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The Star Touched

A
man sits in a secluded cavern, unknowable and The star touched are a diverse group of individuals, with
cutting words slither from his mouth as he them often gaining many strange abilities form their origins.
draws strange symbols, a strange book laid out At some point in time, all of the star touched came into
on an alter before him, all the while dark things contact with a great old one in some way. This contact was far
come ever closer. deeper than that of warlocks who have a great old one as a
patron, as some part of them was existing in the same place
A woman sits alone in a study, pouring over strange as it was at the time of contact, be it mind, body, or soul. As a
grimoires as dark tendrils reach into her mind and place result, many are well and truly insane, or at the very least
acidic words into it. affected by some form of minor insanity. These are individuals
A half-elf walks into town, serenity exudes from him as are shunned, and often for good reason. There are a few who
onlookers stare at the stranger, a rapier sheathed before him have decided, and have the fortitude, to strike out against the
as his very presence a sense of calm to descend upon the very things they are now a part of, but they are few and far
town. between, and are treated no better than those of similar
A half-orc writhes in a decrepit cell, bonds hold him afflictions.
securely place, yet there are no guards, but merely hanging
bodies as he mutters pure madness itself. A lone wood elf
stands atop an ancient fortress, looking out with strangely
gleaming eyes and sighing as she picks up her strange
weapons, the sounds of dark things in the distance, she knew
it would be a long night.
A village burns, the villager mutilated along with
aberrations, the innocent and insane alike dead, as a lone
dwarf walks away from the devastation, blood and ash stains
his weapons and armor. What was once a humanoid stands
before a crowd in a desecrated church as it preaches in voices
unknowable, and words unbearable.
A high elf is cornered by a group of bounty hunters, but he
does not falter, for he knew this would happen, and then pulls
out a preserved heart before stabbing it with a ceremonial
dagger, and suddenly the very air rips as aberrations begin
coming through.
A gnome works in a laboratory filled with strange
contraptions and mutilated bodies, as well as strange, unholy
combinations of flesh and metal.
A Tiefling looks onto the void, just as it looks onto him, and
he knows that he can’t let it through.
A dark elf is captured and then tortured for days on end,
however, before her death, she smiles, and her tormentors
look on in horror as her body shifts into a monstrous
abomination.
A halfling dances into town, followed by horrific
manifestations, while leaving horrid carvings and paintings in
her wake, the mad dance to the tune of her song.
A child sits in the dark, her flesh shifts ever so slightly;
claws, fangs, and horns grow, just as her shadow writhes and
grabs things that get too close, her eyes not quite that of a
normal mortal.

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Child of madness Rejected, shunned, hated, hunted
One doesn’t experience being one with something whose Individuals who have suffered in this manner are not the most
knowledge of its existence can drive weaker minds into accepted individuals in the world. Fear, revulsion and outright
irreparable insanity without suffering severely in the mind in hostility is common for the Star Touched. Due to this, many
some way. There is no escaping the grasp of madness after are isolationist, while others hide their true natures, there are
such an event. As a consequence, any character of this class is only a few who openly display themselves in full when
insane in some way, the extremity of the symptoms in up to surrounded by commonfolk. Regardless, they are never quite
the player/DM. welcome, and may even be actively hunted by Clerics and
Paladins eager to rid the world of their blight.

The Star Touched


Level Proficiency Bonus Features
1st +2 Insanity, Unnatural casting, Black speech, Telepathy
2nd +2 -
3rd +2 Eldritch emergence
4th +2 Ability score improvement, Unnatural presence
5th +3 -
6th +3 Ability score improvement, Eldritch Emergence Feature, Enhanced black speech
7th +3 Tainted soul, Enhanced telepathy
8th +3 Ability score improvement
9th +4 -
10th +4 Tainted mind, Enhanced telepathy, Enhanced black speech
11th +4 -
12th +4 Ability score improvement, Eldritch Emergence Feature
13th +5 -
14th +5 Ability score improvement, Tainted body, Enhanced telepathy
15th +5 -
16th +5 Ability score improvement, Eldritch Emergence Feature
17th +6 -
18th +6 Aberrant blood, Enhanced black speech
19th +6 Ability score improvement
20th +6 Eldritch Emergence Feature

Creating a Star touched One can quickly create a Star touched by following these
directions. Wisdom, Charisma, and Intelligence should be
The absolutely most important part of playing a Star touched roughly equal, and your highest stats, with one of the three
character is figuring out how their contact has affected them. being slightly higher than the other two, followed by either
What were they before their contact, what did they do? Were constitution, or dexterity. After words, pick the human variant
they an attempted warlock that was a little too successful, or a race and the haunted one background.
cleric that stumbled upon something they shouldn’t have.
Where they a doctor, a scientist, a mercenary, or perhaps just Class Features
a simple citizen or even a farmer? Their past is just as
important as what they are now, as it allows one to have a As a Star Touched, you gain the following class features
base to play off of.
Hit Points
Quick build

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Hit Dice: 1d6 per Star touched level (a) Leather armor or (b) easily removed robe or (c) tailored
Hit Points at 1st Level: 12+constitution modifier coat
Hit Points at Higher Levels: 1d6(or 4) + constitution (a) common cloths or (b) Traveler's cloths (c) rags
modifier per Star Touched level after 1st (a) any simple weapon, 2 daggers
(a) an explorer’s pack or (b) a dungeoneer's pack or (c) a
Proficiencies priest’s pack or (d) a scholar’s pack
Armor: Light Armor
Weapons: Simple weapons Insanity
Tools: None When you pick this class you must choose one of the insanity
Saving Throws: Intelligence, Wisdom effects found in the dungeon master guide, or alternatively you
Skills: Choose three from Survival, Nature, Investigation, discuss with your DM for different effects other than those
Animal Handling, Religion, Deception, Intimidation, already listed within the book.
Performance, Persuasion, Arcana, History, Insight, You can also choose from this table anytime a feature
Medicine, and Perception inflicts madness, to choose for yourself, or if you pick an
Equipment Eldritch Emergence that forces you take on another symptom
You start with the following equipment, in addition to the of insanity.
equipment granted by your background:
Insanity options

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Black Speech
At 1st level, once per every short rest, as an action, you target
one creature who is 10ft. of you, and can hear you, that
creature takes 1d4 points of psychic damage. Alternatively,
you can decide to instead have every creature with 20ft. of you
and who can hear you take 1d4 points of damage. Creatures
that are deaf are immune to this ability.
At 6th level this becomes the Enhanced Black Speech
feature. You gain an additional usage of your Black speech
Feature per short rest, as well as an additional d4. At 10th
level, you gain one additional usage per short rest, and your
d4s become d6s, and you may use this feature as your
reaction instead of your action. At 18th level your d6s become
d8s, and you gain a third d8, the range increases to 30ft., you
may use it as your reaction or bonus action instead of using
your action.
You also become able to read, write, and speak
Undercommon and Deepspeech at first level
Unnatural casting
At 1st level you can cast Prestidigitation and Thaumaturgy
cantrips at will. When doing so, you choose to use either
Charisma, Intelligence, or Wisdom. Depending on the
modifier used, different additional effects happen.
Wisdom v. Charisma: If turned the creature must move as
far away from you as possible, up to its movement speed,
while also being able to dash, or simply use the dodge action if
there’s nowhere to move. If frightened, the creature is unable
to attack or move in your direction for one minute.
Regardless, the creature can’t take reactions.
Intelligence v. Wisdom: If turned, the creature moves in
any direction using any means available to it. It cannot
willingly move into 30ft of your position for 1 minute. If
frightened, the creature is unable to move or take actions for 2
of its turns. Regardless, any creature affected cannot attack
you in any way during the turn it is affected by this feature.
Charisma v. Intelligence: If turned, the creature must use
any and all means available to it to move away from you, for 1
round. If frightened, the creature randomly moves away from
you in any direction regardless of terrain or dangers.
Regardless, if the saving throw was a critical failure, the
creature will attack any other creature in its immediate path.
You may only use this feature once per long rest, you may
not decide what creatures are affected by this feature, and any
creature affected by this feature gains immunity to it until
your second long rest after the use of this feature. Additionally,
if attempting to frighten a creature, it has advantage on the
saving throw. Additionally, if a Cleric or Paladin were to use
one of their turn features, you become a valid target for it, and
must make a Wisdom save to avoid being turned. Upon a
failure, you are turned and affected by the listed effects of
being under the condition. You are considered vulnerable to
being turned. You may choose which saving throw v. skill
check option to use.

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Telepathy Wisdom v. Charisma: The creature’s madness causes it to
act erratically, with it randomly taking actions with no regard
Starting at 1st level, your alien knowledge gives you the ability for strategy, including attacking allies or running away. It may
to touch the minds of other creatures. You can communicate also take one action outside of its turn on a 50-50% chance.
telepathically with any creature you can see within 30 feet of The DM has full discretion of the creature's actions.
you. You don't need to share a language with the creature for it Intelligence v. Wisdom: The creature’s intelligence score
to understand your telepathic utterances, but the creature drops to ½ of what it currently is, rounded up. Additionally,
must be able to understand at least one language. due to its madness, it is temporarily unable to comprehend
At 7th level this becomes the Enhanced Telepathy feature. any language in speech or writing for 1 minute.
You gain the ability to strengthen your telepathic powers, Charisma v. Intelligence: The creature is considered
allowing you to use an action to allow the creature you’re charmed for 1 of your turns, where it will follow any command
communicating with to respond. At 14th level, you can use given to it, including attacking friendly allies or creatures
your Black Speech feature in conjunction with this one- considered friendly to it, dropping whatever it is holding, or
overcoming the immunity of deaf creatures-, as well as being self-harm. However, after the end of the 1 turn it has an open
able to set up a link with up to 3 seperate creatures, which pathway to your mind, allowing it to have advantage against
allows you to communicate, or use your Black Speech being attacked, frightened, charmed, persuaded, or deceived by
Feature, with/on them at the same time. Additionally, you no you. Additionally, it takes 2 d6 points of psychic damage.
longer have to use an action to allow a creature you are You may only use this feature once per long rest. You may
communicating with to respond, as well as allowing a creature choose which saving throw v. skill check option used.
that does not understand a language to understand you.
Tainted Mind
Eldritch Emergence At 10th level you cannot be frightened, and you gain advantage
At 3rd level, the alien energies merged into your body have against being charmed or turned. You also gain advantage
begun to truly manifest. Choose Occultist, Mad speaker, against having your mind read, and can block out attempts at
Cosmic scholar, Serene Wanderer, Insane Maker, Guardian of telepathic communication, except by creatures of a higher
the Gate,Black Summoner, Good Hunter, Fanatical Crusader, level or C.R. to your level in this class, as well as resistance to
Rapturous Prophet,Twisted Artisan, Aberrant of Flesh, or psychic damage, except when taken by a feature in this class.
Duel Warped, all detailed at the end of the description.Your Additionally, you may attempt to, as an action, infect others
choice grants you features at 3rd level and again at 6th, 12th, with your madness temporarily. If you decide to do so, the
16th, and 20th level creature must make a saving throw contested by a skill check.
If the creature fails, it is afflicted with the same type of
Tainted Soul insanity as you are until your next long/short rest, as well as
At 7th you gain advantage against being frightened, and can the additional effects below. If it succeeds, nothing happens
use the Unnatural Presence feature one additional time at the and the creature gains advantage on all attacks against you
cost of being unable to take any other actions that round and and becomes hostile if it is not already.
2d6 psychic damage. Wisdom v. Charisma: The creature’s madness causes it to
You may alternatively decide instead to goad up to 4 hostile act erratically, with it randomly taking actions with no regard
creatures into temporary madness, allowing them to take a for strategy, including attacking allies or running away. It may
savage attack-the savage attack deals double damage-at also take one action outside of its turn on a 50-50% chance.
disadvantage during their turn. The DM has full discretion of the creature's actions.
Additionally, you show up as evil if the Detect Good and Evil Intelligence v. Wisdom: The creature’s intelligence score
spell is used, regardless of your actual alignment. You are no drops to ½ of what it currently is, rounded up. Additionally,
longer considered being vulnerable against being turned. due to its madness, it is temporarily unable to comprehend
Additionally, you gain proficency in Charisma saves. any language in speech or writing for 1 minute.
Tainted Mind
At 10th level you cannot be frightened, and you gain advantage
against being charmed or turned. You also gain advantage
against having your mind read, and can block out attempts at
telepathic communication, except by creatures of a higher
level or C.R. to your level in this class, as well as resistance to
psychic damage, except when taken by a feature in this class.
Additionally, you may attempt to, as an action, infect others
with your madness temporarily. If you decide to do so, the
creature must make a saving throw contested by a skill check.
If the creature fails, it is afflicted with the same type of
insanity as you are until your next long/short rest, as well as
the additional affects below. If it succeeds, nothing happens
and the creature gains advantage on all attacks against you
and becomes hostile if it is not already.

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Charisma v. Intelligence: The creature is considered
charmed for 1 of your turns, where it will follow any command
given to it, including attacking friendly allies or creatures
considered friendly to it, dropping whatever it is holding, or
self-harm. However, after the end of the 1 turn it has an open
pathway to your mind, allowing it to have advantage against
being attacked, frightened, charmed, persuaded, or deceived by
you. Additionally, it takes 2 d6 points of psychic damage.
You may only use this feature once per long rest. You may
choose which saving throw v. skill check option used.
Tainted body
At 14th level you are immune to being poisoned, and to
disease, you also may have one additional point of fatigue
before death. You have resistance to spells of 4th level or
lower, and the effects of healing spells of 4th level or lower are
halved. Additionally, if you were to drop to 0 hit points, you
drop to 1 instead.
Aberrant Blood
At 18th you have immunity to psychic damage except when it
is caused by a feature from one of your Eldritch Emergences,
as well as resistance to radiant and necrotic damage. You are
completely unaffected by spells of 3rd level or lower, and have
resistance to spells of 4th level to 6th level, with the effects of
spells of 4th to 6th level being halved, including effects that
grant temporary hit points and healing. You are completely
unaffected by illusions.
Eldritch Emergences
All of the Star touched eventually reach a point where their
powers mutate suddenly, or gain control over the chaotic
energies infecting thier bodies. This point is reached at 3rd,
where the Star Touched's choices manifest in a chosen
emrgence.

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The Occultist
ccultists are the oldest of the Star touched. Not necessarily in
age, but rather for how long they have existed. They are
incredibly similar to both Clerics and Warlocks, so much so
that they could be considered a combination of the two. They
worship the Great Old Ones, yet have bound themselves to the
one they have made contact with, causing a strange gift of
willing gained magic. They are truly connected to the Great
Old Ones, as opposed to simply using their knowledge to
siphon power off of their “gods”.
As occultists have a connection that is far deeper than that
of a pact, they have gained abilities greater than that of a pact,
but are not truly cared for despite their worship. They are
often not the most lawful or stable of individuals, nor are they
most moral. It is next to impossible to find a truly heroic
occultist, as most are simply too far gone for them to even
comprehend being so. At best, they will be completely self-
centered, but not actively malicious, though even these case
are rare. After all, worshipping beings alternatively called the
“Elder evils” leaves little to ponder about.
Eldritch Blasphemies
Your deep bond to the Great Old Ones has given you a unique
ability to use spells.

The Eldritch Blasphemies feature does not count as


The Spellcasting or Pact Magic features, it is
different, menaing you simply add the features of it
if you have either the Spell casting feature, Pact
Magic feature, or both.

Cantrips
When you choose this Eldritch Emergence at 3rd level you
gain the minor illusion and one additional cantrip of your
choice from the Occultist spell list. You learn additional
Occultist cantrips of your choice at higher levels, as shown in
the Eldritch Blasphemy list.
Spell Slots
The Occultist table shows how many spell slots you have. The
table also shows what the level of those slots is; all of your
spell slots are the same level. To cast one of your Occultist
spells of 1st level or higher, you must expend a spell slot. You
regain all expended spell slots when you finish a short or long
rest. Alternatively you may decide to take 1d4 psychic damage
to cast a spell of 3rd level or lower, with an additional d4 being
added for every level above 4th to a maximum of 4. This
damage cannot be mitigated in any way.
You prepare the list of occultist spells that are available for
you to cast, choosing from the occultist spell list. When you do
so, choose a number of occultists spells equal to your
Intelligence modifier + your occultist level (minimum of one
spell). The spells must be of a level for which you have spell
slots.
You can change your list of prepared spells when you finish
a short or long rest. Preparing a new list of Occultist spells
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.

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Dark Grimoire Intelligence: The spell has its effects doubled, or if it is an
You have a book constructed from various materials that were illusion, if someone tries to perceive through it, they must
readily available, or painstakingly sought after. Any spells that make a Charisma saving throw. They take a1d8 psychic
you have prepared are written within its pages, and it serves damage on a failure and half that on a success. If you cast
as the bearer of all of your secrets from your insights and using your Intelligence modifier without using a spell slot, you
research into your aberrant powers. If a creature other than take 1d8 psychic damage instead of 1d4
you were to read its pages, they would immediately become Wisdom: The spell may deal a different damage type if
insane, but would gain one of the spells you have prepared offensive, or if it is an illusion, its effects last for double the
and can cast it in the same ways you can. It also serves to amount of time they normally would.
contain any rituals you may wish to have readily available. Charisma: You may cast two spells instead of one so long
If you ever lose your Grimoire, you spend 2 hours as both take 1 action, or if it is an illusion, if a creature
constructing a new amidst a dangerous ritual while interacts with it, they must make a Wisdom saving throw or
surrounded by a magic circle inscribed using a sentient suffer from being frightened for 1 minute. If you cast without
humanoids blood. You must have some kind of material to using a spell slot using your charisma modifier, you take 1d6
serve as its pages, whether that be paper, skin, or cloth, psychic for every additional spell you cast along with the
something to use as its cover- wood, leather, bone-, and normal 1d4 for the first spell.
something to use as its inks, be it actual ink, or blood. Finally, Ritual casting
after the completion of your new Grimoire, you must take 2d6 You can cast an occultist spell as a ritual if that spell has the
points of psychic damage, and temporarily suffer from an ritual tag and you have the spell prepared.
additional insanity effect, rolled for randomly. This lasts until
your next long rest, however, your spells have all effects Spell casting focus
doubled during this period as well, and you remove 1d4 when The Dark Grimoire serves as your focus for your spells.
casting without a spell slot, but you also do not gain any
advantages of resting from the period of time spent
constructing the Grimoire. You start off with a Grimoire when
you choose the Eldritch Emergence at 3rd level, representing
how you have already taken the measures necessary for such
a time.
Spells Known
Like any ofthe faithful, you know all of the spells on the
Occultist spell list, however, you have the ability to learn spells
outside of your spell list. To do so, you must first encounter
the spell, and then spend at least an hour studying the spell
before copying it down into your Grimoire. Alternatively, if you
find a Wizard’s spell book, or a Warlock's Book of Shadows,
you may copy the spells written within them inside of your
Grimoir, but you must spend two hours and spend 1000gp for
the required rare inks and materials to do so. Alternatively,
you may spend only a half hour if you are tutored by an
individual who already knows the spell. Finally, depending on
what class the spell you learned from was, you must use that
class’s spell casting modifier: Charisma for bard, sorcerer, or
warlock; Wisdom for cleric or druid: or Intelligence for wizard.
The spells still count as Eldritch Blasphemies for you, and
the extra effects each modifier gives still apply.
Spell casting ability
Unlike other classes, you decide to freely switch between
using Intelligence, Wisdom, or Charisma for your spellcasting
modifier. The power of your spells come from your connection
to the Great Old Ones, as opposed to your knowledge which
comes from your devotion to them. You choose any of the
ability modifiers when a spell refers to your spellcasting
ability. Depending on the modifier used for when casting a
spell, different effects are added to the spell.
Spell save DC= 8 + your proficiency bonus +
Intelligence/Wisdom/Charisma modifier Spell Attack
modifier- your proficiency bonus +
Intelligence/Wisdom/Charisma modifier

