Path of the Aberrant, 2nd Variant (5e Subclass)
Aberrant[edit]
Barbarian Subclass
A barbarian who follows the Path of the Aberrant is not merely a warrior but a living anomaly—an entity that should not exist within the natural laws of the world. Whether they were spawned from the Far Realm, created by a failed eldritch experiment, or are a creature whose physical form is in constant flux, these barbarians wield terrifying mutations and unpredictable reality-warping abilities. When they rage, they slip between dimensions, lash out with unnatural limbs, and channel alien instincts beyond mortal comprehension.
- Origin Table
d6 | Origin |
---|---|
1 | You were experimented on by a secretive cult or eldritch entity, your body twisted into something unnatural. |
2 | You were born during an astral convergence, your soul infused with the energy of the Far Realm. |
3 | Your body is a vessel for a sleeping eldritch god, and your rage stirs it awake. |
4 | You consumed something—perhaps an ancient relic, a forbidden potion, or even the flesh of an otherworldly being—that changed you forever. |
5 | You were touched by the Void after surviving an encounter with a rift between dimensions. |
6 | You were never meant to exist; your form is a mistake, a paradox struggling to stay in one reality. |
- Aberrant Entities (Who Watches Over You?)
Your transformation may not be random. Do you serve—or resist—the influence of something greater?
d8 | Entity |
---|---|
1 | The Sleeper Beneath – A slumbering entity that feeds off your fury, whispering ancient secrets when you rage. |
2 | The Broken Chain – An imprisoned god of entropy, using you as its agent to break the natural order. |
3 | The Crawling Chaos – A being of infinite limbs and eyes that revels in your mutations, urging you to spread its influence. |
4 | The Unwritten One – A cosmic force that exists outside fate, making you a living paradox. |
5 | Tharizdun, the Chained God – The god of eternal darkness, entropy, and madness. Tharizdun’s influence is a creeping despair, and his followers are often driven to madness as they seek to bring about the end of all things. |
6 | Yog-Sothoth – A being of incomprehensible knowledge, Yog-Sothoth exists outside of time and space. To serve Yog-Sothoth is to glimpse the unfathomable truths of the universe, often leading to madness or worse. |
7 | Cthulhu – The Great Dreamer, who lies sleeping beneath the ocean, calling to those who would serve him from the depths. His cultists are often driven by the promise of dark, forbidden knowledge and the promise of power. |
8 | Zargon, the Returner – An ancient and malevolent entity imprisoned by the gods of old. Zargon seeks to return and bring about a new age of horror, chaos, and destruction. |
- Quirk Table
d8 | Quirk |
---|---|
1 | Your eyes shift colors depending on your emotions. |
2 | Your shadow moves independently, twitching or reaching for things. |
3 | Your body occasionally emits strange whispers in a language no one understands. |
4 | You don’t sleep—when you rest, you drift between planes instead. |
5 | Your wounds close too quickly, as if reality struggles to define your injuries. |
6 | Your breath sometimes crystallizes into floating symbols. |
7 | Your voice echoes with layered distortions, as if multiple versions of you are speaking at once. |
8 | Mirrors reflect a slightly different version of you—sometimes older, sometimes twisted. |
- Aberrant Form
At 3rd level when you choose this path, your body twists and warps with eldritch energy. When you enter a rage, you gain one of the following weapon mutations of your choice:
- Flensing Claws. Your fingers lengthen into long, sharp blades that you can use as natural weapons. These Claws use your Dexterity modifier for attack and damage rolls, deal 1d6 slashing damage on a hit, and have the Light property. After you hit a creature with a melee attack from one of your Claws, you don't provoke opportunity attacks from that creature for the rest of the turn.
- Tendrils of Madness. You sprout a long, shifting tendril that you can use as a natural weapon. This Tendril uses your Strength modifier for attack and damage rolls, deals 1d8 bludgeoning damage on a hit, and have the Reach property. While this tendril is extended, it partially wraps around you, granting you half-cover from ranged weapon attacks.
- Void Maw. Your jaw unhinges, revealing an unnatural abyss that you can use as a natural weapon. This Maw uses your Strength modifier for attack and damage rolls, deals 1d10 piercing damage on a hit, and instill fear into your enemies. When you hit a creature with an attack from your Maw, you can force them to succeed a Wisdom saving throw or be frightened of you until the end of their next turn. A creature that succeeds on its saving throw becomes immune to this effect for 24 hours.
The DC for this feature equals 8 + your proficiency bonus + your Constitution modifier.
- Unstable Existence
Starting at 6th level, your connection to the material plane grows tenuous. Once per turn, when you are hit by an attack, you can momentarily phase out of reality (no action required). The attacker must make a Wisdom saving throw. On a failed save, the attack misses as you flicker in and out of existence. You can only use this feature a number of times equal to your proficiency bonus per long rest.
The DC for this feature equals 8 + your proficiency bonus + your Constitution modifier.
Additionally, you gain resistance to psychic damage and can choose for your weapon mutation inflict psychic damage instead of its normal damage type.
- Abyssal Surge
At 10th level, your body reacts to danger in horrifying ways. When you take damage while raging, you can use your reaction to force all creatures of your choice within 10 feet of you to make a con saving throw. On a failure, a creature takes 2d8 psychic Damage and has its speed reduced by half until the end of their next turn. On a success, a creature takes half as much damage but doesn't have its speed reduced.
The DC for this feature equals 8 + your proficiency bonus + your Strength modifier, and the psychic damage dealt by this feature increases by 1d8 at 14th level (3d8) and again at 17th level (4d8).
Additionally, you can breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as toxic gas, a stinking cloud spell, or similar effect.
- Formless Horror
At 14th level, you embrace your true aberrant nature. As a bonus action while raging, you can temporarily shed the last remnants of humanoid form and become a pure nightmare of shifting limbs and writhing tendrils. For 1 minute, you gain the following benefits:
- Your size increases by one category (e.g. from Medium to Large).
- You can squeeze through spaces as small as 1 inch without suffering penalties.
- The damage die of your weapon mutation doubles.
- You can pass through the spaces of other creatures as though they were difficult terrain. If you end your turn occupying the same space as another creature, that creature must succeed on a dexterity saving throw or take 2d8 psychic damage.
- Your aberrant form is terrifying. When creature sees you for the first time, you can force them to make a Wisdom saving throw or become frightened of you for 1 minute. A frightened target can repeat its saving throw at the end of each of its turns, ending this effect on itself on a success.
- If this feature requires that a creature make a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier.
Once you use this feature, you cannot do so again until you finish a long rest.
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