Path of the Aberrant, Variant (5e Subclass)
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The Great Old Ones were not just satisfied with having the Warlocks serve them and so turned to the barbarians; those desiring strength and power, but lacking a being or means to gain it. It was them that the Old Ones desired, whose wills were violent and maddened with lust and greed. When the tribes were offered even the merest glimmer of power, they accepted without hesitation.
The old gods have changed you in many ways and as you grow your form warps along with it. Tales have mentioned how skilled masters or monsters -outsiders would claim would undergo a rage and change into a more powerful form. When you rage or while raging at level 3 or higher, you can spend 1 hit die to become mutated. When mutated you gain effects related to each specific subclass and lose a number of hitpoints equal to your constitution modifier times your mutation rank and the damage taken cannot be reduced or healed until you take a long rest. Your type is aberrant while in this form as well as the creature type you were before. This can be activated at the same time when going into a rage or as a bonus action while raging and lasts until you leave a rage.
At level 3, you may use one of your hit die and roll it once per turn. Subtract half the total from your hitpoints and add the original number to your next damage roll. Each time you get a feature from this subclass you may roll an additional hit die. The maximum number of dice you may roll is equal to your strength modifier (minimum of one).
Mutation 1: Your hands become natural magical weapons that deal 1d8 of Bludgeoning, Slashing, and Piercing of your choice. If you already have natural weapons they instead add an extra 1d8 of that damage type. You are proficient with these weapons and are considered light for the purposes of dual-wielding. You may use your Dexterity instead of Strength for your attack and damage rolls.
At level 6, you can leap at an enemy up to one size larger and knock them prone if they fail a dexterity save with a DC of 8+your proficiency+Strength Modifier as a bonus action. They take 1d6 bludgeoning damage for every 20 feet you have leaped at them.
Mutation 2: Your jump distance and move speed are doubled. At level 14, your jump and move speed are instead tripled.
At level 10, you bypass enemy resistances.
Mutation 3: You gain an additional extra attack as part of your action. If you do use this extra attack, all attacks that hit you deal +2 damage until your next turn. You gain another extra attack at level 14 and each attack that hits you gain +4 to damage rolls.
When you are attacked at level 14, you can reduce the damage by half or you can attack your enemy once as a reaction.
Mutation 4: Grow 1 size larger and double the damage die of your natural weapons.
When you rage at level 3, you reduce all damage by your level+half your Constitution Modifier rounded down in this class. You apply this before resistances.
Mutation 1: +1 temporary hitpoint per level and +1 AC at level 3 and 10.
After reaching level 6 when you take damage, you gain a quarter of that before reduction as temporary hitpoints. This lasts until the end of your rage.
Mutation 2: When you get hit with a melee attack, the enemy takes a quarter of the damage back this is affected by the enemy's damage reductions and resistances. At level 14, the enemy takes half the damage.
At level 10, Regenerate health equal to your Constitution Modifier at the beginning of your turn if you are below half health to it while raging. You cannot heal Mutation damage using this feature.
Mutation 3: Once per turn you can impose yourself between an enemy and an ally within 10 feet of you and take the damage for that ally. At level 14 the range increases to 20.
At level 14 when you rage and take damage less or equal to your Constitution Modifier+Proficiency, you instead take no damage.
Mutation 4: Once per day you become invulnerable to all forms of damage for three turns and take no damage. After combat ends, take all the damage you ignored.
At level 3, You can cast the Eldritch Blast cantrip. You can cast Magic Missle a number of times equal to half your level rounded down. You gain them back after a long rest. You can remove a hit die and cast 1st level spells or higher at one level higher to a maximum of half your level rounded down capping at level 18. You can cast the spells your subclass learns during rage.
Spellcasting Ability: Wisdom is your spellcasting ability for your spells, since your magic is drawn from the land around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
See Chapter 10 for the general rules for spellcasting.
Mutation 1: Gain a tentacle anywhere on your body with a reach of 15 feet that deals 1d4 bludgeoning and 1d4 force as an action or bonus action. When you reach level 6, 10, and 14 you gain an extra tentacle. You can attack with any number of tentacles at the same time and combine the number of damage die. When you reach level 10, instead of making an attack roll you can instead make all enemies within 10 to make a dexterity saving throw with the DC being 8+Proficiency+Strength Modifier.
At level 6, you can cast Misty step a number of times at no cost equal to a third of your level rounded down. You gain this back after a long rest.
Mutation 2: Take half damage from spells and if you pass a spell save against spells with an area of effect such as lightning or a fireball you take no damage instead of half damage.
When you reach level 10, you can cast Bestow Curse a number of times equal to a fourth of your level rounded down at no cost. You can maintain concentration with spells during a rage.
Mutation 3: Allies and you have advantage on spell saves within 15 feet of you.
After reaching level 14, as an action, you gain resistance to Force damage and gain access to all enchantment spells whose level is equal to half your level rounded down. You gain more as your level increases. It costs (3+Spell Level) Hit Die to cast these spells at their base level. You also gain access all the spells of another type of magic besides enchantment but the cost is (6+Spell Level) Hit die to cast these spells at their base level.
Mutation 4: You have truesight and Darkvision equal to what you can see with your normal sight.