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When you choose this Eldritch Emergence at 3rd level, you
gain the ability to sap the land of life. Once per day, during a
short or long rest, you may go through a dark ritual that
The Occultist creates a death spot around you. All plant life within 10ft.
Level Cantrips Known Spells slots Slot level around you dies, you may roll a d10, you gain that many
temporary hit points. Alternatively, you may enter into the
3rd 2 1 2nd dreams of a random humanoid around you or a humanoid
4th 2 1 2nd known to you, and if you so wish you may drain their mental
fortitude, granting you one additional temporary spell slot.
5th 3 1 2nd However, doing this severely harms the humanoid, causing
6th 3 1 2nd them to take 1d10 psychic damage. The result is by a
percentile dice roll. Additioanly, you may cut yourself to give
7th 3 2 2nd 1d poision damage to your spells. You take 1d4 slashing
8th 3 2 3rd damage.
9th 4 2 3rd Eldritch Revelations
10th 4 2 3rd At 6th level you may take 3 Invocations from the Eldritch
11th 4 2 3rd Invocation list from the warlock class. You change which
12th 4 2 4th
invocations you have every long rest.
13th 5 2 4th Weave Rending
14th 5 2 4th Starting at 6th level, you can attempt to cast a spell you don’t
15th 5 2 5th have prepared. When you use this ability, you use your action
and choose one of the following options:
16th 5 2 5th
Roll on the Reckless Casting table for cantrips and cast the
17th 6 3 6th resulting spell as part of this action.
18th 6 3 6th Expend a spell slot and roll twice on the Reckless Casting
table for its level, or the 5th-level table if the slot is 6th level
19th 6 3 7th or higher. Pick which of the two results you want to use
20th 6 3 8th and cast the resulting spell as part of this action.
If the spell rolled isn’t an occultist spell, it nonetheless
counts as an occultist spell for you.
Arcane awakening
Chaotic casting
By 12th level, you have plundered magical knowledge from
Starting when you choose this Eldritch Emergence at 3rd the unfathomable. Choose two spells from any class, including
level, your spellcasting can unleash surges of untamed magic. this one. A spell you choose must be of a level you can cast, as
Immediately after you cast an occultist spell of 1st level or shown on the Occultist table, or a cantrip.
higher, the DM can have you roll a d20. If you roll a 1, roll on The chosen spells count as an occultist spells for you.
the Wild Magic Surge table to create a random magical effect. You may choose an additional two at 16th level.
Alternately, you may use percentile die where a d6 is used, and
if you roll a 1 or 6, you have a Wild Magic Surge. Blood Bound Spells
Cursed sight At 12th level you may choose two 4th level spells from the
When you choose this Eldritch Emergence at 3rd level, you occultist list, those spells are always considered prepared and
gain these abilities do not count against the number of spells prepared, you may
also cast them once per long rest without using a spell slot
You can peer through a shapeshifter’s disguise and tell and without rolling for any damage.
whether or not they are in their true form, but you cannot You may choose 1 6th level spell for this feature at 16th
see their true form. level, and 1 9th level spell at 20th level.
You are now able to tell if there is an illusion active, but you
may not be able to peer through it.
You may decide to grant yourself advantage in insight(wis.)
once every long rest.
You may decide to be able to ignore half and partial cover,
when casting a spell once every long rest
Blightful Presence

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Feast for the Old Gods
Once per day you may bring an avatar of the Great Old Ones
into your plane of existence via a ritual, The ritual 12 hours of
uninterrupted chanting within a magical circle drawn in the
blood of a freshly killed sentient humanoid, desecrated relics
worth 25,000,000 gp, a dried octopus, the eyes of a fish, a pile
of fine leather worth 5,000 gp, a vial of your blood and the
death of either a trusted friend or a young innocent. The
Ritual consumes the given materials, with the sacrifice having
its soul consumed by the Avatar. The Avatar uses the same
state block as a Kraken but with the following changes:
Its creature type changes to Gargantuan Aberration
It is able to use Eldritch Blasphemies and can innately cast
any Illusion on the occultist spell list, Dissonant Whispers,
Arms of Hadar, Tasha's Hideous Laughter, Crown of
Madness, Hunger of Hadar, and Psychic Scream. It may
use its Intelligence, Wisdom or Charisma modifier as its
casting modifier and shares the same extra effects that you
get when using each one, this also replaces the Kraken’s
innate casting feature
It has a flying speed equal to its swimming speed
It has an aura that reduces any bright light in a 30-foot
radius around it to dim light. Creatures within 10 feet of it
must each succeed on a Charisma saving throw (DC 8 + its
proficiency bonus +its Charisma modifier) or become
frightened of it until the end of your next turn. Whenever
an enemy that is frightened by it starts its turn in the aura,
it takes 4d10 psychic damage.
The Avatar is considered neutral to you, and unfriendly to
your allies, but it will avoid attacking you-it may even attempt
to protect you to prolong it’s stay- if possible unless sufficiently
provoked, nor will it actively attack any allies of yours unless it
is threatened, or feels threatened in any way. It is actively
hostile towards anything else. Its actions are completely
controlled by the DM as you have absolutely no control over it.
Anything killed by the Avatar has its soul consumed and
cannot be revived by anything sort of a Wish. If the ritual is
interrupted, you lose half of your hit points and take an
additional 2d8 psychic psychic damage. The Avatar stays on
your plane of existence for 1 hour.

The appearance of the Avatar is completely


dependent on the player and/or the DM. Is it a mass
of ooze with ever shifting and growing limbs,
extremities, and organs that are reabsorbed just as
quickly as they appear, does it look like one of the
Eldrazi or maybe it looks like a more traditional Old
One from the Lovecraft mythos, it could even look
like one of the Great ones from BloodBorne. It is
highly suggested, however, that the avatar share
some kind of immediate similarity to the Great Old
One that you had been in contact with.

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The Mad Speaker
Pitiful beings, those who speak madness itself are invariably
mad themselves. There is no hope for light in these soulless
husks. They seemingly have only one purpose in life, and that
is to spread the madness within themselves to others. There
is no hope for these individuals, it would be a mercy to put
them down.
Mad Speakers are in no way heroic in any sense. The best
one could hope for when dealing with one is that they follow
some kind of semblance of a code. However, this is incredibly
rare, and most are firmly chaotic evil. Their insanity is actively
malicious, and their views on camaraderie are nonsensical at
best. More like rabid dogs than actual, thinking, humanoids,
they are surprisingly hard to put down.
Untold Depths of Madness
When you choose this Eldritch emergence at 3rd level you
must pick an 2 additional symptom of insanity found within
the DM’s guide book.

It is imperative that one speaks with their DM about


playing this sub-class, due to its volatile nature, and
the fact that you are even more insane than you
normally would be playing this class.

Bonus Proficiencies
When you choose this Eldritch Emergence at 3rd level you
become proficient in unarmed attacks. Additionally, you may
make one unarmed attack as a bonus action whenever you
take the attack action. Also, you may decide to use your nails
instead of your fist for 1d4 slashing damage, or your teeth for
1d4 piercing damage.
An unknowable mind
When you choose this Eldritch Emergence at 3rd level, the
damage to your mind is so great it is truly a wonder as to why
you are not dead. If a creature were to attempt to enter your
thoughts unwillingly it would suffer 1d4 psychic damage,
though it may still succesfully enter it. Additionally, you have
resistance to being charmed and you can not be forced to
dream, but you can still be forced to sleep.
Madness itself
When you choose this Eldritch Emergence at 3rd level, as an
action, once per short or long rest you may go on a tirade of
utter insanity. During which you may decide to do one of three
options
You attempt to stir every creature within 10ft of you into a
brief moment of insanity, each creature in range who can
hear must make a saving throw contested by a skill check:
Wisdom v. Charisma: Any creature that fails its saving
throw is considered charmed by you until the end of the next
turn, upon which you may order any charmed creature to do
any one thing to the best of its ability. Afterwords, it is
considered hostile toward you.

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Intelligence v. Wisdom: Any creature that fails its saving The target must be able to understand you to be able to be
throw is driven mad with fear for 1d4 turns, where 4 is affected by this feature.
rerolled. During this amount of time, every creature currently Once you use this feature, you can’t use it again until you
under the fear condition will randomly dash in any direction, finish a short rest or long rest.
where it will attack any other creature that attempts to stop
until it can move away from the obstruction. Sharp as a blade
Charisma v. Intelligence: Any creature that fails its saving Also at 6th level, you learn how to use your wit to distract,
throw suffers 2d8 psychic damage, and if it was a critical confuse, and otherwise sap the confidence and competence of
failure, is driven insane. This saving throw is made with others. When a creature that you can see within 30 feet of you
advantage. makes an attack roll, an ability check, or a damage roll, you
You spend 1 minute giving a speech to any friendly can use your reaction to impose disadvantage on it. You may
creatures who can hear you. At the end of this speech they only use this feature three times per long rest.
must make consecutive Intelligence, Wisdom, and
Charisma saving throws, Upon a success they gain Hallucinatory words
advantage against being charmed, and dispelling illusions, At 12th level, you become able to cast phantasmal terror
but gain vulnerability to the fear condition. Upon a failure, innately once per long rest without using material
they gain immunity to the charmed, and fear conditions. components.
They cannot be incapcitated except by magical means, as
well as having advantage on one attack per turn. But they Pain Fueled Madness
will automatically fail any Intelligence, Wisdom, and
Charisma saving throws, and skill checks, while also being At 12th level, once per long rest, you may go through a trial of
forced to make a melee attack at disadvantage, but double extreme self mutilation. You tear your flesh from youself and
attack if an enemy is within 5ft of them. If they miss, the delve deeper into the maelstrom of your mind than any should
attacked enemy has advantage on its next attack against its go. You take 2d10 points of slashing, bludgeoning, and
aggressor. Friendly creatures may choose to fail the saving piercing damage, as well as 1d6 of psychic damage. This
throws willingly, and the effects last for 2 minutes. In order damage cannot be mitigated in any way. Afterwards, you
for the effects to take place, they must fail, or succeed on regain all of your uses on all of your Eldritch Emergence
all three saves, otherwise, nothing happens features.
You spend 1 minute ranting at any neutral, unfriendly or
hostile creatures in range and who can hear and Dissociation of Mind and Body
understand you. They must all make consecutive At 16th level you can dissociate yourself from your body,
Intelligence, Wisdom, and Charisma saving throws, Upon causing you to lose your fear of harm and death. On your turn,
a success they gain advantage against being charmed, and you can dissociate yourself as a bonus action.
dispelling illusions, but gain vulnerability to the fear While dissociated, you gain the following benefits if you
condition. On a failure they are driven mad for 1d6 turns. aren't wearing medium or heavy armor:
During this period of time, any creatures that failed their
saves become violently hostile to anything they can see. You have advantage on Constitution saving throws
They become unable to distinguish between friend and foe, You have resistance to bludgeoning, piercing, and slashing
and they will actively seek out other creatures to attack. damage
They gain immunity to the charmed, and fear conditions. You cannot be incapacitated except by magical means or
They cannot be incapcitated except by magical means, as by falling to 0 hit points
well as having advantage on one attack per turn. All If you were to drop to 0 hit points due to an attack or spell,
creatures affected must fail or succeed on all three saves you can make a Charisma saving throw (DC 5 + the
for these effects to take place, otherwise nothing happens. damage taken). On a success, you instead drop to 1 hit
Deaf creatures are immune to this ability, and all creatures point. You can't use this feature if you are reduced to 0 hit
must be able to understand you to be affected by this feature. points by a critical hit.
You gain a +20 to your movement speed
Forked tongue
At 6th level, you learn to infuse innocent-seeming words with
an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you
can attempt to seed paranoia and fear into its mind. At the end
of the conversation, the target must succeed on a Wisdom
saving throw against your spell save DC or be frightened of
you or another creature of your choice. The target is
frightened in this way for 1 hour, until it is attacked or
damaged, or until it witnesses its allies being attacked or
damaged.
If the target succeeds on its saving throw, the target has no
hint that you tried to frighten it, and you take 2d6 psychic
damage.

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Your dissociation lasts for 1 minute. It ends early if you haven't
used any of your Eldritch emergence features or if your turn
ends and you haven't attacked a hostile creature since your
last turn or taken damage since then. You can also end your
dissociation on your turn as a bonus action.You may dissociate
a total of 5 times before you may do so again. If you have
dropped to 0 hit points while dissociated or leave your
dissociation with half or below your total hit points, you gain 3
levels of exhaustion and your walking speed is halved.
Insane Mutterings
At 16th level you can now whisper your insanity into the very
minds of those unfortunate enough to cross your path. Deaf
creatures are no longer considered immune to your features,
and creatures no longer have to understand you to be affected
by them.
The Death Chant of the Black
Storm
At 20th Level, once per day, you may enter into the death
chaint. While in the death chaint, all living things within 60ft
have all of their bodily fluids violently torn out. Only creatures
of CR 5 or higher, as well as level 3 or higher are immune to
immediate death, but take 2d10 force damage for every turn
that they are in range of the death chant’s area of effect. The
death chant lasts for 1 hour, and if you are interrupted, eather
by being incapacitated, being grappled, or succesfully being hit
by a spell or attack, the death chant will collaspe inward onto
you, forcing its affects on you and killing you outright and
instantly.

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The Cosmic Scholar
Individuals that have choosen a very different path when
compared to most others, they have taken to their experience
in an odd way. Driven to learn all they can about the beings
they had come into contact with, they fail to see the possibility
of delving deeper into insanity.
Cosmic Scholars are not necessarily evil, but are rather
obsessed with finding out how such beings like the Great Old
Ones could exist, and why they have not become the rulers of
everything yet. Their madness compels them to search for
forbidden pieces of information in any area, to the point that
they don’t seem to actually care what happens to them in the
search for such knowledge. Their reasons for this varies as
well, perhaps they are trying to keep the Elder Evils out of the
material plane, perhaps they are trying to ascend into being a
new being, learn the secrets of the universe, gain control every
the spawn of the beings, or maybe they are simple being
manipulated into seeking out these secrets without their
knowledge, regardless of the cost.
Bonus Proficiencies
When you choose this Eldritch Emergence at 3rd level you
gain proficiency in an Artisan’s Tools of your choice and
Investigation, Insight, or Persuasion.
Unspeakable Communion
When you pick this Eldritch Emergence at 3rd level, you may
go into a trance during a short or long rest. During this trance,
you turn inward to the madness infecting your mind, and its
origins, allowing you to gain certain bonuses.
If this feature is used during a short rest, you cannot be
ambushed and gain a brief premonince of the future. You
cast Augury without needing to expend material
components as a ritual
If this feature is used during a long rest, you gain all of the
advantages of it being used during a short rest, but you
also gain either a +1 to your initiative, or to your
Intelligence, Wisdom or Charisma rolls for 1 minute
You take 1d4 psychic damage after the rest, which cannot
be mitigated in any way, and you may only use this feature a
number of times equal to ½ your Intelligence modifier
(minimum of once)
Reach of the stars
Starting at 3rd level, you gain the ability to call forth spectral
tentacles that grab at your foes. As an action, pick a point you
can see within 60 feet of you. A horde of grasping tendrils
appears at that point. Creatures of your choice within 10 feet
of that point must make a Strength saving throw. Creatures
that fail their saving throws are grappled for 1 minute or until
you use this ability again. The spectral tentacle's Strength
(Athletics) bonus is 2 + your proficiency bonus and its reach is
10 feet. You may only use this feature a number of times equal
to your wisdom modifier (minimum of once ) every short rest.

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Lashing of the stars You summon two spectral tentacles that appear in any
space that you can see and is in 60ft. Above you. The
At 3rd level, you gain the ability to summon a spectral tentacle tentacles have a reach of 10ft and attack any hostile
that strikes at your foes. As a bonus action, you create a 10- creature that enters into its range and deals psychic and
foot-long tentacle that strikes out at a point you can see within bludgeoning damage. It uses a d6 for damage and adds
10 feet of you. When you create the tentacle, you can make a your Wisdom modifier to the hit. You may change the
melee spell attack against a creature within 10 feet of it. On a position of one tentacle as a bonus action, andWhen you or
hit, the target takes 1d8 bludgeoning or psychic damage (your a creature you can see takes damage while within 10 feet
choice when it takes the damage). When you reach 12th level of the tentacle, you can use your reaction to choose one of
in this class, the damage dealt by the tentacle increases to those creatures and reduce the damage to the chosen
2d8. You may use this feature a number of times equal to creature by half. After doing so, the tentacle vanishes.
Charisma modifier (minimum of once) every short rest. Otherwise, the tentacle last for 1 minute.
You summon spectral tentacles that fill a 20-foot square of
Hold of the stars ground that you can see within 30ft. of you. For the
At 6th level you gain the ability to start manipulating the duration, these tentacles turn the ground in the area into
battlefield to your and your companions advantage. You difficult terrain.
summon a spectral tendril to grab one creature that is at a Inky pools of darkness, of varying sizes, with tiny, ebony,
maximum of one size larger than you, is within your line of writhing tendrils, appear around and above you. In the
sight, and is at a maximum of 20ft. from you. It must make center of these tendrils are yellowed, distorted eyes, each
either a dexterity (Acrobatics) save, or a strength (Athletics) of which has 1 HP, and an Armor class of 10. So long as
save, whichever is higher. Upon a failure, the creature is these eyes are present, you gain a +3 to your passive
moved 10ft. in any direction that you can see, after which it perception and cannot be flanked or taken by surprise. The
has its movement speed halved until the next turn. You may eyes last for 1 minute, but they can be targeted for attacks.
use this feature a number of times equal to ½ your level in this If all of the eyes are destroyed before 1 minute is up, you
class (rounded down) every short rest. take 2d10 psychic damage. The amount of eyes spawned is
equal to your Intelligence modifier.
Bloodletting As an action, choose a point you can see within 60 feet of
you. For 1 minute, a spectral maw manifests in a 10-foot
Also at 6th level, you can decide to roll 1d6, if you do, you take radius centered on that point. The maw has a reach of
the rolled number in slashing damage. After words, you gain 10ft., attacks any hostile creature that enters its range and
one additional usage of any feature in this Eldritch uses your Charisma modifier to hit. Any creature that
emergence. You may only use this feature once every long starts takes damage from the maw takes 3d6 psychic and
rest. piercing damage. As a bonus action, you may move the
maw to a different position.
Wrath of the stars The amount of uses you have for this feature equals ⅓ of
At 12th level you may bring the anger of the stars in its your Intelligence, Wisdom, and Charisma modifier added
entirety down upon your foes. A horde of spectral tentacles together and rounded down (minimum of once). Additionally,
appear above any space you pick within 60ft. of you. This you may have 3 of the feature’s option active at the same time.
horde then batters every creature within 20ft. of them, dealing You regain all uses at the end of a long rest.
2d8 bludgeoning and psychic damage. You may use this
feature only once every long rest.
Welding of flesh and bone
Also at 12th level you gain the ability to heal others, at a
potential cost. You gain a healing pool equal to your level in
this class + 3. As an action, you can touch a creature and draw
power from the pool to restore a number of hit points to that
creature. up to the maximum amount remaining in your pool.
Alternatively, you can expend 3 hit points from your pool of
healing to cure the target of one disease or neutralize one
poison affecting it. You can cure multiple diseases and
neutralize multiple poisons with a single use of this feature,
expending hit points separately for each one.
This feature has no effect on undead and constructs.
Additionally, everytime you heal a creature with this feature
they must make a Wisdom save at advantage. On a failure, the
creature takes 1d8 psychic damage that cannot be mitigated
in any way.
Tearing of the fabric
At 16th level you have gained the ability to manipulate the
battlefield in unprecedented ways. As an action you may
choose one of the following for the following effects:
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True Enlightenment
Once per day, at 20th level, you can gain true enlightenment
over the material universe, and bend it to your will. Inky black
tendrils reach behind you and slip into your skull, then a
massive eye appears high in the sky. A 90ft. bubble spreads
from the eye in all directions, including underground. While in
the bubble no spells can be cast, and every creature takes
2d10 psychic damage for every turn they are in it, including
you. Additionally the ground in the space of the bubble is
considered difficult terrain for all creatures except you and
you are healed 2d10 at the end of every round that you are in
the bubble. You have all options of your Tearing the Fabric
feature active while inside of the bubble. Finally, if you die
inside of the bubbly, your soul is devoured by one of the Great
Old Ones, preventing revival from anything short of a Wish.

