d6 thunder damage.
Age of Transforming[edit]
At 7th level, your aberration companion enters the age of transforming, otherwise known as teenager. While your aberration is summoned, you and the aberration gain the following benefits:
- Aberration Mount. The aberration grows to Medium size. Reflecting your special bond, you can use the aberration as a mount if your size is Medium or smaller. Aberration of the Sky's Flying speed is equal to their walking speed as long as no one is riding them.
- Otherworld's Power. The aberration’s attacks deals an extra die of damage.
- Resistance. You gain resistance to psychic, cold, or thunder damage.
The Aberration Grows Stronger[edit]
At 11th level, your aberration becomes stronger. Different aberration grow stronger in different ways
Hunting Dog of Tindalos[edit]
Whenever you command Aberration of the Land, you can expend a 2nd or higher spell slot. When you do, choose a creature that you can see within 120 ft of you. Your Aberration of the Land become overexcited and gains the following features. These last as active:
- Speed increase by 10 ft, making the total speed 50 ft.
- It can move through other creatures and objects as if they were difficult terrain. The Aberration takes 5 force damage if it ends its turn inside an object.
- The teenager Aberration has advantage on an attack roll against the target if at least one of the Aberration's allies is within 5 feet of the creature and the ally isn't incapacitated.
- At the start of its turn, the Aberration automatically knows its target's location. If the target was hidden, it is no longer hidden from the Aberration.
- While the Aberration is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast.
If the target is a time traveler, Aberration of the Land rolls its own initiative. The Aberration ignores your commands and does its best to slay the target.
The Ancient Horrors of the Deep[edit]
The Aberration of the Sea gains the following:
- When a creature starts their turn grapplied by aberration, they become frightened by aberration of the sea. This fear ends when grappled ends.
- While grappled creatures are underwater, they have disadvantage to escape a grapple.
- The aberation can use your spell slots to cast Cause Fear and Fear. Due to its horrorifying eyes, aberation cannot cast this spell while blinded.
Mastery of the Wind[edit]
The Aberration of the sky gains the following:
- Increase flying speed to 15 ft
- Aberration can use echolocation to gain 30 ft of blindsense
- Aberration remebers every sent and has advantage to all tracking based rolls to follow a scent trail
- By using its great nose, it can cast any spells with the word locate in it by using your spell slots
Aberration can use its action to scream. All creatures within a 30 ft cone makes a constitution saving throw vs your spell save, taking 6d6 thunder damage on a failed save, or half as much damage on a successful one.
This damage increases to 8d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use it again.
Age of Strength[edit]
At 15th level, your bond to your aberration reaches the pinnacle of its power, otherwise known as adulthood. While your aberration is summoned, you and the aberration gain the following benefits:
- Large aberration. The aberration grows to Large size. When you ride your aberration. Aberration of the sky flying speed is increased to 40 ft and able to fly while mounted
- True Horror. When your aberration deals damage, that creature becomes frightened of the aberration until the end of your next turn.
- Experienced Worst: When either you or the aberration become frightened while you’re within 30 feet of each other, you can use your reaction to give yourself or the aberration to end that frightened condition. If you do so, the creature whom caused the frighten condition makes a wisdom saving throw vs your spell dc or become frightened by you for 1 minute. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Optional Madness (Optional Feature)[edit]
The following are optional features. You may choose to take these features or try to avoid your fate. Similar to transformation, at every subclass level, you may choose to take a boon and a madness. Whenever you level up and you have not pick an optional madness feature, you may choose to gain the optional madness feature. If you do, you take 1d6 physic damage.
Forbidden Magic[edit]
At 3rd level, you may choose to open your mind to magic that you barely understand. If you do so, you gain Eldritch Magic feature and Magical madness.
Eldritch Magic[edit]
When you gain Forbidden Magic feature, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Whenever you gain a ranger level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the warlock or druid spell list.
Ranger Level | Spells |
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1st | Arms of Hadar, Dissonant Whispers, Mind Sliver |
3rd | Calm Emotions, Detect Thoughts |
5th | Hunger of Hadar, Sending |
7th | Evard's Black Tentacles, Summon Aberration |
9th | Rary's Telepathic Bond, Telekinesis |
Magical Madness[edit]
When you take Forbidden Magic, you feel that your magic sometimes act by itself. As if your magic is rebelling against you. Whenever you cast a 1st level or higher spell and when you get a natural 1 on a spell attack roll or the first creature to resist your spell gets a nat 20 on their saving throw, you magic gains a mind of its own. Roll a 1d6 and use the results on Rebelling Magic table to see how your magic rebells against you. These effects last for 1 minute or you roll on the Rebelling Magic table.
Your magic never disobey you if you never make a spell attack roll or force a creature to make a saving throw.
d6 | Effect |
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1 | Mimic: Your magic uses phantasmal force against you. GM picks one creature within 30 ft of you. The spell phantasmal force is casted against you that appears exactly like that creature. |
2 | Eldritch Cover: Your magic uses Silent Image to play tricks on you. GM picks one creature within 60 ft of you. At all times, an illusion covers the creature and making them appear something horrifying. Only you can use the illusion. While the illusion is active, creature is hidden. |
3 | Hide: Your magic is invisibility to hide important things. GM picks one creature or object within 60 ft of you. That creature or object is invisible to you. |
4 | Flock: You magic lives through Flock of Familiars. The spell Flock of Familiar is cast with only aberrations creatures that are tiny sized. They have the ability to telepathically communicate with you. While they do start with being hostile at you, it is possible to convince them to help you and act like normal flock of familiars. |
5 | Reborn: Your magic process a humanoid creature to use Animate Dead. GM picks a dead humanoid creature and targets Animate Dead spell at it. That creature is both undead and abomination as abnormal features appear on the undead. While they do start with being hostile at you, it is possible to convince them to help you and act like normal animate dead. |
6 | Awaken: You magic desires flesh and blood and uses awaken spell to steal a body. GM picks a plant within 1 mile and target it with awaken spell. That plant is both plant and abomination as abnormal features appear on the plant. While they do start with being hostile at you, it is possible to convince them to help you and act like normal awaken spell. |
Eldritch Summoner[edit]
At 7th level, you can summon on the aberration in the realms. You gain Abnormal Summoner and Summoner Madness.
Abnormal Summoner[edit]
When you gain Eldritch Summoner, you summons appear twisted and wrong. Any beast or fey summoned or created by a spell that you cast gains three benefits:
- The creature has changed in some way and gains aberrations creature type
- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Summoner Madness[edit]
When you gain eldritch summoner, your summons aren't on your side. Whenever your aberration summon dies, they use their reaction to draw an eldritch symbol. If five active eldritch symbol are created in a single day, the five symbols glow and become deactivate. At the closest symbol to you, the spell Summon Aberration is casted at that location. The Aberration is hostile to you but prefers to flee to do it's master's work in peace.
Mold the Flesh[edit]
At 11th level, you flesh itches and easier to mold. You gain Aberration the Flesh and Madness within the Flesh.
Aberration in Flesh[edit]
When you gain Mold the Flesh, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1st level spell slot or higher to magically transform your body for 10 minutes. For each spell level, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
- You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
- Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Madden within the Flesh[edit]
When you gain Mold the Flesh, you no longer feel comfortable in your body. Whenever you use wild shape, aberration in Flesh, polymorph, or any feature or effect that change or transform your body, make a wisdom saving throw vs a dc of 15. On a failed save or rolling a 1, the spell polymorph is casted on you to transform into an aberration of the GM's choice. While you are in this form, you lost all of your memories. If you remain in this form for 6 hours, the polymorph becomes permanent.
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