Aberrant Bloodline

Your innate magic comes from an alien or strange taint in your bloodline which, over time, manifests itself in bizarre mutations.

Aberrant Blood

You can use your action to spit a 5 by 30 feet line of acid. Each creature in the area of the line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability you can’t use it again until you complete a short or long rest.

You can speak Deep Speech, although this feature does not grant you the ability to read or write it.

Aberrant Magic

Starting when you choose this origin at 1st level, whenever you cast a spell of the transmutation school on a creature, you can increase the duration by 50%. This has no effect on spells with an instantaneous duration.

Aberrant Mutation

At 6th level, you gain one of the following aberrant mutations of your choice as a legacy of your alien ancestry.

  • Alien Resistance. You reduce spell damage you take by twice your proficiency modifier.
  • Chitinous Plates. Plates of hard chitin form over your skin. When you’re not wearing armor, your AC equals 13 + your Dexterity modifier.
  • Fins. You gain a swimming speed equal to your base speed, and you can breathe air and water.
  • Telepathy. You can communicate telepathically with other intelligent creatures within 30 feet of you. At 14th level, the range of this ability increases to 60 feet. You cannot concentrate on spells while using telepathy.
  • Tentacular Limbs. Your reach increases by 5 feet. At 14th level, your reach increases by another 5 feet for the same purpose. You cannot use this extra reach to make weapon attacks or to grapple a creature, but you can use it to deliver touch spells.
  • Unnatural Anatomy. Your unnatural anatomy grants you a chance to ignore critical hits and sneak attacks. If you are hit with a critical hit or sneak attack, you can make a Constitution saving throw, where the DC is equal to the attack roll. If you succeed, the attack still hits you but does not do critical hit or sneak attack damage.

Aberrant Resistance

At 14th level, you gain damage resistance to acid and poison.

Second Mutation

At 18th level, you gain an additional Aberrant Mutation. You cannot choose the same Aberrant Mutation you chose at 6th level.

Section 15: Copyright Notice

The Grimdark Pamphlet. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan

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