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The Serene Wanderer
An oddity when it comes to those who have had such an
intimate contact with the Aberrant gods, Serene Wanderers
have been strengthened by their experience. Their minds have
gradually healed, unlike most others, and have even expanded
outward with their psionic abilities.
Serene Wanderers are one of the few Star Touched that
have the capacity to truly be good. Heroic wanderers are not
that uncommon, and most indeed end up there simply due to
their unique experiences and the process that allowed them to
heal in the first place. As a consequence of this unique mind
set, they are determined to heal as many others as possible, or
put down those who are simply too far gone. However, there
are a few cases of Serene Wanderers deciding to withdraw
from the world, not caring what happens either way, and even
fewer who believe that their healing proves that they are
superior to all others, leading them down a path of neutrality,
or villainy.
A healed mind
Through long, and arduous self-reflection, restraint, and
maybe even companionship, your mind has been able to
recover from the hardship that brought your powers to you.
Starting at 3rd level, you are no longer considered insane, nor
suffer from any symptoms of insanity.
Bonus proficiencies
When you choose this Eldritch Emergence at 3rd you gain
proficiency in any weapon with the finesse property, medium
armor, and your choice of History, Investigation, Medicine,
Perception, Performance, or Persuasion. Alternatively, you
learn one language of your choice. When using a weapon that
has the finesse property, you may use your Intelligence,
Wisdom, or Charisma modifier, whichever is highest at any
time, your choice if tied.
Enhanced Unnatural Casting
Your training in mind and body has increased your innate
magical abilities. When you take this Eldritch Emergence at
3rd level your innate casting table expands. You immediately
learn mage hand with the following alterations;
The hand is always invisible
You can stow one object the hand is holding in a container
worn or carried by another creature
You can retrieve an object in a container worn or carried by
another creature
You can use any tools that you are proficient with (if any)
Additionally, at 3rd level you also gain Healing Word, Calm
Emotions Detect Thoughts, Telekinesis and Rary's Telepathic
Bond at 12th level, and finally Telepathy at 16th

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You may innately cast each spell below 4th level an amount of Ki Points
times equal to your Intelligence modifier (minimum of once) Level Ki
before having to take a long rest. You may cast each spell of
5th level once per long rest, and you may cast Telepathy once 3rd 3
per day. You may use either your Intelligence, Wisdom, or 4th 3
Charisma modifier when casting, each of which gives an
additional effect. You do not use the effects from the 5th 3
Unnatural Casting feature when casting mage hand, but the 6th 4
effects listed below, as you do with all of the spells listed in
this Eldritch Emergence. 7th 4
Intelligence: The spell has its duration doubled, or heals 8th 4
twice the rolled number, but it also takes your reaction. 9th 4
Wisdom: The spell’s casting time changes to a bonus action
but has its duration and effects cut in half. 10th 4
Charisma: You may cast one extra spell so long as the 11th 4
casting time is 1 action by using your reaction and bonus
action. 12th 5
13th 5
Ki
14th 5
Starting at 3rd level, your training allows you to harness the
mystic energy of ki. Your access to this energy is represented 15th 5
by a number of ki points. Your Serene Wanderer level 16th 5
determines the number of points you have, as shown in the Ki
Points column of the Serene Wanderer table. 17th 5
You can spend these points to fuel various ki features. You 18th 5
start knowing seven such features: Flurry of Blows, Patient 19th 6
Defense, Step of the Wind, One with the blade, Deft
Deflection, Calculated Stance, and Strengthened spirit. You 20th 6
learn more ki features as you gain levels in this class.
Flurry of Blows: Immediately after you take the Attack Fighting Style
action on your turn, you can spend 1 ki point to make two At 6th level, you adopt a particular style of fighting as your
unarmed strikes as a bonus action, in which case you use a specialty. Choose one of the following options. You can't take a
d4 when rolling for damage. Fighting Style option more than once, even if you later get to
Patient Defense: You can spend 1 ki point to take the choose again.
Dodge action as a bonus action on your turn.
Step of the Wind: You can spend 1 ki point to take the Dueling
Disengage or Dash action as a bonus action on your turn, When you are wielding a melee weapon in one hand and no
and your jump distance is doubled for the turn. other weapons, you gain a +2 bonus to damage rolls with that
One with the blade: Immediately after you take the Attack weapon.
action on your turn, you can spend 2 ki points to make an
additional attack with your weapon. Two-Weapon Fighting
One with the blade: Immediately after you take the Attack When you engage in two-weapon fighting, you can add your
action on your turn, you can spend 2 ki points to make an ability modifier to the damage of the second attack.
additional attack with your weapon.
Calculated Stance: As an action you may spend 2 ki Serenity die
points to enter into a stance that allows you to make one
attack against a creature in range that you can see with You can use a bonus action on your turn to choose one
advantage creature other than yourself within 60 feet of you who can
Strengthened spirit: You can spend 3 ki points, then hear you. That creature gains one Serenity die. Once
touch one friendly creature, that creature gains 5 within the next 10 minutes, the creature can roll the die
temporary hit points, and if that creature were to be hit by and add the number rolled to one ability check, attack roll,
a melee attack, the attacker gets dealt 1d6 radiant damage. or saving throw it makes. The creature can wait until after
it rolls the d20 before deciding to use the Serenity die, but
When you spend a ki point, it is unavailable until you finish must decide before the DM says whether the roll succeeds
a short or long rest, at the end of which you draw all of your or fails. Once the Serenity die is rolled, it is lost. A creature
expended ki back into yourself. You must spend at least 30 can have only one Serenity die at a time.
minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a
saving throw to resist the feature's effects. The saving throw
DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom
modifier.

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You can expend one of your Serenity die to cause the Your dissociation lasts for 1 minute. It ends early if you
weapon to deal extra damage to the target you hit. The haven't used any of your Eldritch emergence features or if
damage equals the number you roll on the Serenity die. your turn ends and you haven't attacked a hostile creature
You also add the number rolled to your AC until the start of since your last turn or taken damage since then. You can also
your next turn. end your dissociation on your turn as a bonus action.You may
You can expend one of your Serenity die to cause the dissociate a total of 5 times before you may do so again. If you
weapon to deal extra damage to the target you hit and to have dropped to 0 hit points while dissociated or leave your
any other creature of your choice that you can see within 5 dissociation with half or below your total hit points, you gain 3
feet of you. The damage equals the number you roll on the levels of exhaustion and your walking speed is halved.
Serenity die.
You can expend one of your Serenity die to cause the Expanded Ki
weapon to deal extra damage to the target you hit. The At 16th level you gain these additional options for the use of
damage equals the number you roll on the Serenity die. your ki points.
You can also push the target up to 5 feet away from you.
You can then immediately use your reaction to move up to Flurry of blades: Immediately after you take the Attack
your walking speed to an unoccupied space within 5 feet of action on your turn, you can spend 4 ki points to make two
the target. additional attacks as a bonus action.
When you hit a creature with a weapon attack, you can Disruption of Ki: If you make an unarmed strike against a
expend 2 of your serenity die to deal extra psychic damage creature, you can immiedatly spend 4 ki points to force a
to that target equal to the number rolled. You can do so Constitution saving throw by it, which is contested by your
only once per round on your turn. Ki saving DC. On a success it takes 1d4 bludgeoning
You may expend one or more of your Serenity dice to heal damage, on a failure, it is stunned for 1 round.
a total of 6 friendly creatures that you can see and that are Channeled flow of life: You can spend 4 ki points, then
within 20ft. of you. The amount healed is equal to the roll a d6, you gain that many temporary Hit Points.
combined numbers rolled, but a creature cannot be healed Harness the mind: As an action you can spend 5 ki points
any more than half its total HP. to cast one of your innately casted spells of 5th level one
You can use a bonus action on your turn to choose one additional time per long rest.
creature other than yourself within 60 feet of you who can Practiced stroke: As an action you may spend 5 ki points,
hear you. That creature gains one Serenity die. Once once you do, you make one attack against a creature in
within the next 10 minutes, the creature can roll the die range of you, and if you hit, the creature can make a
and add the number rolled to the damage dealt by an dexterity saving throw contested by your Ki saving DC, on
attack or spell. a success it takes normal damage, on a failure it takes
double of the weapon’s damage type.
Extra attack Soothed mind: As an action, you may spend 5 ki points to
Starting at 6th level, you can attack twice, instead of once, regain 1d4 to a maximum of 3 serenity die.
whenever you take the Attack action on your turn. ** Companion’s respite:** You can spend 6 ki points to have
all friendly creatures within 10 ft. of you gain an extra
Dissociation of Mind and Body action this turn.
At 16th level you can dissociate yourself from your body,
causing you to lose your fear of harm and death. On your turn,
you can dissociate yourself as a bonus action.
While dissociated, you gain the following benefits if you
aren't wearing medium or heavy armor:
You have advantage on Constitution saving throws
You have resistance to bludgeoning, piercing, and slashing
damage
You cannot be incapacitated except by magical means or
by falling to 0 hit points
If you were to drop to 0 hit points due to an attack or spell,
you can make a Charisma saving throw (DC 5 + the
damage taken). On a success, you instead drop to 1 hit
point. You can't use this feature if you are reduced to 0 hit
points by a critical hit.
You gain a +20 to your movement speed
If you are able to cast spells, you can't cast them or
concentrate on them while dissociated, nor are you able to use
ki points or serenity die

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State of emptiness
Once per day, at 20th, you may enter into a state of pure
emptiness. You may disassociate yourself and be able to cast
and concentrate on spells if you can you are able to, and you
can use your ki points as well as your serenity dice while in a
dissociated state. While you are using this Feature, and are
dissociated, you gain the following abilities:
Telekinetic Manipulation: If the target is a creature that is
Medium or smaller, it must succeed on a DC 12 Strength
saving throw or be moved up to 30 feet directly away from
you.
Advanced Telepathy: You can perceive the content of any
telepathic communication used within 60 feet of you, and
you can't be surprised by creatures with any form of
telepathy.
Telepathic Shroud: You are immune to any effect that
would sense your emotions or read your thoughts, as well
as all divination spells.
Psychic stab: The target must succeed on a DC 13
Intelligence saving throw or take 6d6 psychic damage.
Mind Blast: You emit psychic energy in a 20-foot cone.
Each creature in that area must succeed on a DC 15
Intelligence saving throw or take 4d8 + 4 psychic damage
and be stunned for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Telepathic Hub: You can use your telepathy to initiate and
maintain telepathic conversations with up to six creatures
at a time. You can let those creatures telepathically hear
each other while connected in this way.
Each of the listed options take one action to perform. This
feature lasts for 1 hour.

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The Insane Maker
Individuals who have been instilled with a desire to overcome
their limitations as mortals due to their contact with the Great
Old Ones, these Star Touched commit numerous atrocities for
this goal. They consider even their awakened minds weak, and
the cycle of life and death inherently flawed.
These individuals follow the same chaos and death filled
path that most of their ilk walk, but they are notable for having
a strange sense of morality that governs their actions. They
truly believe that their actions will lead them to creating a
greater world, one free of all of the issues the one they
currently live in has. However, there are others who wish to
attain this sought after ascension only for themselves,
whereas still others who simply wish to attain the ability to
ascend, with no other goals beyond that.
Bonus proficiencies
When you choose this Eldritch emergence at 3rd level, you
gain proficiency in Alchemist’s supplies, Herbalism kit, smith’s
tools, and Crafting magical items.
You have the ability to craft unique magical items, and when
doing so, it takes a quarter of the time and cost. If using the
DMGs rule set for crafting magical items, these items can be
crafted even though you do not have spell slots, but the cost is
doubled instead of being quartered.
Alchemical Homunculus
At 3rd level, you learn ancient methods for magically creating
a special homunculus that is formed by alchemical
substances.
Whenever you finish a long rest and your alchemist’s
supplies are with you, you can form this homunculus in an
unoccupied space within 5 feet of you. If you already have a
homunculus from this feature, the first one immediately dies.
The homunculus is friendly to you and your companions,
and it obeys your commands. See this creature’s game
statistics in the Alchemical Homunculus stat block. You
determine the homunculus’s appearance, which includes
wings and bits of alchemical equipment. Some alchemists
prefer mechanical-looking birds, whereas others like winged
vials or miniature cauldrons.
In combat, the homunculus shares your initiative count, but
it takes its turn immediately after yours. 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 one of the actions in
its stat block or to take the Dash, Disengage, or Help action.
If the Mending spell is cast on it, it regains 2d6 hit points. If
it dies, you must create a new homunculus.

21
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Resonator construction. Everytime the resonator is used, roll a d20, on a 5 and
below you see into the Astral Plane, which is overlaid on
When you choose this Eldritch Emerence at 3rd level, you what you would normally see. This lets you add double
gain the ability to construct unique magical items that your proficiency bonus to one skill you are proficient in. On
increase your awareness of the various planes of existence, at a 6-20, you do not peer into the Astral plane, nor gain the
a cost. benefits of doing so.
Resonator Tuning fork: At 3rd level you are able to The Portable Resonator can be attacked, it has 22 Hit
construct a tuning fork enchanted with your Aberrant power. Points, and an armor class of 16. It has an area of effect equal
This item’s weight is .5lb. and is used by ringing it against to 30ft. And all of its effects apply to any creature in that area.
another object. When ringed, for 1 minute; Additionally, its effects last so long as it is activated, but it may
You can tell if an illusion is active, only stay activated safely for 10 minutes. Afterwards, every
You know if there is a shapeshifter within 10ft. of you (but creature in its area of effect takes 2d8 psychic damage for
you cannot tell where, who it is, or if it is currently shifted) every turn that it ends in it. Also, if you are currently peering
You gain a +1 to your Perception skill rolls into the Astral plane, other creatures may end up appearing in
the material plane. I vn order to decide whether or not this
In order to craft the fork you must 1lb. of silver and you happens, the DM rolls a d100, on a 10-50, creatures spawn
must have smith’s tools on you, otherwise you cannot craft within any unoccupied space within the Resonator’s area of
this item. Additionally, the rules for crafting magic items effect. When deciding what creatures that spawn, roll as if
remain the same. In order to complete the fork, you must go preparing a random encounter, afterwords, spawn according
through an additional 1 hour long ritual, at the end of which to the roll, but any creature spawned must be an elemental,
you take 2d4 psychic damage. The item counts as a common aberration, fiend, or celestial. On a 60-100, no creatures
magical item spawn. Any creatures spawned by it do not have the effects
Hand Held Resonator: At 6th level you can add onto your applied to them however.
tuning fork, using it as the core for a greater contraption. Fully Constructed Resonator: At 16th level you gain the
When constructing a Hand Held resonator, you require an ability to perfect your resonator. In order to do so you require
already constructed Tuning Fork. You also require 2lb. of 12lb. of silver, 17ft. of thinned and straightened copper, 10lb.
silver, and 1ft. of straightened and thinned copper. The effects of worked gold, and 9lb. of mithril. The mithril is used to
of the Hand Held Resonator replace that of the Tuning Fork. construct a core for the finished resonator. Additionally, you
Its effects are; must craft two additional tuning forks, and attach them to the
You gain advantage when trying to peer through illusions, Portable Resonator, a process taking two hours. Afterwards,
as well as knowing when one is active. you go about constructing the Resonator, which is counted as
You know the identity of any shapeshifter within 10ft of crafting a legendary magical item in terms of cost. The Fully
you, but you cannot see their true form, nor know if they Constructed Resonator cannot be carried with you, and must
are currently shifted. remain in place at the point of its construction. In order to
You gain advantage on all Perception skill rolls. move it, you must deconstruct it, a process that requires a full
day. Additionally, you may decide to activate it in degrees,
The effects last for 1 minute, the device weighs 2lb. and where you may use any of the previous levels of the Resonator
counts as if you were constructing an uncommon magical when deciding what effects the Resonator grants. However,
item from scratch when crafting it. when fully activated, it has an area of effect of 60ft. and grants
Portable Resonator: At 12th level you further increase the following effects to any and all creatures within it. Those
your Resonator. In order to do so you require 10lb. of silver, spawned by it do not have the effects applied to them however.
12ft. of straightened and thinned copper, and 8lb. of worked You gain advantage when trying to peer through illusions,
gold to construct the base of the Portable Resonator. This as well as knowing when one is active. You also gain
process counts as if you are constructing a rare magic item. immunity against being charmed.
Afterwards, you must construct a second Tuning Fork, attach You know the identity of any shapeshifter within 10ft of
it to the Hand Held Resonator, which itself takes an additional you, you can tell whether or not they are currently shifted,
hour, before working it into the base of the Portable and you can see their true form.
Resonator. This process takes 2 hours to complete. The You gain a +1 to your Perception skills rolls as well as
Portable Resonator can be carried, it weighs 14lb., and cannot advantage. You also gain a +2 to your passive perception.
be held, but must be set down to use. It gives the following When the Resonator is fully activated, you also see the
effects when activated; Astral Plane, which is overlaid on what you normally
You gain advantage when trying to peer through illusions, would see. This lets you add double your proficiency bonus
as well as knowing when one is active. You also gain the to one skill you are proficient in. Additionally, creatures
advantage against being charmed. always spawn as if the DM had rolled a 10-50 on a d100,
You know the identity of any shapeshifter within 10ft of with the same restrictions on what can be spawned still
you, and you can tell whether or not they are currently applying.
shifted, but you cannot see their true form.
You gain a +1 to your Perception skills rolls as well as
advantage.

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After the 10 minutes of safe usage is up, all creatures,
except those spawned by the Resonator, in its area of effect
take 3d8 psychic damage, and a d20 is rolled. If a 1 or 20 is
rolled, the Resonator goes rampant and must be destroyed
to end its effects.
The Resonator has 22 hit points, and an AC of 20.

23
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The Revival Formula At 6th level, you learn to have greater efficiency when creating
your original formula, instead creating 3 at the end of the
Also at 3rd level you begin experimenting with chemicals that process instead of 1. However, you also gain the ability to
have been infused with necrotic, healing, and your own create a vial of Greater Revival Formula. In order to do so you
aberrant energies. You can a potion that is injected into dead must first create a greater healing potion. Afterwards, you
creatures. In order to do so, you must first craft a potion of may mix one vial of Revival formula with the potion, and then
healing. Afterwards, you spend 1 additional hour, and spend you add your blood to the mixture, taking 1d6 slashing
an additional 100 gp to infuse it with necrotic energies, and damage. This process takes 10 minutes to complete. You do
some of your aberrant energies. You take 1d4 psychic damage not need to inject your Greater Revival formula in order for it
and 1d6 necrotic damage at the end of this ritual. Upon to work, but may simply pour it onto a corpse. After 1 minute,
completion, you have one vial of your Revival Formula. In the corpse becomes a ghoul with the following changes;
order to use it, you must inject it into a corpse, after which, in It gains +9 hit points
1 minute, it is received as an undead creature. It is treated as It becomes proficient in constitution throws.
a zombie with the following changes. Its intelligence, wisdom, and charisma scores all drop to 1
It gains +9 hit points Its strength score increases to 13, and its constitution
It becomes proficient in constitution throws instead of Wis. score increases to 14
Its intelligence, wisdom, and charisma scores all drop to 1 It gains the Undead fortitude trait.
Its dexterity score increases to 13, and its strength score The Ghoul acts exactly like the Zombies created by the
increases to 14 Revival Formula, except it will actively hunt any Zombie
The zombie is considered actively hostile to everything, created by the Revival Formula before turning against
including other undead, you, and your allies. It will even attack anything else.
structures if there is nothing else to attack. The only thing the
zombie will not immediately attack are other zombies created Of Flesh and Bone, given false life.
through the formula, in which case they are considered At 12th level, your knowledge on life and death has expanded
neutral to each other. to create controllable false lifeforms. You gain the ability to
Altered Unnatural Casting create a flesh golem for only a quarter of the time and cost in
gold, but you must still use the required materials used in the
You have experimented greatly on yourself, gaining a number actual construction of the flesh golem.
of newspells bound in your very blood as a result. Starting at
6th level, you gain the following spells at the following levels Superior Revival Formula
as innate casting. Also at level 12 you once again manage to improve your
You can cast Animate Dead as a 4th level spell and Revivify Revival Formula, and become even more efficient when
at 6th level, Raise Dead, Danse Macabre as 6th level spells creating the lesser versions of it, now creating 4 original
and Create Undead as a 7th level spell at 12th level, and finally Formula vials when making it, and 2 Greater Formula when
Finger of Death, and Resurrection at 16th level. going through the necessary processes. You also manage to
You may cast each spell using your Intelligence, Wisdom, or find an additional ingredient to make your formula even more
Charisma modifier. Each modifier gives extra effects; powerful. In order to do so, you must first make a Superior
Intelligence: If you summon an undead, it gains 1d4 extra Healing Potion, then you must mix one Greater Revival
Hit Points. If you Revive a creature, it gains 1 additional hit Formula into it, finishing things by adding in the flesh of one
point. random aberration. The time required for mixing and adding
Wisdom: If you summon an undead, the amount of time you the Greater Formula and aberrant flesh to the Superior
have for controlling it is doubled. If you revive a creature, you Healing Potion is 2 hours. Just as you may pour the Greater
may do so in as an action. Revival Formula onto a corpse, you may do the same with the
Charisma: If you summon an undead, you create one Superior Revival Formula using one bonus action. After 1
additional undead so long as there is an additional corpse to minute, the corpse turns into a Greater Zombie with the
do so. If you are reviving a creature, you do not need the following changes;
required material components.
This features replaces your Unnatural Casting feature. You It gains +9 hit points
must still follow restrictions of the spells, and may cast them It becomes proficient in constitution throws.
once per day. Its intelligence, wisdom, and charisma scores all drop to 1
You also gain the Create Homunculus spell at 6th level as a Its dexterity score increases to 15
ritual. Otherwise, you must still pay the cost and follow all
restrictions of the spell
Greater Revival Formula

24
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Unlike any other undead spawned by your lesser versions of
the Revival Formula, the Greater Zombie is considered
Neutral to you and your allies. Additionally, any other Undead
created by any other version of your Revival Formula will
become “docile”, following the Greater Zombie and attacking
what it attacks. It actively hunts normal undead, and will
immediately attack anything that isn’t you or your allies so
long as you do not provoke it. This includes structures, and
other Greater Zombies spawned by the Superior Revival
Formula, if there is more than one within 60ft. Of it. The
Greater Zombie will always prioritize killing another of its
kind over anything else, and every other Formula created
zombie within 60ft. become inactive so long as there is more
than one Superior Formula spawned Greater Zombie.
Blasphemous Innovation
t 16th level you learn to create even more complicated flesh
golems. You may create a flesh golem using beasts instead of
Humanoids. When doing so, you take the beast out of these
options: an ape, a black bear, a boar, a giant badger, a giant
weasel, a mule, a panther, or a wolf. If you create a flesh golem
out of one of these animals, you use its stat block with the
following changes;
Its creature type changes to construct.
It gains the aversion to Fire trait.
It gains the Lightning absorption trait.
It gains the Magic Weapons trait.
You have also learned ways to create horrific
amalgamations by combining the techniques to create a flesh
golem and your Superior Revival Formula. When doing so,
you may now combine Beast, Humanoid, and even metal to
create these amalgamations. The Horrific Amalgamation uses
the Flesh Golem stat block with the following changes;
It loses the Berserk Trait.
It Loses the Aversion to Fire Trait.
Its creature type changes to Aberration and undead,
causing it to be affected by effects that specify either of the
two types.
It becomes vulnerable to being turned.
It becomes vulnerable to radiant damage.
It gains +9 to its hit points.
It gains the Undead Fortitude trait.
When it takes the Multi-attack action, it may decide to use
any added attacks gained from its construction in place of
its slam attacks.
Its size becomes large.

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Additionally, you may add the following features to the Arm shield: You have permanently mounted a large shield
Horrific Amalgamation during its construction; on one of the Horrific Amalgamation’s arms. The shield
acts exactly like a normal shield, except it prevents the
Claws: The Horrific Amalgamation gains claws which lets usage of the arm it is mounted on, and the amalgamation
it make a claw attack that deals 2d4 slashing damage. may decide to use a bonus action to hit a creature that is
Hooves: The Horrific Amalgamation gains hooves that it within 5ft of it, dealing 1d4 bludgeoning on a hit, forcing
can use to make a trampling attack with. In order to do so the creature back 10ft. If it fails a strength save.
it can decide to take the dash action, and if it moves 10ft. Extra arms: You have mounted a pair of extra arms on the
Or more, it can decide to trample over any creature that is Horrific Amalgamation, which it may use as normal.
in its path, dealing 1d4 bludgeoning damage, and knocks Additionally, it gains one additional attack with which it
whatever creature hit prone. may use these extra arms. These arms may also be altered,
Horns: The Horrific Amalgamation gains horns, which it but any restrictions these alterations cause are applied to
can use to a goreing attack which deals deals piercing them.
damage equal to ld6 +its strength modifier. Extra legs: You have mounted an additional pair of legs on
Snapping Jaws: The Horrific Amalgamation gains the Horrific Amalgamation, doubling its carrying capacity,
snapping jaws, which it can use as a bonus action to make but preventing it from being able to use stairs or climb
one bite attack. On a hit it deals 1d6 piercing damage. ladders.
Antlers: The Horrific Amalgamation gains antlers, with Extra head: You have mounted an extra head onto the
them it can make one goreing attack, which on a hit deals Horrific Amalgamation, giving it advantage against the
1d4piercing damage and shoves the target 10ft. Away Blinded and Deafened conditions. The extra head may be
unless they succeed on a strength check. modified in the same manor as the original one can.
Toughened hide: The Horrific Amalgamation gains an
armored hide, be it an exoskeleton or scales is up to you. It You may only have a total of 6 of the options on the Horrific
gains a +2 to its armor class. Amalgamation, and you may only have one Horrific
Gripping Tail: The Horrific Amalgamation gains a Amalgamation at any point in time. Finally, the creation of a
gripping tail, with which it may hold one item that is not a Horrific Amalgamation is 120 days and takes 100,0000 gp.
weapon or weighs more than a medium sized creature. With an additional day for every alteration added to it.
The Horrific Amalgamation may also attempt to grapple It is considered friendly to you and your allies. If you
using the tail, in which the target must succeed in either a attempt to create a second one, the existing one immediately
Strength (Athletics) or Dexterity (Acrobatics)-its choice-or dies, and it will actively kill every undead spawned by any
it is considered grappled and restrained. It may repeat the version of your Formula, prioritizing them over anything else,
save at the end of each of its turns. including your orders. Otherwise, it obeys your orders to the
Lashing Tail: The Horrific Amalgamation gains a lashing best of its ability, and during combat it runs off of your
tail with which it may make one additional attack if it takes initiative roll, but takes its turn immediately after yours.
the attack option. The tail deals 1d4 slashing damage on a Finally, you may use your Superior Revival Formula to
hit. create 6 Crawling Claws, so long as you have enough
** Bludgeoning Tail:** The Horrific Amalgamation gains a materials to create the tiny undead, of which you control
bludgeoning tail, with which it may make an attack with. telepathically, and always sense everything they sense.
On a hit it deals 1d8 + its strength modifier.
Iron skeleton: You create the Horrific Amalgamation
around a skeleton made of pure iron, costing 400 gp and
weighs 20lb. This allows the Horrific Amalgamation to add
its constitution modifier to its armor class.
** Metal Plating:** You add metal plates to the Horrific
Amalgamation, changing its armor class to 15 and costing
750 gp.
Iron Claws: During the construction of the Horrific
Amalgamation you replaced one of its limbs with a
crushing claw made of iron, preventing it from using that
limbe for anything other than attacking. With this claw the
Horrific Amalgamation may attempt to grapple one
creature where it must make either a Strength (Athletics)
or Dexterity (Acrobatics)-its choice-or it is considered
grappled. Each turn the creature is grappled takes 1d6
bludgeoning damage, the target is restrained, and it may
repeat the choice at the start of every one of its turns.
Spring loaded legs: During the construction of the
Horrific Amalgamation you had loaded its legs with
oversized springs, weakening its legs (-2 to con.) but
tripling its jumping size.
Arm Blade: You have replaced one of the limbs of the
Horrific Amalgamation with a very large blade, preventing
it from using that limbe for anything other than attacking.
It may attack with the blade, which on a hit deals 1d8+ its
strength modifier slashing damage.
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Supreme Revival Formula
After years of continuous study, and numerous atrocities, you
have finally perfected the Revival formula. At 20th you are also
now able to create 5 Original Formula vials, 3 Greater
Formula Vials, and 2 Supreme Formula vials whenever you go
about brewing them. IN order to create the SUpreme Revival
formula, you must first create a Supreme Healing Potion, then
you must a Superior Revival Formula vial into it, and go about
an additional ritual where you take an additional 2d4 psychic
damage,and 2d6 necrotic damage at the end of it. The entire
process takes 2 hours to complete. Upon completion, you
must inject it into a corpse within 1 hour or it expires. Upon
injection the corpse immediately revives just as it was in life
with the following changes;
Its creature type changes to Undead.
It gains the Undead Fortitude trait.
It gains the Undead Nature trait.
It has a permanent -3 modifier to its Intelligence, Wisdom,
and Charisma ability checks, and saves.
The creature no longer ages
Additionally, you may decide to intentionally die by the
psychic damage inflicted onto you by the Fully Constructed
Resonator at full activation. If you do, and you die while still in
the Resonator’s area of effect by the psychic damage from it
on its fully activated setting, and you have the Supreme
Revival Formula injected into you, you are revived but gain the
following changes;
Your creature type changes to Aberration and undead,
causing you to be affected by effects that specify either of
the two types.
You gain the Undead Fortitude trait.
You gain the Undead Nature trait.
You gain a +3 to your Intelligence, Wisdom, and Charisma
ability checks and saving throws.
You no longer age.
You have disadvantage on saving throws forced on you by
spells casted from Paladins and Clerics.
The same effects apply to any creature that would go
through the same process you would. The resonator ceases to
give the bonuses it normally would, it no long spawns any
creatures, and no longer causes psychic damage to you. If the
Resonator would be destroyed, you are banished from the
matirel plane until it is repaired.

27
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The Guardian of the Gate
Masters in manipulating the weave through their aberrant
abilities, these Star Touched have mostly eliminated the
downfalls of learning to expand their natural aptitude for
spellcasting. This however limited them even further than they
already would be, so they make up for it through martial
prowess, but also allowed them to heal.
Guardians are one of the few Star Touched that can be of
good alignment, what’s more, most become lawful in nature
simply due to their strict adherence to order. As a
consequence, they are often put in direct opposition to their
less benign and orderly “brothers”. However, there are indeed
a few, hunted by other Guardians, that have shirked their
responsibilities and rejoined the vast majority of their
“brothers”.
Bonus Proficiencies
When you choose this Eldritch Emergence at 3rd level, you
gain proficiency in martial weapons that do not have the heavy
property, one instrument of your choice, Performance and
Athletics or Acrobatics. If you are already proficient in
Performance, then you may gain proficiency in one tool set
instead. When using a martial weapon you are proficient with,
you may instead use your Intelligence, Wisdom, or Charisma
modifier (whichever is highest at anypoint of time) when
rolling to hit or for damage, in place of your strength or
dexterity modifier.
A healed mind
Through long, and arduous self-reflection, restraint, and
maybe even companionship, your mind has been able to
recover from the hardship that brought your powers to you.
Starting at 3rd level, you are no longer considered insane, nor
suffer from any symptoms of insanity.
Enhanced Unnatural Spellcasting
Your training in mind and body has increased your innate
magical abilities. When you choose this eldritch emergence at
3rd level you gain additional spells that you are able to cast
innately;
Bane, Expeditious Retreat, Shield, Armor of Agathys, and
Zephyr Strike at 3rd level, Misty Step, Blur, Gaseous Form,
and Haste at 6th, Banishment, and Teleportation Circle at
12th, and finally Teleport at 16th.
You may cast any spells of 3rd level or below a number of
times equal to ½ your Intelligence modifier (minimum of
once), and all above 3rd level once per long rest, except for
Teleport, which is once per day. Whenever you cast any of
these spells, you may use your Intelligence, Wisdom, or
Charisma modifier, with each casting modifier granting
additional effects;
Intelligence: You may take the attack action as well
Wisdom: You can delay the spell’s effect for 1 turn
Charisma: You do not need to perform verbal or somatic
components for the spell.

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Eldritch Blasphemies You can create another Gate Key if the original is lost, but
for 120 days all spells casted using it have a chance to go
Your intense training to control your aberrant powers has through a Wild Magic Surge. You determine this by rolling a
given you a unique ability to use spells. d20, with a 1 causing a Wild Magic Surge. This is due to you
not having the chance to perfect the newly formed key yet.
Spell Slots The true power of a gate key is its ability to open or close
The Guardian of the Gate table shows how many spell slots portals. At first you may only open and close portals that have
you have. The table also shows what the level of those slots is; already been used, but at 16th level you can open portals on
all of your spell slots are the same level. To cast one of your your own, and close any portal that you come into contact
Guardian of the Gate spells of 1st level or higher, you must with.
expend a spell slot. You regain all expended spell slots when If you are using a newly constructed Gate Key, you cannot
you finish a short or long rest. Alternatively you may decide to interact with any portals until the 120 days are up.
take 1d4 points of damage to cast a spell of 1st level or lower, Ritual casting
with an additional d4 being added for every level above 1st to
a maximum of 5. This damage cannot be mitigated in any way. You can cast a Guardian of the Gate spell as a ritual if that
You prepare the list of spells that are available for you to spell has the ritual tag and you have the spell prepared.
cast, choosing from the Guardian of the Gate spell list. When
you do so, choose a number of Guardian of the Gate spells
equal to your Intelligence modifier + your Guardian of the
Gate level (minimum of one spell). The spells must be of a The Guardian of the Gate
level for which you have spell slots. Level Spell Slots Spell slot level Sorcery Points
You can change your list of prepared spells when you finish
a short or long rest. Preparing a new list of Guardian of the 3rd 1 1st -
Gate spells requires time spent in prayer and meditation: at 4th 1 2nd -
least 1 minute per spell level for each spell on your list.
5th 1 2nd -
Spell casting ability 6th 1 3rd 3
Unlike other classes, you decide to freely switch between 7th 1 3rd 3
using Intelligence, Wisdom, or Charisma for your spellcasting
modifier. The power of your spells come from your intense 8th 1 3rd 3
training and control. You choose any of the ability modifiers 9th 1 3rd 3
when a spell refers to your spellcasting ability. However, 10th 1 3rd 3
Intelligence is used to set your spell save DC. Depending on
the modifier used for when casting a spell, different effects are 11th 1 3rd 3
added to the spell. 12th 1 4th 3
Spell save DC= 8 + your proficiency bonus + Intelligence 13th 2 4th 3
modifier.
Spell Attack modifier= your proficiency bonus + 14th 2 4th 3
Intelligence/Wisdom/Charisma modifier. 15th 2 4th 4
Intelligence: The spell has its duration doubled, or heals 16th 2 4th 4
twice the rolled number, but it also takes your reaction 17th 2 5th 4
Wisdom: The spell’s casting time changes to a bonus action
but has its duration and effects cut in half 18th 2 5th 4
Charisma: You may cast one extra spell so long as the 19th 2 5th 4
casting time is 1 action by using your reaction and bonus
action. 20th 2 5th 5
When you cast without using a spell slot, these effects are
not applied, but you can still use any of the three modifiers.
The Gate Key
You have a small magical item crafted through the arduous
training you went through when attempting to control your
powers. It looks somewhat like a heavily twisted and warped
key, which can be hung around your neck or wrapped around
your wrist by using a piece of string. You use this when casting
any spells gained in this class, otherwise you lose the ability to
be able to control what you're casting, causing you to roll on
Wild Magic Surge table everytime you cast.

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Martial Augmentation At 12th level, you learn to draw on the energy of the multiverse
for your attacks. As an action, choose one creature you can
The intense training you did to actively control your abilities see within 10 feet of you. You can shunt out a blast of pure
has allowed you to channel some of that energy into your force that hits the creature, causing it to take 1d8 force
physical self. When you choose this eldritch Emergence at 3rd damage from the attack. When you reach 16th level in this
level you gain 1 extra hit point every time you level up in this class, the damage increases to 2d8. You can use this feature a
class. number of times equal to your Wisdom Modifier.
Extra Attack Eldritch Smite
Beginning at 6th level, you can attack twice, instead of once, At 12th level, once per turn when you hit a creature with your
whenever you take the Attack action on your turn. weapon, you can expend a Guardian of the Gate spell slot to
deal an extra 1d8 force damage to the target, plus another
Metamagic 1d8 per level of the spell slot, to a maximum of 2, and you can
At 6th level, you gain the ability to twist your spells to suit your knock the target prone if it is Huge or smaller. Additionally,
needs. You gain the following Metamagic options. You can use depending on the modifier you used when rolling to hit, you
only one Metamagic option on a spell when you cast it, unless get this extra effects;
otherwise noted. Intelligence: You deal an extra 1d4 psychic damage
Wisdom: You deal an extra 1d4 of the weapon’s damage
Careful Spell Charisma: You deal an extra 1d4 radiant damage
When you cast a spell that forces other creatures to make a
saving throw, you can protect some of those creatures from Flash Step
the spell's full force. To do so, you spend 1 sorcery point and At 16th level, you gain the ability to blink between areas that
choose a number of those creatures up to your Charisma you can see. When you use the Attack action, you can teleport
modifier (minimum of one creature). A chosen creature up to 10 feet before each attack to an unoccupied space you
automatically succeeds on its saving throw against the spell. can see. If you have advantage on the attack, you can trade
that advantage for an extra 1d6 of damage that is the same
Distant Spell damage type of the weapon you used to hit the creature with.
When you cast a spell that has a range of 5 feet or greater, you Once you use this feature, you can't use it again until you
can spend 1 sorcery point to double the range of the spell. finish a short or long rest.
When you cast a spell that has a range of touch, you can
spend 1 sorcery point to make the range of the spell 30 feet. Favored Enemy
Empowered Spell Beginning at 16 level, you have significant experience
When you roll damage for a spell, you can spend 1 sorcery studying, tracking, hunting, and even talking to creatures that
point to reroll a number of the damage dice up to your do not normally exist on the material plane.
Charisma modifier (minimum of one). You must use the new You gain a +2 bonus to damage rolls with weapon attacks
rolls. against creatures of the following types: aberrations,
You can use Empowered Spell even if you have already used celestials, elementals, and fiends. Additionally, you have
a different Metamagic option during the casting of the spell. advantage on Wisdom (Survival) checks to track your favored
enemies, as well as on Intelligence checks to recall
Heightened Spell information about them.
When you cast a spell that forces a creature to make a saving When you gain this feature, you also learn one language of
throw to resist its effects, you can spend 3 sorcery points to your choice, typically one spoken by your favored enemies or
give one target of the spell disadvantage on its first saving creatures associated with them. However, you are free to pick
throw made against the spell. any language you wish to learn.
Portal tracker
At 6th level, you gain the ability to psychically sense the
presence of a planar portal. As an action, you detect the
distance and direction to the closest planar portal within 1
mile of you. Once you use this feature, you can't use it again
until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon
Master's Guide for examples of planar portals.
Force wielder

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You are your sword
At 20th level, once per day, you are capable of entering into a
state of hyper aware consciousness for 1 hour. During this
period of time you gain the following benefits;
You gain blindsight and tremor sense up to 30ft. In every
direction.
You have advantage on Dexterity saving throws against
effects that you can see, such as traps and spells.
You can take a bonus action on each of your turns in
combat. This action can be used only to take the Dash, or
Disengage action, and you do not provoke opportunity
attacks when doing so.
When an attacker that you can see hits you with an attack,
you can use your reaction to halve the attack's damage
against you.
You can nimbly dodge out of the way of certain area effects,
such as a red dragon's fiery breath or an Ice Storm spell.
When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
You have advantage on Strength checks and Strength
saving throws.
You have resistance to non magical bludgeoning, piercing,
and slashing damage.
Finally, you can open a portal directly to the Astral plane by
using your Gate Key, which pulls all creatures in a cone 90ft.
long. All creatures inside of the cone must make a Strength
(athletics) and Dexterity (acrobatics) save to avoid being
pulled in. They must succeed on both saves to avoid being
pulled in, and the save is contested by your spell save DC.
What happens to the Creatures pulled in is up to the DM’s
discretion. You may only use this once while using this
feature.

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The Black Summoner
Individuals that reject the notion of serving under any others,
and instead decide to ensure their freedom by enslaving,
dominating, or manipulating others, these Star Touched may
walk a path that is similar to most others, but it certainly has
its differences.
Most Star Touched that become Black Summoners are
completely neutral to matters of morality, instead using any
means they have to secure their own independence above all
else, often causing them to be fickle, lone wolves, and deal
breakers. A few take this desire into the extremes and grow to
love having power over others, enslaving as many other beings
to their will as they can. This means that all Black
Summoners are chaotic. This may lead to petty actions, such
as doing minor crimes simply as a form of rebellion, and may
include malicious compliance in cases where they are being
forced to create chaos, as it is not to their will.
Bonus Proficiencies
You become proficient in any weapons that have either the
ranged property, or the thrown property. You also become
proficient in Animal Handling, the Herbalism kit, and Healer’s
Kit.
Martiel Weakness
Due to you expanding what your mind was capable of, you
neglected to train your body. You have a permanent -2 when
rolling to hit with a melee attack, and to the damage roll.
Expanded Unnatural Spellcasting
At 3rd level, your training in your unique abilities has
expanded the spells you can innately cast. You gain the
following spells at the following levels;
Friends at 3rd level, Animal Friendship, Unseen Servant,
Charm Person, and Command at 6th level, Crown of
Madness, Tiny Servant, Enthrall, and Suggestion at 12th level,
Compulsion, Dominate Beast, Charm Monster, Dominate
Person, Geas, and finally Mass Suggestion at 16th level.
You can only innately cast each spell once per day, but you
may use your Intelligence, Wisdom, or Charisma modifier
when casting, which gives extra effects;
Intelligence: If the creature targeted becomes charmed,
they are also considered incapacitated, Unseen and Tiny
Servent have thier duration doubled.
Wisdom: If the creature targeted is charmed, it becomes
willing to harm itself or its companions once, but then the
effect immediately ends, unless the spell casted already allows
those options, in which case the creature will take one more
command after the spell ends or if it succeeds on ending it
itself. Unseen and Tiny Servent have the creature they spawn
gain 1 additional hit point.
Charisma: The charmed creature has disadvantage on all
of its saves to end the charmed effect, or you only need to use
a bonus action to maintain control over the creature. The
Unseen Servant spell has the creature spawned by it gain a +5
to its AC, and you can spawn two of the creatures spawned by
Tiny Servent.
These affects and the restrictions of this feature apply to the
cantrip Friends.

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Ceremonial Dagger 3 of the listed options give varying effects, with an
additional effect being added if the creature or heart sacrificed
When you choose this Eldritch Emergence at 3rd level, you is an aberration or humanoid. Slashing yourself gives no
gain a specialized dagger. This dagger must be crafted by you additional bonuses to the aberration summoned. You cannot
for it to be eligible for the ritual that grants it its abilities. The sacrifice your summoned aberrations. The aberration gains
dagger may be made of most materials, including stone, bone, additional bonuses if the creature type of the sacrifice is
and metal, but not made purely from wood. Even if you are not Humaniod or Aberration, as listed below. Summoned
proficient in Smith’s tools you are still able to craft this dagger. aberrations take their own turns, and roll for their own
The dagger appearance is decided by, but it will always have initiative. You decide what actions the aberration takes on its
runes inscribed into it, these runes are the physical writing of turn.
your black speech feature. You start off with a Ceremonial
Dagger when you choose this eldritch Emergence at third Fresh Hearts
level, having already done the required ritual to turn the Aberrations summoned by using a Fresh Heart gain a +2 to
crafted dagger into one. their hit points and initiative roll.
The dagger can be used as a focus for your Unnaturally Humanoid: The +2 bonus becomes a +3.
casted spells, but it is essential to certain features in this Aberration: The +2 bonus becomes a +3 and the
Eldritch Emergence. Your Ceremonial Dagger uses the same Aberration gains an additional 10ft. to its movement speed.
stat block as a normal dagger, but is considered a magic
weapon for the purpose of overcoming resistances and Preserved hearts
immunities. Aberrations summoned by using a Preserved Heart gain a +1
If you lose your Ceremonial Dagger at any point of time, it is to their Hit Points.
destroyed, you must craft a new one. First, you must forge a
new dagger, a process that takes an hour to complete, or one Humanoid: The +1 bonus becomes a +2.
short rest. Afterwards, you must spend an additional 2 hours, Aberration: The +1 bonus becomes a +2 and the
or one long rest, outside bathing the dagger in the blood of a Aberration gains an additional 5ft. to its movement speed.
recently slain lamb, while also inscribing it with runes and
using your Black Speech feature, all the while with the Star of Killed Creature
Hadar hanging over you. If the Star of Hadar is not visible Aberrations are summoned by a killed creature when you
where you are, it is simply not currently in the night sky, you cause a creature's Hit Points to drop to 0 and it dies as a
may decide to take 2d8 psychic damage instead to inscribe the result by using your Ceremonial Dagger. Aberrations
runes with the necessary power needed to complete their summoned by a killed creature may add ½ their constitution
functions. You must wait until your next long rest before you modifier to their Hit points (minimum of 2), gains 5ft. to their
can use your Black Speech again after going through this movement speed, and a +2 to their AC.
process. You do not gain the benefits of resting if you craft a
new Ceremonial Dagger during a short or long rest. Humanoid: The minimum for the Hit point bonus
A dagger that becomes a Ceremonial Dagger loses the becomes 3, it gains 10ft to its movement speed, and a +3 to
thrown trait. its AC.
Aberration: The aberration can add its constitution
Black Summoning modifier to its Hit Points (minimum of 3), it gains 10ft to its
movement speed, and may add its dexterity modifier to its
When you choose this Eldritch Emergence at 3rd, you gain the AC (minimum of 2).
ability to tear into space and time, enslaving and binding
aberrations of a certain CR to your will, but only so long as Incapacitated creature may be killed instantly so long as its
there is a hostile creature that is an immediate danger to you hit points doesn’t exceed 60, and it has not been incapacitted
or your allies, or until 1 minute passses and you haven’t through magical means, which makes it unsuitable as a
entered into combat again with it. When an aberration leaves scarifce.
your service it returns to its point of origin, wherever that
might be. The CR of aberration you can summon is based on
your level in this class. Additionally, you must make a sacrifice
every time you wish to summon an aberration, which takes an
action.
Sacrifices
You may make a sacrifice by one of four options.
Slashing yourself with your Ceremonial Dagger, in which
case you take 1d6 slashing damage which cannot be
mitigated in anyway.
Stabbing a Fresh Heart with your Ceremonial Dagger.
Stabbing a Preserved Heart with you Ceremonial Dagger.
Killing a creature with your Ceremonial Dagger.

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Heart size Aberrant size/amount
Harvesting hearts 1 tiny heart 1 tiny aberration
In order to gain hearts used for your summoning, you must 1 small heart 1 small aberration, or 2 tiny aberrations
harvest them. In order to harvest hearts, you must find, or
make, a corpse that has been dead for a maximum of 1 day, 1 medium heart
1 medium aberration, or 2 small
afterwards the heart becomes unsuitable to be used as a aberrations
sacrifice. Then you spend a minute using your Ceremonial 1 large aberration, or 2 medium
Dagger to carve the heart out. A heart that has just been 1 large heart
aberrations
harvested counts as a Fresh Heart, which either must be used
as a sacrifice or preserved in 1 hour, or it spoils and becomes 2 tiny hearts 1 medium aberration
unsuitable to be used as a sacrifice. The heart must come 2 small hearts 1 medium aberration
from a creature that would actually have one, or is not directly 2 medium
connected to mystical elements, hearts can be harvested from hearts
1 large aberration
any creature except constructs, undead, elementals, oozes,
fiends or celestials.
Creatures
Preserving Hearts Creature Size Aberrant size/amount
1 tiny creature 2 tiny aberrations, or 1 small aberration
Preserving a heart prevents it from spoiling, and allows you to
keep it on your person indefinitely, until it is used for a 1 small creature
2 small aberrations, or 1 medium
sacrifice. In order to preserve a heart you must have both a aberration
herbalism kit and a healing kit on your person, which you use 1 medium 2 medium aberrations, or 1 large
for 10 minutes to go about preserving the heart. creature aberration

Sacrificing and Creature Finally, you are telepathically connected to each of your
summoned aberrations, and are always aware of what they
size are as your senses are permanently linked, so long as the
aberration is summoned. Additionally, you are only able to
In order to summon certain creatures of a certain size, you control a certain amount of aberrations at certain levels, and
require sacrifices of a certain size. In order to summon a you may only control one aberration of the maximum CR you
medium sized creature, you must either Slash yourself once, are able to summon, which counts as controlling the
or sacrifice a Fresh or Preserved heart that came from a maximum amount of aberrations you are able to, as seen on
medium sized creature, marking them as Medium sized the table below.
hearts. The same applies to every creature size type, however,
you can use two hearts to summon one creature that is one
size larger than the hearts, but both hearts must be of the
same size to do so. Alternatively, you may use a heart that is
one size larger than the summoned creature, in which case
you may summon two of the creatures as a result. For every
size category above medium you must take an additional 1d6
of slashing damage, which cannot be mitigated in any way, you
can also summon 1 small aberrations or 1 tiny aberrations
instead of 1 medium one.
When killing a creature that is a sacrifice, you may summon
one creature that is one size type larger than the sacrificed
creature, two creatures of the same size, or three creatures
that are one size smaller than the sacrificed creature. All of
this information is seen in the table below.
Slashing Damage
Damage Creature Size type
1 medium aberration, 1 small aberration, or 1 tiny
1d6
aberration
2d6 1 large aberration, or 2 medium aberrations

Hearts

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At 12th level, your abilities to control aberrations have
expanded to an extreme degree. You are now able to bind a
summoned aberration to you until you dismiss it, or until it
Summoning Table dies. This destroys whatever autonomy you had left it after you
Maximum summoned and enslaved it. To do the binding, you must take
Level Controlled CR CR unmitigated 2d10 slashing damage, 1d8 psychic damage
(which cannot be mitigated), Sacrifice 1 heart that is one size
3rd 2 Below 1, 2 3 larger than the aberration you are binding, Sacrifice one
4th 2 Below 1, 2 3 creature to it.
You can only bind 1 aberration in this way, and you cannot
5th 2 Below 1, 2 3 summon other aberrations so long as you have a bound
6th 2 Below 1, 2 3 aberration. It gains the following changes;
7th 2 Below 1, 2, 3 4 It now counts as being the same level as you.
8th 2 Below 1, 2, 3 4 It levels up when you do.
It uses your initiative roll for combat, but its turn happens
9th 3 Below 1, 2, 3 4 immediately after your own.
10th 3 Below 1, 2, 3, 4 5 If it has a multiattack feature, it loses it.
It gains the Extra Attack feature.
11th 3 Below 1, 2, 3, 4 5 It may equip armor, shields, and/weapons so long as it
12th 3 Below 1, 2, 3, 4, 5 6 meets the requirements, the armor and shield is
specifically crafted for it (which increases the cost an
13th 3 Below 1, 2, 3, 4, 5 6 additional 250 gp), and it has limbs that would allow it to
14th 4 Below 1, 2, 3, 4, 5, 6 7 hold weapons and shields.
If it has the ability to cast spells, it uses your Intelligence,
15th 4 Below 1, 2, 3, 4, 5, 6 7 Wisdom, or Charisma modifier (whichever is highest at
16th 4 Below 1, 2, 3, 4, 5, 6, 7 8 any time), instead of whatever modifier it would normally
17th 4 Below 1, 2, 3, 4, 5, 6, 7, 8 9
use.
18th 4 Below 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 You cannot bind an aberration that has a CR that is the
maximum CR you can summon. You must use a bonus action
19th 5
Below 1, 2, 3, 4, 5, 6, 7, 8, 9,
12 to tell it basic commands, otherwise it simply follows you
10, 11 whenever you move, and will only actively defend either itself
Below 1, 2, 3, 4, 5, 6, 7, 8, 9, or you.
20th 13
10, 11. 12
Enthrall
At 16th level, you gain the ability to enslave a humanoid to
your will permanently, destroying its autonomy in the process.
You can use your action to touch an incapacitated humanoid,
You cannot summon any variant of Ixitxachitl or Neogi until so long as it wasn’t incapcitated by magical means. That
6th level creature is then charmed by you, and will now follow any
You cannot summon Green Slaad until 12th level orders you give it. It will blindly follow you if you do not give it
You cannot summon any variant of Ithilid (Mind Flayer) or any orders, and you must use your action to give it commands
grey Slaad until 16th level during combat. If it can cast spells, it uses your Intelligence,
You are unable to summon Death Slaads, Elder Brains, Wisdom, or Charisma modifier (whichever is highest at any
Beholders, Aboleths or Neothelids using this feature. point in time), and you must use your action to order it to do
Summoned Slaadi lose any feature that would create so, and which spell to cast, so long as it knows the spell
additional Slaadi You automatically know all of the spells your thrall can cast
If using a source book that adds aberrations higher than CR if it has the ability to do so.
14, you cannot summon them using this feature. If the You can communicate telepathically with the charmed
aberrations have an intelligence score of 10 or higher, you creature as long as the two of you are on the same plane of
cannot summon them until 6th level. existence.
Black Release
The runes in your Ceremonial dagger have finally settled,
allowing their energies to permeate the blade. Starting at 6th
level, whenever you hit a creature with your Ceremonial
Dagger, you deal an additional 1d4 psychic damage. You do
not subtract from the psychic damage, only the slashing
damage.
Eldritch Binding

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Supreme Summons
At 20th level, you have gained the ability to summon the
apexes of the aberrations, albeit with limited control. You can
now summon Death Slaadi, Elder Brains, Beholders and
Aboleths. In order to do so you must sacrifice a large creature,
a large heart, and take 2d10 slashing damage, which cannot
be mitigated in any way. You can only control one of each, and
then only for an hour. If 1 hour passes and you have not
dismissed any of the summoned aberrations before then, they
are freed of your control and immediately become hostile
towards you and your allies. You are unable to give orders to
them while they are under your control, they DM controls any
if they are summoned, and they are considered friendly to you
and your allies until the end of the hour you had summoned
them.
Additionally, you can summon 1 Neothelid once per day
without sacrificing, and cannot summon it in any other way. It
is treated as if you had summoned by sacrificing an aberration
creature to it, and it is considered friendly to you and your
allies, but does not follow your orders, nor is it inclined to help
unless forced to. It will act just as it normally would, until 1
hour passes, afterwards the Neothelid dies, and its body
contracts in on itself back to its point of origin.
If using a sourcebook that adds aberrations that are CR 14
or higher, you can summon them using this feature. They are
treated in the same manner that Beholders, Aboleths, Elder
Brains, and Death Slaadi are treated when using this feature.
You cannot summon any Aberration that is of a CR higher
than 18 using this feature.

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The Good Hunter
Unfortunate souls, bound to a life of blood shed, these Star
Touched have found alternative ways to sait their lust for
chaos and death. They often join churches, conclaves, or
guilds dedicated to the hunting and slaying of monsters. They
have a particular penchant for hunting down other Star
Touched, and aberrations, but they can also be seen hunting
monstrosities just as often.
Good Hunters earned their name by their habit of
obsessively hunting down Star Touched, aberrations, and
anything else that would serve their purposes or got in the
way. This obsessiveness comes from a desire not to end up
the way most other Star Touched do, yet they are unable to
see that they already have. As a consequence, Good Hunters
attempt to live up to their name, and may succeed in
managing to maintain a good alignment, but more often than
not, the desire for death and destruction wins out in the end,
and so they seek things other than their fellow man to hunt.

When playing a Good Hunter, it is important to be


affiliated with some kind of group. This Group must
be of a good inclined nature, regardless of where it
stands on chaos vs order scale. It could be a Ranger
Conclave, a Church that takes part in purging the
land of evil, or maybe your simply employed in a
guild of monster hunters, or perhaps something
else. Regardless, the Good Hunter must have some
kind of purpose given, or possibly taken, or else it
turns into a mindless killing machine.

Bonus Proficiencies
When you choose this Eldritch Emergence at 3rd level you
gain proficiency in Smith’s tools, Alchemist’s supplies, and
Woodcarver’s tools.
Walking Workshop
You gain the ability to craft weapons, shields, and armor when
you choose this Eldritch Emergence at 3rd level. In order to
craft a set of armor or a weapon, you require the materials the
armor/weapon is made of in the weight of the armor/weapon,
and the gp worth of the armor/weapon. You must have your
Smith’s tools to do so, and it takes you 1 day to craft a full set
of armor, and 3 hours to craft a weapon, unless it is a simple
one, which takes only an hour to do. You may also craft unique
weapons; Firearms and Switch Weapons.
Firearms
In order to craft a firearm you must have all of your tools on
you, 75 gp worth of wood, and 25 gp worth of some type of
metal. After words you must spend 3 hours working, crafting
the weapon, a batch of ammunition, and a batch of fine, black
powder which bursts when put under pressure. You are
considered proficient when using any Firearm.

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Rifle, heavy: Has the heavy and two handed properties, Extended: You must take an action to extend the switch
weighs 20lb., Ammunition (range 150/600). Can be fired a axe. When the switch axe is extended, it deals 1d12
total of 5 times before needing to reload, does 1d10 piercing slashing damage and must be held in two hands. Its reach
damage on a hit. May be Equipped with a dagger to allow you is 10ft.
to make a melee weapon attack, which deals 1d6 piercing You can use your Wisdom modifier when rolling to hit and
damage. You may only have 1 heavy rifle on your person at any damage with the Switch Axe.
time.
Rifle, hand: A rifle that can be held in one hand. Weighs Sword-whip: Requires a War Pike, Rapier and whip to
5lb., Ammunition (range 30/120), can be fired 3 times before craft.
needing to be reloaded, which takes 1 turn, does 1d8 piercing Contracted: You must take an action to contract the
damage on a hit. You may only have one hand Rifle on your sword-whip. When the sword-whip is contracted it deals
person at any time. 1d8 piercing, and you may decide to take a reckless thrust,
Side Arm: A highly inaccurate, small, single shot firearm. which deals double damage on a hit, but gives the target
When firing a sidearm, you roll with disadvantage if the target advantage on their next attack. It has a reach of 5ft.
is more than 10ft. away. Has the light property, weighs 3lb.,
can be fired in a snap-shot, which uses your reaction, and a Extended: You must take an action to extend the sword-
quick-shot, which uses your bonus action so long as you have whip. When the sword-whip is extended it deals 1d4
a free hand. On a hit it deals 1d8 piercing damage. It takes a slashing damage, you can make 2 additional attacks using
full-round to reload, and you may have a maximum of six on your bonus action. It has a reach of 10ft.
your person at any point of time. Ammunition (range 5/100),
loading. You can use your charisma modifier when rolling to hit and
You can hand another creature a firearm, but it has damage with the Sword-whip.
disadvantage when using it unless you spend a day, or one At 6th level you can craft the following Trick Weapons.
long rest to teach it how to use it. Piercing Cleaver: Requires a spear, dagger and hand axe to
craft.
Switch Weapons Contracted: You must take an action to contract the
Switch weapons are unique weapons that can be crafted by piercing cleaver. When contracted, it deals 1d6 slashing
you, but are extremely expensive to do so. They are a damage, and you may use your bonus action to make 1
combination of three weapons, gaining attributes of every additional attack. It has a reach of 5ft.
composite weapon, and gaining the ability to use either your Extended: You must take an action to extend the piercing
Intelligence, Wisdom, or Charisma modifier when rolling to cleaver. Extended it deals 1d10 piercing damage, and you
hit, depending on the weapon. At 3rd level you can craft 3 may decide to make a cleaving thrust attack, which deals
different switch weapons, but gain the ability to craft more at 2d4 additional damage, but prevents you from moving or
later levels in this class. You must have your Smith’s tools and making any additional attacks that turn. It has a reach of
Woodcarver’s tools on you to begin crafting, then you spend 10ft.
one day crafting the weapon. You must be at a forge to craft a
Switch Weapon. You are considered proficient with any You can use your Intelligence modifier when rolling to hit
Switch Weapon. Switch wepons count as magical for the and damage with the Ripping Cleaver.
purpose of overcomeing immunities and resistences. Bladed club-whip: Requires a club, greataxe, and whip to
Ripping Cleaver: Requires a longsword, dagger, and hand be crafted.
axe to craft.
Contracted: You must take an action to contract the
Contracted: You must take an Action to contract the bladed club-whip. When contracted it deals 1d10 slashing
Ripping Cleaver. When the Ripping Cleaver is in its or bludgeoning damage, your choice. It has a reach of 5ft.
contracted state, it deals 1d6 slashing damage, and you Extended: You must take an action to extend the bladed
can make 1 additional attack using your bonus action, it club-whip. When extended, it must be held in 2 hands, and
has a reach of 5ft. deals 1d12 slashing damage. However, you have
Extended: You must take an action to extend the Ripping permanent disadvantage when rolling to hit. It has a reach
Cleaver. When the Ripping Cleaver is extended it deals 1d8 of 10ft.
slashing damage, and you can decide to make one cleaving
attack if you have advantage. You give up your advantage to You can use your Wisdom modifier when rolling to hit and
deal an additional 1d8 slashing damage on a hit. It has a damage with the Switch Axe.
reach of 5ft.
You can use your Intelligence modifier when rolling to hit
and damage with the Ripping Cleaver.
Switch Axe: Requires a halberd, battleaxe, and greataxe to
craft.
Contracted: You must take an action to to contract the
switch axe. When the switch axe is contracted it deals 1d8
slashing damage, and you can decide to two hand it,
changing the damage die to 1d10. It has a reach of 5ft.

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Extending Sword: Requires a scimitar, longsword and Unconnected: You must use an action to unconnect the
greatsword to craft. twinned blades. When unconnected the two blades are
dual wielded and count as 2 seperate weapons. Each blade
Contracted: You must take an action to contract the deals 1d4 slashing damage, but you may attack with both
extending sword. When contracted, it deals 1d6 slashing weapons every time you attack when they are unconnected.
damage and you can take a parrying stance with it using a You can make a dashing attack if you have advantage, and
bonus action. If a creature attacks you while in this stance, on a hit, you deal an additional 1d6 slashing damage for
you can make an opportunity attack against it. It has a each blade. Both have a reach of 5ft.
reach of 5ft. Connected: You must take an action to connect the
Extended: You must take an action to extend the twinned blades. When connected the twinned blades deal
extending sword. When extended,it must be held in 2 1d6 slashing damage. You may use a bonus action to take a
hands and it deals 2d6 slashing damage. You can decide to deflecting stance, which when a creature attacks you it
take a striking stance, which lets you attack once with must succeed on a dexterity save. If it fails, you move
advantage, and deals an additional 1d6 by using an action behind it and take an opportunity attack with advantage.
and doing nothing else that turn. On a success, it automatically hits you and has advantage
You may use your charisma modifier when rolling to hit and on its next attack against you.
damage with the extending sword. You may use your charisma modifier when rolling to hit and
At 12th level you can craft these additional trick weapons. damage with the twinned blades.
Sliding Scythe: Requires a sickle, short sword and scimitar At 16th level you create the perfected versions of your
to be crafted. switch weapons, at the cost of the deconstruction and
Contracted: You must take an action to contract the destruction of your other switch weapons.
sliding scythe. When contracted it deals 1d4 slashing Cleaving Sickle: Requires the Ripping Cleaver, Piercing
damage. Whenever you attack using the sliding scythe Cleaver, and Sliding Scythe to craft.
while it is contracted, you make two attacks as a part of the Unconnected: You must use an action to unconnect the
same action. It has a reach of 5ft. cleaving sickle. When unconnected deals 1d6 slashing
Extended: You must take an action to extend the Sliding damage. You also have a folded handle on your back which
scythe. When extended it deals 1d6 slashing damage and you can swap with the blade to use. When swapped it deals
you have the option to do a powered cut. To do so you must 1d4 bludgeoning damage instead. It has a reach of 5ft. You
use your action to prepare to do so, causing you and you also gain these additional features;
must not move during the rest of the turn. Afterwards, you
may dash to the nearest enemy to you that you can reach, You can make 1 additional attack using your bonus action.
and then make one attack for that turn. On a hit this attack You make two attacks as apart of the same action whenever
does an additional 2d4 slashing damage and knocks the you attack with the cleaving sickle.
target prone. It has a reach of 5ft.
Connected: You must take an action to connect the
You may use your intelligence modifier when rolling to hit cleaving sickle. When connected the cleaving sickle deals
and damage with the sliding scythe. 2d6 slashing, or piercing damage, your choice, and it must
Hammer and Blade: Requires a warhammer, great sword be held in 2 hands. It has a reach of 10ft. It also has the
and war pike to craft. following features;
Unconnected: You must take an action to unconnect the You can decide to make one cleaving attack if you have
hammer and blade. When unconnected you wield a sword advantage. You give up your advantage to deal an additional
that must be held in 2 hands and deals 2d6 piercing or 1d8 slashing damage on a hit.
slashing damage, (your choice). On your back lies a sheath You may decide to make a cleaving thrust attack, which
that doubles as the hammer portion of the weapon, and deals 2d4 additional damage, but prevents you from making
you may use your bonus action to attempt to smash a any additional attacks that turn.
target using it, dealing 1d8 bludgeoning on a hit, but you You have the option to do a powered cut. To do so you must
roll with disadvantage. It has a reach of 5ft. use your action to prepare to do so, causing you and you must
not move during the rest of the turn. Afterwards, you may
Connected: You must use an action to connect the dash to the nearest enemy to you that you can reach, and then
hammer and blade. When connected, it must be wielded make one attack for that turn. On a hit this attack does an
using 2 hands. It deals 2d8 bludgeoning. It has a reach of additional 2d4 slashing damage and knock the target prone.
5ft. You can use your intelligence modifier when rolling to hit
You may use your Wisdom modifier when rolling to hit and and damage with the Cleaving Sickle.
damage with the hammer and blade.
Twinned Blades: Requires a rapier, scimitar, and
shortsword to craft.

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Celestial Blade: Requires the Switch axe, The Bladed Club- You can decide to take a striking stance, which lets you
whip, and the Blade and Hammer to craft. attack once with advantage, and deals an additional 1d6 by
using an action and doing nothing else that turn.
Unawakened: You do not have to actively cause the You may use a bonus action to take a deflecting stance,
Celestial blade to revert to this state, as it will do so on its which when a creature attacks you it must succeed on a
own. When you are wielding the unawakened Celestial dexterity save. If it fails, you move behind it and take an
blade, you may decide to use one hand (which causes it to opportunity attack with advantage. On a success,
deal 1d10) or two hands (which causes it to deal 1d12). It automatically hits you and has advantage on its next attack
has a reach of 5ft. You can also do the following actions against you.
with it; You may use your charisma modifier when rolling to hit and
You can stab the blade into the ground, causing the ground damage with the Dualed Blades.
around you in a 10ft circle to become difficult terrain.
You can give up all additional attacks, give yourself Unarmored Defense
disadvantage on all saving throws the next turn, to make a Starting at 3rd level, when you are not wearing armor of any
climactic strike. On a hit, you deal an additional 4d6 slashing kind, your AC becomes 6 + your intelligence modifier + your
damage. The target of the strike also gains advantage on all of wisdom modifier + your charisma modifier.
its saving throws you inflict upon it next turn, and all attacks
made against you. Favored Enemy
Awakened: You must take an action to awaken the Beginning at 1st level, you have significant experience
Celestial Blade. When awakened, the blade counts as a studying, tracking, hunting, and even talking to aberrations
magic weapon, and it gains 5 charges. These charges can and monstrosities
be used to make a shock wave of pure energy fire off the You gain a +2 bonus to damage rolls with weapon attacks
celestial blade. This energy deals psychic and force against creatures of the chosen type. Additionally, you have
damage if it hits. Any creature up to 100ft. targeted by this advantage on Wisdom (Survival) checks to track your favored
attack can make a dexterity (acrobatics) save to avoid being enemies, as well as on Intelligence checks to recall
hit by the wave. The celestial blade stays awakened for 10 information about them.
minutes, or until you use up all of its charges. Afterwards it
reverts back into being unawakened. Finally, when you Learned Explorer
make melee attacks using the celestial blade while it is Starting at 3rd, you become a master of navigating the natural
awakened, all of its damage become pure force damage, world, and you react with swift and decisive action when
with an additional 1d4 of radiant damage. It has a reach of attacked. This grants you the following benefits:
10ft.
You may use your wisdom modifier when rolling to hit and You ignore difficult terrain.
damage with the celestial blade. You have advantage on initiative rolls.
Dualed Blades: Requires the sword-whip, extending sword, On your first turn during combat, you have advantage on
and the twinned blades. attack rolls against creatures that have not yet acted.
Unconnected: You can take a bonus action to unconnect In addition, you are skilled at navigating the wilderness. You
the dualed blades. When unconnected the two blades are gain the following benefits when traveling for an hour or
dual wielded and count as 2 seperate weapons. Each blade more:
deals 1d6 slashing damage, but you may attack with both Difficult terrain doesn’t slow your group’s travel.
weapons every time you attack when they are unconnected. Your group can’t become lost except by magical means.
Both have a reach of 5ft. You also gain the following Even when you are engaged in another activity while
features; traveling (such as foraging, navigating, or tracking), you
You may decide to take a practiced thrust, which deals remain alert to danger.
double damage on a hit, but preventing you from making any If you are traveling alone, you can move stealthily at a
additional attacks that turn. normal pace.
You can take a parrying stance with it using a bonus action. When you forage, you find twice as much food as you
If a creature attacks you while in this stance, you can make an normally would.
opportunity attack against it. While tracking other creatures, you also learn their exact
You can make a dashing attack if you have advantage, and number, their sizes, and how long ago they passed through
on a hit, you deal an additional 1d6 slashing damage for each the area.
blade.
Connected: You can take a bonus action to connect the
dualed blades. When connected, the blades deal 1d8
damage, and you may attack with both ends, letting you
deal an additional 1d4 every attack. You also gain the
following features;
You can make 2 additional attacks using your bonus action.

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Blood of mine enemies Arms
Blasting Arm: This prosthetic uses some of the
At 6th level you learn to drain the fading remnants of a techniques used when creating firearms. By taking an
creature’s you’ve slain life force to sustain you through action, you can pull a self-retreating string, then the hand
combat. When you reduce a hostile creature to 0 hit points of the arm flips down, revealing a miniature cannon barrel.
using a switch weapon, you gain temporary hit points equal to This barrel fires a shot of pure Black Powder, which has a
your Charisma modifier + your star touched level (minimum range of 5ft., and deals 1d12 fire and thunder damage on a
of 1). hit, but then you cannot use it again until your next long
You may instead create five blood bullets, which count as rest. Requires the additional material of 1lb of iron, and
magical and can be fired using a firearm even if you do not the cannon uses a full batch of black powder for every use.
have Black Powder on you. You can only have 10 blood bullets This prosthetic grants a +3 to your AC.
at any time. Grappling Arm: This prosthetic was built with the
intention of using a grappling hook to increase your
Extra Attack mobility. The grappling hook has a range of 30ft. and can
Beginning at 6th level, you can attack twice, instead of once, be used freely outside of combat to grab onto edge,
whenever you take the Attack action on your turn. overhanging formations, or to go into the branches of
trees, the top of houses or scaling walls/cliff faces.
Prosthetics Everytime you use this you must make a dexterity
(acrobatics) check. Inside of combat, it can be used to jump
tarting at 12th level, you gain the ability to create prosthetics up to half your movement speed to any point you can see
to replace lost limbs or eyes, each being enhanced with your by using an action, bonus action or a reaction. This
unnatural energies. Every prosthetic gives a +1 to AC, and prosthetic requires the additional materials of 30ft of rope
functions exactly like a normal body part, unless otherwise and at least 1 gram of bone.
stated. However, a prosthetic requires upkeep every 2 days,
which takes 10 minutes or more depending on how long you Legs
ignore it, with the effects of doing so seen in the table below; Sheathing leg: This prosthetic was created with the
intention of having a ready supply of throwing weapons.
The sheathing leg can hold up 15 monk darts, which you
can spend a minute crafting 5 so long as you have a gram
Prostehetic upkeep table of metal and a ready supply of wood. You can take an
Days Required action to activate the prosthetic, causing the kneww to split
Without time for out into 4 pieces pedalled around your supply of darts, and
upkepp upkeep Effects of not being upkept preventing you from moving so long as you have the
prosthetic activated. This prosthetic requires the additional
2
10
- materials of 1lb of silver, and copper.
minutes Booming leg: This prosthetic was created specifically for
All rolls associated with the prosthetic combat and utility. The booming leg has 5 cylindrical
3 1 hour gains a -1 modifier, replacing any it may cartridges around the ankle. Each cartridge contains 5
have given. grams of Black Powder, which can be used to either give
All rolls associated with the prosthetic an additional 5ft. when jumping, or to deal 1d4 force and
1 short gains a -1 modifier, replacing any it may thunder damage for every cartridge used, but you do not
4
rest have given, and you gain disadvantage regain any uses until your next long rest. This prosthetic
with them. consumes a batch of Blackpowder after 6 uses, but causes
that batch to be unusable for any other feature that can use
All rolls associated with the prosthetic Black Powder simply due to the fact that each batch is
5
1 long
gains a -1 modifier, replacing any it may
have given, you gain disadvantage with
measured for exactness in usage.
rest
them, and any effects given to you by
the prosthetic becomes unusable
The prosthetics completely stops
function, making it completely useless
6 1 day and preventing you from performing
actions that you would be able to do
with a normal limb or eye

Creating prosthetics
Creating prosthetics requires 4 hours of work, 50gp worth of
any metal, 75gp worth of wood, 9ft. of twine, and you must
have your Smith’s tools and Woodcarver’s tools. Prosthetics
give an additional effect when used.

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Eyes Your aberrant abilities have given you the ability to enchant
Soul seeing eye: This prosthetic was made for the your weapons, and to increase their damage output, at a hefty
purpose of tracking magic and seeing through any cost. Starting at 12th level you can decide to attack yourself
disguises or invisibility. The eyes look like small tan caps with a switch weapon, taking the appropriate damage when
over your eyelids, or like doll eyes, with the pupils being doing so, and using your action for the turn. Afterwards, your
slits instead of being rounded. The prosthetic acts as if you weapons become covered in mystical blood, adding an
have Detect Magic constantly on, you can see invisible additional 1d6 of the same weapon type as the Switch
creatures, and you are not fooled by any spells, features, or weapon, or whatever damage the switch weapon dealt, and
kits that would alter or disguise a creature's appearance. giving every weapon with a reach of 5ft. an additional 5ft. of
However, you are completely blind in the eye replaced with range. However, for every turn you have this feature active, you
this prosthetic, causing you to lose ⅓ of your passive take 1d6 unmitigated damage, you can end this effect using a
perception and are unable to see anything using the eye. bonus action, or your reaction.
Requires the additional materials of leather straps the lens At 16th level you can ignite the blood’s mystical properties,
of an eye from a medium creature. taking an additional 1d4 unmitigated psychic damage every
Divining eye: This prosthetic was made for the purpose of turn to add 1d4 of fire, lightening, or radiant damage to your
gaining the ability to gain premonitions and telling if a weapon
creature is possessed or charmed. The eye looks like a ball Born by the blood
of some type of metal or crystal. Randomly, the grants you
premonitions based on the Augury spell (the DM decides
when, if ever), and you can tell if a creature is currently Colossus Slayer
being possessed or is charmed by an effect. However, you Your tenacity can wear down the most potent foes. When you
are completely blind in the eye replaced with this hit a creature with a weapon attack, the creature takes an
prosthetic, causing you to lose ⅓ of your passive extra 1d8 damage if it’s below its hit point maximum. You can
perception and are unable to see anything using the eye. deal this extra damage only once per turn.
Requires the additional materials of 10grams of silver and
1 gemstone of anytype and worth. Giant Killer
When a Large or larger creature within 5 feet of you hits or
If both eyes on a creature are replaced by prosthetic eyes, it misses you with an attack, you can use your reaction to attack
loses ⅔ of its passive perception (rounded down), but gains that creature immediately after its attack, provided that you
blindsight of up to 30ft., but is completely and totally blind can see the creature.
beyond this range.
Horde Breaker
Equipping Prosthetics Once on each of your turns when you make a weapon attack,
When attempting to equip a prosthetic, it is important to note you can make another attack with the same weapon against a
that it replaces whatever part of the body the prosthetic different creature that is within 5 feet of the original target
functions as. This means a creature with both eyes and all of and within range of your weapon.
its limbs is unable to equip any prosthetic. As such, a creature
can choose to have the corresponding body part to equip a Escape the Horde
prosthetic. This process is painful, and dangerous, as well as Opportunity attacks against you are made with disadvantage.
time consuming. It takes 3 hours to safely remove a body from
a creature, causing it to take unmitigated damage equal to Multiattack Defense
1d12. You can shorten the process to an hour, but you must When a creature hits you with an attack, you gain a +4 bonus
roll a d20, and on a roll of 1 or 20, the creature that is going to AC against all subsequent attacks made by that creature for
through the process dies. It takes 2 hours to actually equip a the rest of the turn.
prosthetics, which is not as dangerous, but is also very painful.
Equiping a prosthetic causes a creature to take 1d4 Steel Will
unmitigated damage. Afterwards, the prosthetic functions You have advantage on saving throws against being frightened.
completely normally.
You are able to put yourself through the body part removal Made by the blood
process, and to equip a prosthetic onto yourself by yourself,
but it doubles the time required to do so. You can have help, At 16th level, you gain a set of abilities that are fueled by
which brings it down to the original time, and you may equip a special dice called superiority dice.
prosthetic to one willing creature. Superiority Dice. You have six superiority dice, which are
d8s. A superiority die is expended when you use it. You regain
Blood of mineself all of your expended superiority dice when you finish a short
or long rest.

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Using Superiority Dice: You can expend superiority dice to
gain a number of different benefits:
Precision Attack: When you make a weapon attack
against a creature, you can expend one superiority die to
add it to the attack roll. You can use this ability before or
after making the attack roll, but before any of the effects of
the attack are applied, and you must be using a switch
weapon to be able to use this option.
Sharpened Senses: When you make a Wisdom
(Perception) check to detect a hidden creature or object, or
a Wisdom (Insight) check to determine if someone is lying
to you, you can expend one superiority die to add it to the
roll. You can use this feature after seeing the total but
before learning if you succeeded or failed.
Superior Willpower: When you make an Intelligence, a
Wisdom, or a Charisma saving throw, you can expend one
superiority die to add it to the roll. You can use this feature
only before you learn if the save succeeded or failed.

43
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Ruined by the blood You regenerate 9 hit points at the start of each round
unless the damage taken came from a weapon you're
At 20th level you can release the desire for death and vulnerable to, or from a critical hit.
destruction raging in your blood to take physical form. Once
per day, for 1 hour, you transform into a hybrid beast, anything
you are wearing, holding or have on your person when you
enter this transformation is shunted to a pocket dimension
directly connected to you. You also have the following
changes;
You have immunity to non magical slashing piercing, or
bludgeoning damage except when inflicted by a firearm,
switch weapon, or silvered weapon.
You gain vulnerability to silvered weapons.
You gain vulnerability to firearms and switch weapons.
You gain vulnerability to fire damage.
Your creature size changes to large, unless you where
small or tiny, in which case it changes to medium, or if you
were already large, in which case you become the
maximum size for large creatures.
Your creature type changes to monstrosity and aberration,
causing you to be affected by effects that specify either
type.
Additionally, while transformed you gain the following
features;
You gain natural weapons, 2 claws and a maw. Both can be
used to make unarmed attacks.
You may double your proficiency bonus when making an
attack with your natural weapons attack.
You may use your Intelligence, Wisdom, or Charisma
modifier when rolling to hit, and to your damage roll with
your naturel weapons.
You gain a claw attack, where you attack with both of your
claws, each dealing 1d8 slashing damage on a hit.
You gain a bite attack, which deals 1d6 piercing damage on
a hit.
You sprout a multitude of tendrils, 5 of which count as
natural weapons, have a reach of 10ft. and can be used to
make unarmed attacks.
You can make a sweeping tendril attack, where you make a
maximum of 5 separate attacks against all creatures in
range of your tendrils, dealing 2d4 bludgeoning damage on
a hit for each.
You may make a piercing tendril attack, where you make
three attacks using three of your tendrils against one
creature, dealing 1d4 for each tendril on a hit.
You gain a regurgitation attack, which has a range of 5ft.,
deals 1d6 acid damage, and the target must make a
constitution save or be poisoned for 1 round.
You can make a scream attack, which forces every creature
within 20ft. Of you to make a dexterity save or take 1d6
force damage and be knocked prone.
You gain a multiattack feature which lets you make three
attacks using any combination of the attacks you gain from
your transformation.
You can cast Arms of Hadar innately, at will, without
expending material components.
You can cast Psychic Scream innately, at will, without
expending material components, once.
Your natural weapons count as Switch Weapons in regards
to you eldritch emergence features requiring them.

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The Fanaticle Crusader
Driven with an unending drive, these Star Touched have taken
the trauma of their contact with the Great Old Ones and
turned it into a pedestal of strength. Very much like Guardians
of the Gate, and Good Hunters, they go around searching for
aberrations to cleanse. However, unlike their “brothers”, on
either side of the spectrum, they are true believers of the
saying “the ends justify the means”. Fanaticle Crusaders have
burned and destroyed entire villages on the mere suspicion
that there may be a cult worshiping one of, or all, of the Great
Old Ones, and that every one of the villagers are tainted by
their corruption. They cannot be fully blamed for this however,
as many of the Star Touched often use such guises for their
own ends, and only another Star Touched could hope to find
such things without days of investigation, they know their
own.
Fanaticle Crusaders reject the usage of their powers
completely, unable to stand the taint of them. This doesn’t
help with their insanity however, as only careful training in
controlling them would cure them, but it has given them the
ability to focus their strengths on physicality while also
ironically making their insanity worse. Fanatcile Crusaders
refuse to suffer aberrations, and those affiliated with them,
using any means necessary to stop the spread of their
influence. This includes outright evil actions, as any individual,
no matter status, condition, or age can be tortured, kidnapped,
or killed in an especially brutal way, such as being burnt alive.
The actual innocence of the target doesn’t matter, so long as
the taint of The Great Old Ones doesn’t spread. They can even
be seen taking their fight on guilds of Eye Tyrants, hunting
Aboleths, and raiding colonies of Mind Flayers. Slaying
servants, slaves, and followers alike in these cases, as three
innocent lives for every one tainted life is considered
acceptable. However, this fanaticism reaches deep down to
their souls, causing them to take suicidal actions to cleanse
even themselves from this world.

Trying to play this sub-class may prove diffficult for


some, and it is highly recomended that one avoids
doing so if there is a memeber of the party that has
an affiliation with something from the Lovecraft
mythos, like a Great Old One Warlock.

Rejection of your Heritage


When you choose this Eldritch Emergence at 3rd level, you
lose the ability to use your ZUnnatural Casting, Telepathy, and
Black Speech features, though you can still read, write, and
speak undercommon and deepspeech. You are no longer
proficient in charisma and wisdom saves.
You gain the following features in replacement to those you
lost;
Danger Sense: You gain an uncanny sense of when things
nearby aren't as they should be, giving you an edge when
you dodge away from danger. You have advantage on
Dexterity saving throws against effects that you can see,
such as traps and spells. To gain this benefit, you can't be
blinded, deafened, or incapacitated.

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Action Surge: You can push yourself beyond your normal When you engage in two-weapon fighting, you can add your
limits for a moment. On your turn, you can take one ability modifier to the damage of the second attack.
additional action on top of your regular action and a
possible bonus action. Once you use this feature, you must Hardened body
finish a short or long rest before you can use it again. At 3rd level, you have advantage on all constitution saving
Reckless Attack: You can throw aside all concern for throws.
defense to attack with fierce desperation. When you make
your first attack on your turn, you can decide to attack Advanced tactics
recklessly. Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but attack rolls At 6th, you learn maneuvers that are fueled by special dice
against you have advantage until your next turn. called superiority dice.
You gain proficiency in Strength and Dexterity throws to Maneuvers: You learn the five maneuvers listed below.
replace the saving throws you lost, you also gain a +2 to either These maneuvers enhance your attacks in some way. You can
your strength or dexterity, and a +1 to your constitution. use only one maneuver per attack.
Superiority Dice: You have five superiority dice, which are
Price of Rejection d8s. A superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a short
You gain one additional effect of insanity when you choose or long rest.
this Eldritch Emergence at 3rd level. Saving Throws: Some of your maneuvers require your
target to make a saving throw to resist the maneuver's effects.
Death Seeker The saving throw DC is calculated as follows:
When you choose this Eldritch Emergence at 3rd level you Maneuver save DC = 8 + your proficiency bonus + your
have permanent disadvantage on all death saving throws. Strength or Dexterity modifier (your choice)
Bonus Proficiencies Executions
When you choose this Eldritch Emergence at 3rd level you At 6th level you gain executions. Executions are fueled
gain proficiency in Athletics, or Acrobatics, and investigation, superiority die, but can only be used when a creature drops to
shields, medium armor, and martial weapons. 0 hit points due to an attack from you. However, due to their
limitations, they give greater bonuses to you, or cause
Fighting Style stronger effects. The execution done is determined by the
At 3rd level you adopt a particular style of fighting as your weapon damage type you are using. Some executions require
specialty. Choose one of the following options. You can't take a a save, the save DC is the same as your Maneuver save DC.
Fighting Style option more than once, even if you later get to If a creature has less than 6 hit points, you can use an
choose again. execution to kill it instantly, but it can make a save, upon a
success, it survives and the superiority die is still expended,
Archery upon a failure, it is executed. You may also use an execution if
You gain a +2 bonus to attack rolls you make with ranged you roll a critical hit, and the creature has less than 15 hit
weapons. points remaining. Useing an execution in this manor kills the
creature instantly.
Defense
While you are wearing armor, you gain a +1 bonus to AC. Burn in Righteous Flame
Dueling
At 12th level ,you have learned to create an incendiary that you
may use in place of your executions or on a incapcitated
When you are wielding a melee weapon in one hand and no creature. In order to create the incedairy, you must first spend
other weapons, you gain a +2 bonus to damage rolls with that one minute foraging for the necessary materials, and then you
weapon. must have some way to light the incendiary.
Great Weapon Fighting
When using the incendairy against one incapacitated
creature, it kills it in three rounds unless the flames are put
When you roll a 1 or 2 on a damage die for an attack you out. It takes an action to put the flames out, and the creature
make with a melee weapon that you are wielding with two must make a DC 15 wisdom (survival) check and succeed
hands, you can reroll the die and must use the new roll, even if before putting the flames out, and on a critical failure, the
the new roll is a 1 or a 2. The weapon must have the two- flames spread to the creature attempting to put the flames
handed or versatile property for you to gain this benefit. out. Creatures that are immune to fire damage are unaffected,
creature’s resistant to fire damage take 1d12 fire damage
Protection instead (resistance still applies), creatures vulnerable to fire
When a creature you can see attacks a target other than you damage die in 1 round.
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding
a shield.
Two-Weapon Fighting

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It takes an action to light the incedary.
If used in place of an execution, you must also expend a
superiority die as well, the incendiary kills the creature, and
every creature that can hear and see the event are frightened
of you for the rest of the round and one turn after. They are
unable to approach the burnt corpse of the creature you killed
this way. Creatures immune to fire damage cannot have this
execution done to it, nor are they affected by the fear effect
and can freely pass over the burnt corpse.
This is an excessively cruel, brutal, and sadistic way to kill a
creature, and is considered as an evil action by others.
Dissociation of Mind and Body
At 16th level you can dissociate yourself from your body,
causing you to lose your fear of harm and death. On your turn,
you can dissociate yourself as a bonus action.
While dissociated, you gain the following benefits if you
aren't wearing medium or heavy armor:
You have advantage on Constitution saving throws
You have resistance to bludgeoning, piercing, and slashing
damage
You cannot be incapacitated except by magical means or
by falling to 0 hit points
If you were to drop to 0 hit points due to an attack or spell,
you can make a Charisma saving throw (DC 5 + the
damage taken). On a success, you instead drop to 1 hit
point. You can't use this feature if you are reduced to 0 hit
points by a critical hit.
You gain a +20 to your movement speed
If you are able to cast spells, you can't cast them or
concentrate on them while dissociated.
Your dissociation lasts for 1 minute. It ends early if you
haven't used any of your Eldritch emergence features or if
your turn ends and you haven't attacked a hostile creature
since your last turn or taken damage since then. You can also
end your dissociation on your turn as a bonus action.You may
dissociate a total of 5 times before you may do so again. If you
have dropped to 0 hit points while dissociated or leave your
dissociation with half or below your total hit points, you gain 3
levels of exhaustion and your walking speed is halved.

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Fervor of the Fanatic
Your fervor for the destruction of the taint allows you to pull
impossible feats. Once per day, you may use your executions
without expending superiority die, and may kill any creature
that could be killed by said executions, of CR 9 or lower when
you successfully hit the creature, additionally, you get criticals
on 19s and 20s, for one hour.
You may also decide to take 4d10 additional damage to
increase the CR maximum by one to a maximum of four
times. You must take this damage every time you attack.

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Manuvers
Disarming Attack: When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your choice
that it's holding. You add the superiority die to the attack's
damage roll, and the target must make a Strength saving
throw. On a failed save, it drops the object you choose. The
object lands at its feet. Lunging Attack: When you make a
melee weapon attack on your turn, you can expend one
superiority die to increase your reach for that attack by 5 feet.
If you hit, you add the superiority die to the attack's damage
roll.
Pushing Attack: When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to drive
the target back. You add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it must make
a Strength saving throw. On a failed save, you push the target
up to 15 feet away from you.
Sweeping Attack: When you hit a creature with a melee
weapon attack, you can expend one superiority die to attempt
to damage another creature with the same attack. Choose
another creature within 5 feet of the original target and within
your reach. If the original attack roll would hit the second
creature, it takes damage equal to the number you roll on your
superiority die. The damage is of the same type dealt by the
original attack.
Menacing Attack: When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
frighten the target. You add the superiority die to the attack's
damage roll, and the target must make a Wisdom saving
throw. On a failed save, it is frightened of you until the end of
your next turn.
Executions
Off with his head: Caused by a weapon that deals slashing
damage. You brutally slash off a creature's head, killing it, and
causing you to gain advantage on your next attack.
Smashed to dust: Caused by a weapon that deals slashing
damage. You savagely smash portions of the creature's body,
forcing every creature that can see the event to make a save,
on a failure, they are given the frightened condition. Creatures
that can not see you are unaffected.
Stabbed through the heart: Caused by a weapon that
deals piercing damage. You cruelly run the creature through
the heart, before lifting it up and pulling your weapon free.
Any creature that attacks you has disadvantage next turn. A
kill shot: Caused by a ranged weapon. You fire your one shot
of your ammunition through the creature’s head, causing it
allies within 5ft. of it to be stunned. Creatures that can not see
you are unaffected.

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Rapturous Prophet
Quite possibly the worst of the worst of the Star Touched,
these individuals are exactly what the Occultist had tried to
be, what Mad Speakers failed to be, holders of the knowledge
that Cosmic Scholars seek out so desperately, and what the
Guardian of the Gate, Good Hunter, and Fanaticle Crusader
try to purge from the prime material plane. Mad beyond
compare, they gleefully serve their “gods” in every manner
presented to them, with no cost to high, no action to
disdainful, they bring chaos for the sake of chaos.
Rapturous Prophets are often the leader of cults, and often
have a host of occultists serving under them, promising them
ascension in the same manner that they have achieved it,
whispered lies of the mad to the mad. Rapturous Prophets
have no higher beliefs, they see no point in life, thinking of it
as a mistake, and seeing undeath as nothing more than a
falsehood of life, they crave for death and destruction. They do
not care if their “gods” do not care for them, they do not care
what happens to their soul after death, they do not care about
the lives of other beings, they view the whole of creation as a
mistake. They greatest gift they could ask for is to be one with
one of their “gods”, be it as having their soul devoured, being
absorbed into their bodies, or joining them in eternal
servitude.
Nihilistic views and morality
Due to the extremity of your insanity, you are capable of doing
everything. You have no goals short of those given to you by
the Great Old Ones, and even then you know that they may
not actually care if said goals are ever accomplished, or what
the cost of said goals are. IF you had to give one goal for your
miserable life, it would be to allow the Great Old Ones the
power to do what they wish for the various planes of reality.
Everything and everyone, including yourself, is nothing more
than a tool, a meaningless tool at that, for this end.
You do not suffer any penalties that normal characters
would if you were to commit an act of great evil, besides the
resulting shifts of opinions and viewpoints that such an action
would cause.
Chaos for Chaos’s sake
You must actively create as much strife as possible in as many
places as possible when given the chance to do so, for no
other reason other than to do so. This does not mean that you
do so indiscriminately however. In your inherently
contradictory nature, you have an orderly way of setting things
to spin out of control. Everything you do is for the Great Old
Ones, the beings that embodied insanity and chaos in its
purest form, and so only the purest offerings of insanity and
chaos are acceptable.

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Friend to the Dark You use your Wisdom modifier when casting these spells,
Sentient evil beings that have the capacity to know what the you must use material components, a focus, or take 1d4
nature of your soul/alignment are, under normal psychic damage that cannot be mitigated in any way. You can
circumstances, neutral or unfriendly towards you. You are only cast each spell once per day using this feature.
capable of working with Devils and Demons, Yuan-ti, Eldritch Blasphemies
Werewolves, or even the minions of evil gods. However, just
because you are capable of working with these beings, you are Your deep bond to the Great Old Ones has given you a unique
in no way friends, but are actually temporary allies in the best ability to use spells, at a great cost.
of circumstances, and you will engage in hostilities just as
often as you do not. The end of these encounters depends Unique casting
entirely on whatever you, and the second party, are trying to Unlike every other class/sub-class with the capability to
accomplish, and for what reason you are trying to accomplish properly cast spells, you do not have any spell slots, but rather
that goal. You are first and foremost, forever and always, a gain access to certain spells that require \you taking 1d6
servant the Great Old Ones, before any other mortal psychic damage for every time you cast. The cost of the spell
connections. goes up by an additional 1d4 for every level it goes above 3rd.,
maxing out at 4d4.
Additionally, you have a maximum casting amount per day,
Contradictory nature which goes up at certain levels as you progress in this class,
Due to the nature of your extreme insanity, you and you cannot go over this maximum casting limit per day.
have an inherently contradictory nature. While you You know every spell on your spell list, and if you are of a
believe in nothing, you Worship the Great Old Ones level that lets you cast it, you already have it prepared and
as divine beings, while you only wish for chaos for ready to cast at any time. The only exception to this are spells
the sake of chaos, you wish for it as a way to honor of 6th level and above. You may only cast 6th level and above
the Great Old Ones, and finally, while you cause as
much chaos as possible, and whenever possible,
spells once per day at any point of time.
you limit yourself to the absolute best opportunities
Finally, any and all of your spells that you can cast in this
to do so. You are a natural planner, orchestrating class change to being considered Psionics instead of Arcane
grand designs that mean absolutely nothing in the magic.
end. You lead cults dedicated to causing You use your intelligence modifier to cast these spells.
meaningless destruction and death, but the cults
have strict rules and a stratified hierarchy. You think Spell save DC= 8 + your proficiency bonus + Intelligence
in the long term, but said long term is nothing more modifier.
than meaningless chaos. The biggest contradictory Spell Attack modifier= your proficiency bonus +
action you partake in is causing the chaos, which is Intelligence modifier.
supposed to be meaningless in nature, but is also
MEANT to be an offering to your “gods”.

Enlightened madness
When you choose this Eldritch Emergence at 3rd level, you
choose an additional 3 symptoms of madness, you cannot be
cured of your madness by anyrthing short of a Wish.
Enhanced Unnatural Casting
Your unique mind set has increased your innate magical
abilities. When you take this Eldritch Emergence at 3rd level
your innate casting table expands. You immediately learn
mage hand with the following alterations;
The hand is invisible always
You can stow one object the hand is holding in a container
worn or carried by another creature.
You can retrieve an object in a container worn or carried by
another creature.
You can use any tools that you are proficient with (if any).
You also learn the following cantrips, Eldritch Blast,
Guidance, Vicious Mockery and Minor Illusion.
You are able to cast these cantrips a number of times equal
to your intelligence modifier per day, and you use your
intelligence modifier when casting them.
Additionally, you also gain Cause Fear, Calm Emotions, and
Detect Thoughts at 3rd level, Telekinesis and Rary's
Telepathic Bond at 12th level, and finally Telepathy at 16th.

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Blasphemous Gift Depending on the materials involved with constructing your
Blasphemous Gift, your DM will decide the difficulty getting
You have been a “gift” to focus your rampaging energies by them and the time it takes to craft it.
your “gods”, most likely by mistake. You have a Blasphemous
gift, which is used as your focus to cast your spells. Your
blasphemous gift is an item that can either be worn or held.
You can freely construct your own blasphemous gift, but it
must be constructed of materials that would be considered a
crime to obtain, such as desecrated artifacts, or the bones of a
sentient being you killed. It’s appearance is whatever you
decide it to be.

The Rapturous Prophet


Level Castings per day Max Spell level 6th 7th 8th 9th
3rd 3 2nd — — - -
4th 3 2nd - - - -
5th 3 2nd - - - -
6th 4 3rd - - - -
7th 4 3rd - - - -
8th 4 3rd - - - -
9th 5 4th - - - -
10th 5 4th - - - -
11th 5 5th - - - -
12th 6 5th once - - -
13th 6 6th once - - -
14th 6 6th once - - -
15th 7 7th once once - -
16th 7 7th once once - -
17th 7 8th once once once -
18th 8 8th once once once -
19th 8 9th once once once once
20th 8 9th once once once once

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Unarmored Defense At 6th level you have access to the following abominable
gifts. You can instead roll a d4 to decide which abominable
Starting at 3rd level, when you are not wearing armor of any gift is applied. You may also roll a d6, where a 6 causes you to
kind, your AC becomes 6 + your intelligence modifier + your gain two gifts instead of one, and a 5 causes you to get
wisdom modifier + your charisma modifier. nothing. If you choose the rolling option, you must continue to
do so every time you gain a gift.
Rend for the Old Ones
01: Piercing Tendril
When you take this Eldritch emergence at 3rd level, you can The gift causes a large, pinkish red cyst to sprout from your
turn your weaponry toxic to the mind as well as the body. back, which holds the tendril. Everytime you take the attack
When you take the attack action, you can decide to add an option, you may decide to use the piercing tendril instead. You
additional 1d4 of psychic damage to the attack. can only attack once using it, it deals 2d6 piercing damage,
You can only use this feature three times before needing to and uses your wisdom modifier to hit and damage. This gift
take a long rest to do so again. slithers inside of your back at will, and slithers out, and
around your arm at will. When it is out, you cannot use that
Stressful Sermon arm for anything other than attacking. It looks like a reddish,
Also at 3rd level, you may use an action to sing a tune of pink octopus arm that has a hook at the end of it, and it has
madness, causing each creature in 20ft. of you to make a teeth instead of suction cups. It has a reach of 10ft.
Wisdom save. Those that fail have disadvantage on their next
attack. 02: Siren Jaw
The gift causes a medium, reddish, pink cyst to grow at the
Preaching of the mad base of the back of your neck, and if you are female, an Adams
Starting at 6th level you can now infect every word you say apple-like bulge to push out through your throat. As an action,
with madness. You gain the following options: you can cause two fleshy, pulsating, boneless, reddish, pink
lower jaw pieces to slide together and a set of lower teeth to
If you speak to a humanoid alone for at least 1 minute, you force their way up through your throat, finishing the lower jaw.
can attempt to seed paranoia and fear into its mind. At the Using the siren jaw, you can add an additional 1d6 to your
end of the conversation, the target must succeed on a black speech feature. You may use an action to reverse the
Wisdom saving throw against your spell save DC or be process, and so long as the gift is out, you cannot speak
frightened of you or another creature of your choice. The anything but Deep Speech.
target is frightened in this way for 1 hour, until it is 03: Explosive Pustules
attacked or damaged, or until it witnesses its allies being
attacked or damaged. The gift causes hundreds of thousands of cancerous, bloody,
pustules of varying sizes to form around your body. As a
If the target succeeds on its saving throw, the target has no reaction, you can decide to take 1d4 force damage after being
hint that you tried to frighten it. attacked, and if you do, the attacker gets dealt 1d4 acid
When a creature that you can see within 30 feet of you damage from pustules that you forced to pop, and the attacker
makes an attack roll, an ability check, or a damage roll, you must make a constitution save or be poisoned for one turn.
can use your reaction to impose disadvantage on it. 04: Aberrant Arms
You may use this feature three times before needing to take The gift causes eight reddish, pink tendrils to sprout randomly
a long rest. on your lower body, around your legs. You gain a climb speed
equal to your movement speed, and each individual tendril can
Abominable “Gifts” hold an item of 5lb., but cannot wield weapons.
Starting at 6th level you begin to be “gifted” horrific 05: Nothing
mutations. These “gifts'' are the only thing that could be You fail to form a gift, causing disadvantage on all of your
considered to have meaning to you, besides your “gods”, and ability rolls until your next long rest.
so you are more than willing to show them off to the world,
unless it interferes with one of your plans. 06: Two picks
Every abominable gift causes a -3 modifier to your charisma You manage to form two gifts instead of one, you may roll for
rolls during any kind of diplomacy, excluding intimidation. these gifts again using a d4 (rerolling if you get the same
This malus is instead turned into a bonus when doing result). Additionally, you gain a +1 to all of your ability rolls
diplomacy with other cultists, and allows you to say your until your next short or long rest.
piece, leave without hostilities or even cause a friendly
attitude when in regards with other evil creatures.
This only applies if they are openly displayed.
The malus doubles for good aligned creatures.
You gain additional gifts at higher levels

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All of these gifts can be concealed using armor or clothing, but If you already have the Siren Jaw gift, you can no longer
in order to use them the armor or clothing must be specially retract it, but you regain the ability to speak
made to you to do so, or you must be wearing rags or an easily undercommon, the tendrils and lower jaw contorting
removed robe. unnaturally to do so, which causes any attempt at
At 12th level you gain an additional chance to form an persuasion failing immediately unless the creature is an
abominable gift. You also gain more additional options, letting aberrant, devil, demon, hag, or any other creature of evil
you choose an additional level 6 gift, or one level 12 gift. You alignment.
may roll instead if you did so before, and you must use the die
you used before while doing so. 05: Nothing
You fail to form a gift, causing disadvantage on all of your
01: Lashing Tongue ability rolls until your next long rest.
The gift causes your tongue to enlarge, elongate, and grow
teeth. You can use your bonus action to lash your tongue 06: Two picks
against one creature, it deals 1d6 slashing damage on a hit. You manage to form two gifts instead of one, you may roll for
You use your charisma modifier when rolling to hit. You are these gifts again using a d4 (rerolling if you get the same
unable to normally speak with this gift, forcing you to use result). Additionally, you gain a +1 to all of your ability rolls
stuttering and broken language, but can speak Deep Speech until your next short or long rest.
and Abyssal (if you know it) perfectly. You are unable to wear armor anymore, and you cannot
wear normal clothing. You cannot conceal any of your gifts
If you already have the Siren Jaw gift, you can no longer anymore, unless you are wearing rags or an easily removed
retract it, and you can no longer speak anything but Deep robe with a hooded cloak, and even then, any creature that
Speech, gaining a +1 when rolling persuasion checks with makes a DC 9 wisdom (perception) check will immediately
creatures who can understand you, but forcing you to find know about your mutations.
alternative ways to communicate to those that can’t. At 16th level you once again gain the option to pick another
This gift doesn’t interact with the repurposed spine gift. abominable gift. You may choose the last two level six gifts,
02: Repurposed Spine one more level 12 gift, or one level 16 gift. If you rolled the last
two times, you must do so once more.
The gift has caused your spine to become redundant, giving
you a +1 to con., and so it has drastically altered it. You are 01: Arachnoid lower body
now able to pull your Spine out through your mouth, the The gift causes you to manifest a carapaced lower body that
hip/tailbone portion has become a sharpened tip, and you can has eight segmented legs, four of which have been repurposed
use your reaction to attempt to hit a creature in front of you to be used as grasping claws. The first pair lies at the point of
dealing 1d8 piercing damage on a hite. You may use your origin between your upper and lower bodies, and can be used
intelligence modifier when rolling to hit. It has a reach of 10ft. to hold items of 5lb. maximum, but cannot hold weapons. The
This gift doesn’t interact with any other gift. second, larger pair lies where your first set of legs would have
lied, and can be used to make a one slam attack that deals 1d8
03: Boneless Limbs bludgeoning damage on a hit, and the target must succeed on
The gift causes all of your limbs to become reddish, pink and a DC 12 strength (athletics) check or be knocked prone. They
boneless. They also lose their fingers and toes, becoming a can be used to carry items that are 20lb. maximum. You gain
tendril, with your legs splitting to form three. This gives you an additional 2ft. in height, and 10lb. in weight. You gain a +3
advantage with dexterity (sleight of hand) checks, causes your to your AC.You may use your intelligence, wisdom, or
climbing speed to have a minimum of 30ft., but also causes charisma modifier (whichever is highest at any point of time)
you to lose 10ft. in movement speed. when rolling to hit and damage.
If you have the piercing tendril gift, you are no longer able If you have the boneless limbs gift, the first set of grasping
to retract it, and it fuses with your arm, which retains its claws instead become tendrils that function as normal
original structure and doesn’t turn into a tendril, and your arms, with a third tendril that also acts as a functional arm.
pointer, middle, and ring fingers fuse with the end of the You also regain your lost movement speed.
tendril. The tendril can now switch between doing slashing If you have the aberrant arms gift, the tendrils ring the the
(having repurpose the bones of your fingers to form a point of connection between your upper and lower bodies,
makeshift blade) or piercing damage. and each arm can now carry 5lb. each, maximum. Your
If you have the aberrant arms gift, you also gain a climbing speed goes up by 5ft.
swimming speed of 20ft. If you have both the boneless limbs and aberrant arms
gifts, your swimming speed is increased by 5ft.
04: Undulating Lips
The gift causes your entire upper jaw to split into four
writhing, toothed, reddish, pink tendrils. You can no longer
speak any language other than Deep Speech, nor do you need
to form somatic components for any spells you cast, your
tendrils doing both for you.

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If you have the exploding pustules gift, you no longer take
02: Bladed Tail force damage when using your reaction to activate them.
The gift causes you to sprout a tail that has converted your The pustules center around the edges of the eye and take
tailbone into a cutting blade. You can use your action to make up your chest region.
two tail attacks, which deals 1d8 bludgeoning, or 1d8 slashing
(your choice) damage on a hit. You may use your intelligence, 05: Nothing
wisdom, or charisma modifier (whichever is highest at any You fail to form a gift, causing disadvantage on all of your
point of time) when rolling to hit and damage. ability rolls until your next long rest.
If you have the piercing tendril gift, you can still make one If you have failed to manifest a gift all three times you have
attack using your tail. attempted to, you have managed to gain the ire of the
If you have the repurposed spine gift, you gain the ability to Great Old Ones, consciously or subconsciously. You
shoot spikes of bone, which deal 1d8 piercing and have a subtract your constitution modifier from your current total
range of 10/50ft. You may use your intelligence, wisdom, or hit points, and you do not add it when rolling for to gain hit
charisma modifier (whichever is highest at any point of points when you level up.
time) when rolling to hit and damage.
If you have both the piercing tendril and repurposed spine 06: Two picks
gifts, you can make an additional attack even if you attack You manage to form Either the two gifts from the level 6 list
using the piercing tendril. along with one from the other two so long as you have already
manifested two of the four level 6 options, two from any list, or
03: Vestigial Heads two from the 12th or 16th level list Additionally, you gain a +1
The gift causes your hands on each of your arms to twist, to all of your ability rolls until your next short or long rest.
distort, break, and eventually form into two mouths that have
vestigial eyes sporadically dotted around them, have useless If you have managed to pick two from any list every time
grey matter exposed and are filled with three rows of flat, you have rolled, you have strengthened your body, allowing
crushing teeth. You may attempt to grapple one creature you to add your constitution modifier to your AC.
where it must make either a Strength (Athletics) or Dexterity You can no longer conceal your gifts.
(Acrobatics)-its choice-or it is considered grappled. Each turn
the creature is grappled, it takes 3d6 bludgeoning damage, the
target is restrained, and it may repeat the save at the start of
every one of its turns. You become unable to hold weaponry.
You may use your intelligence, wisdom, or charisma modifier
(whichever is highest at any point of time) when rolling to hit
and damage.
If you have the piercing tendril gift, your arms each gain
one piercing tendril, and may each attack using them once.
The tendril acts as a tongue
If you have the boneless limbs gift the heads become
functional, giving you the following benefit: While you have
more than one head, you have advantage on saving throws
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious. Whenever you take 25
or more damage in a single turn, one of the two extra
heads dies. If both heads die, you lose this benefit. You
regrow any lost heads every short or long rest. You cannot
use your heads for anything other than attacking.
If you have both the piercing tendril and boneless limbs
gifts, you are able to make a multi attack where you use
one of each attack you gain from the vestigial head and
piercing tendril gifts. You gain the same benefits as you do
when you have the boneless limbs and vestigial heads
features. The piercing tendril acts as a tongue for the
heads. You cannot use your heads for anything other than
attacking.
04:Bulging Eye
The gift causes you to grow a huge, bulging eye that takes up
the entirety of your stomach region. You can use this eye to
force any creature within 10ft. of you, that you can see, or can
see you, to make a DC 10 Wisdom save, otherwise it becomes
stunned.

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Tearing of the fabric Extract Brain: You must target one incapcitated creature
that you can physically touch, it takes 1d10 piercing damage
At 16th level you have gained the ability to manipulate the and is considered grappled by you if it is not already so. At the
battlefield in unprecedented ways. As an action you may beginning of each of its and your turns it takes an additional
choose one of the following for the following effects: d10 of piercing and psychic damage. If the creature is reduced
to 0 HP by this damage, it is killed and has its brain extracted
You summon two spectral tentacles that appear in any by you, which is then devoured, causing you to regain 1d6 HP.
space that you can see and is in 60ft. Above you. The You cannot take any other actions while you have a creature
tentacles have a reach of 10ft and attack any hostile grappled in this manner.
creature that enters into its range and deals psychic and
bludgeoning damage. It uses a d6 for damage and adds Unholy child
your Wisdom modifier to the hit. You may change the
position of one tentacle as a bonus action, andWhen you or At 16th level, you can choose to partake in a three day ritual, at
a creature you can see takes damage while within 10 feet the end of which you have 3 levels of exhaustion, all of your
of the tentacle, you can use your reaction to choose one of features have been used up, and you have only 1 hit point left.
those creatures and reduce the damage to the chosen Also at the end of the ritual, you become pregnant with an
creature by half. After doing so, the tentacle vanishes. aberrant child, regardless of what gender you are, as a gift
Otherwise, the tentacle last for 1 minute. from your “gods”. The length of the pregnancy is determined
You summon spectral tentacles that fill a 20-foot square of by your DM, so to is the fact whether or not it follows the
ground that you can see within 30ft. of you. For the same line of progression as normal pregnancies do.
duration, these tentacles turn the ground in the area into At the end of the time period where you are pregnant with
difficult terrain. the child, you begin to give birth, immediately, no matter
Inky pools of darkness, of varying sizes, with tiny, ebony, where you are, or what condition your body is in. When you
writhing tendrils, appear around and above you. In the give birth to the child, you must roll a d20. On a 1 or 20, you
center of these tendrils are yellowed, distorted eyes, each die immediately, the child tearing its way out into the world
of which has 1 HP, and an Armor class of 10. So long as destroyed your body beyond repair. If you survive, you take
these eyes are present, you gain a +3 to your passive 1d20 piercing damage, which cannot be mitigated in any way.
perception and cannot be flanked or taken by surprise. The The eldritch child has four phases of life, newborn, baby,
eyes last for 1 minute, but they can be targeted for attacks. juvenile, and adult. How long it takes the child to grow
If all of the eyes are destroyed before 1 minute is up, you through each phase is set by the DM. The child is fiercely
take 2d10 psychic damage. The amount of eyes spawned is protective of you, but is unfriendly to anything It merely
equal to your Intelligence modifier. protects you. and everything else, though it will only attack if
As an action, choose a point you can see within 60 feet of you do, or if you are attacked. It takes its own turns, has its
you. For 1 minute, a spectral maw manifests in a 10-foot own initiative, and doesn’t take orders. It merely protects you.
radius centered on that point. The maw has a reach of It’s appearance is a cross between the corresponding life
10ft., attacks any hostile creature that enters its range and stage of what your race is, one Great Old One of your choice,
uses your Charisma modifier to hit. Any creature that and every abominable gift (this has no bearing stat wise). The
starts takes damage from the maw takes 3d6 psychic and stats used for its life stages are listed below.
piercing damage. As a bonus action, you may move the
maw to a different position.
The amount of uses you have for this feature equals ⅓ of
your Intelligence, Wisdom, and Charisma modifier added
together and rounded down (minimum of once). Additionally,
you may have 3 of the feature’s option active at the same time.
You regain all uses at the end of a long rest.
Blasphemous Feast
At 16th level, you may use your action to feast upon your own
flesh, dealing 1d4 piercing damage. When you do so, you
regain one casting per day that you use for your spells. You
may add additional d4s to regain additional castings, to a
maximum of 6d4s and 6 castings.
If you have the undulating lips gift, you may instead use the
following attack to regain your castings. You may only regain 6
castings using this method.

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It loses all resistances and vulnerabilities.
Aberrant Child(new born)
Uses the Troglodyte state block with the following changes;
Its creature type changes to aberration.
It gains the Telepathic Bond feature.
It loses the chameleon skin feature.
Its size turns into tiny.
Its movement speed becomes 5ft.
Its hitpoints drop to 9.
It loses the +2 to its attacks.
Its intelligence, wisdom, and charisma scores become 9.
It loses the +2 to its stealth.
It understands every language you do, but can’t speak.
It can be carried.
Aberrant Child(baby)
Uses the Ghast state block with the following changes;
Its creature type changes to aberrant.
Its size changes to small.
Its hit points drops to 20.
Its claw attack no longer causes paralysis, or the related
saving throw.
It loses the Turn Defiance feature.
It loses the Stench feature.
It understands every language you do, but can’t speak.
Its intelligence, wisdom, and charisma scores become 9.
It can be carried.
Its constitution score becomes 14.
It loses all resistances and vulnerabilities.
It gains the Telepathic bond trait.
Aberrant Child(juvenile)
Uses the Red Slaad stat block with the following changes;
It loses the Variant: Control Gem trait.
Its claw attack no longer forces the Constitution saving
throw, nor does it infect the target with a Slaad egg.
It gains the Telepathic bond trait.
It has fully manifested every abominable gift, giving it the
features, traits, and attacks that each gift gives.
May use the attacks granted to it by the abominable gifts
when taking the multi-attack option in place of either the
bite and/or two claw attacks.
Its intelligence, wisdom, and charisma scores become 9.
Its Dexterity score becomes 17.
It understands every language you do, but can’t speak.
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Aberrant Child(Adult)
Uses the Gray Render stat block with the following changes;
Its creature type changes to aberration.
Its Intelligence, Wisdom, and Charisma scores become 10.
It is considered intelligent and chaotic evil in nature.
Its dexterity score becomes 17.
It understands every language you do, but can’t speak.
It has fully manifested every abominable gift, giving it the
features, traits, and attacks that each gift gives.
May use the attacks granted to it by the abominable gifts
when taking the multi-attack option in place of its bite and
two claw attacks.
It gains the magic resistance trait.
It gains the regeneration trait.
It gains the following actions:
Mind Blast: The Aberrant Child emits psychic energy in a
20-foot cone. Each creature in that area must succeed on a
DC 15 Intelligence saving throw or take 4d8 + 4 psychic
damage and be stunned for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the
effect on itself on a success.
Psychic stab: The Aberrant Child thrusts a psychic blind
into the mind of a target. The target must succeed on a DC 13
Intelligence saving throw or take 6d6 psychic damage.
You can have one willing creature go through the ritual,
suffering all of the effects that you would after the ritual, but
you still use up all of your features during the three day period.
If the parent dies during birth, either due to rolling a 1 or 20,
You killing the parent during the birthing process, or simply
not surviving the damage it takes from the birthing process, it
bonds to you. If the parent survives, it bonds to the parent.
Spawn of Chaos
Once per day, for 1 hour, you can go through a transformation.
This transformation causes you to manifest every
abominable gift for as long as it is active, and you gain the
following traits;
You have resistance to bludgeoning, piercing, and slashing
damage.
You regenerate 5 hit points at the start of every round,
unless you have taken a critical hit that round.
You have manifested every abominable gift, giving you the
features, traits, and attacks that each gift gives.
You may make a multiattack, where you make three
attacks, using any of the attacks you gain from the
abominable gifts.
Your creature type changes to aberrant.
You also gain the following features;

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Telekinetic Manipulation: If the target is a creature that is
Medium or smaller, it must succeed on a DC 12 Strength
saving throw or be moved up to 30 feet directly away from
you.
Advanced Telepathy: You can perceive the content of any
telepathic communication used within 60 feet of you, and
you can't be surprised by creatures with any form of
telepathy.
Telepathic Shroud: You are immune to any effect that
would sense your emotions or read your thoughts, as well
as all divination spells.
Psychic stab: You thrust a blade of pure psychic energy
into a target's mind. The target must succeed on a DC 13
Intelligence saving throw or take 6d6 psychic damage.
Mind Blast: You emit psychic energy in a 20-foot cone.
Each creature in that area must succeed on a DC 15
Intelligence saving throw or take 4d8 + 4 psychic damage
and be stunned for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success
Telepathic Hub: You can use your telepathy to initiate and
maintain telepathic conversations with up to six creatures
at a time. You can let those creatures telepathically hear
each other while connected in this way.

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The Mad Artisan
Theses Star Touched are the second oldest of them, only
younger than the occultist by a couple of years. Individuals
that had attempted to preserve their mortality and prevent
their aberrant powers from manifesting, they kept them
inside, holding large portions of it in their minds and souls.
This lead to them developing strange, new abilities, and
altering their innate casting abilities.
Mad Artisans have altered their minds and souls
irreversibly, their attempts at retaining their mortality only
serving to strengthen their aberrant powers, and the influence
they have on their minds and souls. Eventually, they cease to
be humanoids in mind and soul. What’s more, this
strengthened taint infects everything they create, and inspires
a love for creating. They are skilled artisans, which is where
they get the latter half of their name, but their works are
invariably dangerous to the beholder of them. Paintings,
carvings, and music all have the unfortunate trend of infecting
others with temporary madness, sometimes intentionally so
in the case of music.
Bonus Proficiencies
When you choose this Eldritch Emergence at 3rd level, you
gain proficiency in the performance skill, The Flute, violin, or
Lyre, Glassblower’s tools, Jeweler’s tools, Painter’s supplies,
and finally, Woodcarver’s tools.
You only gain the instrument of your choice at 3rd level, you
must buy the various tools you gain proficiencies with, as
normal.
Eldritch Spirits
You are, in every place, at all times, surrounded by the strange,
insanity inducing spirits of aberrations. Completely intangible,
they cannot interact in any way with the physical world, or
other spiritual creatures, they cannot be sensed nor blocked in
any way. Only you can see them, and they play along with you.
You can use your bonus action to give yourself advantage on
one attack, or skill roll by petitioning your spirits to start a
concert for you. You may use this feature a number of times
equal to your charisma modifier (minimum of 1).
Telling shadow
Your shadow reflects how much of you retains your mortality
At 3rd level your shadow is mostly normal, except it is
always larger than it should be, it moves slightly before or
after you do, and it is visible even during night. Any creature
can take a DC 19 wisdom(perception) check to be able to tell
these differences.
At 6th level, your shadow begins to visibly distort, with its
proportions always being wrong to the level of the light, and
slight twitching being added to the displays shown in third
level. The DC is decreased to 12.

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At 12th level, your shadow barely looks like you, gaining 1 day: You make a realistic depiction of any animal of your
lashing tendrils, extra limbs, and constantly writhing in choice (this has no bearing on effect), which causes any
structure, all centered around your silhouette, it also retains creature that gazes or touches it for a minute and that fails
the displays it had in 3rd and 12th level, but they are more their wisdom save to be charmed by you for the total
pronounced, to the point that your shadow looks like it is amount of time it spent touching or looking at the animal.
moving on its own. The DC is decreased to 9. You can give basic orders to the charmed creature, which it
At 16th level, your shadow no longer looks like you, no attempts to do to the best of its ability. The effect ends
longer sharing your general shape. Your shadow often acts as early if you or your allies harm it or its allies, if you order
if it is alive, even attempting to interact with other shadows. It something that goes against its alignment, order it to do
retains all of its displays from previous levels. The DC is something it wouldn’t normally do, attempt to pry
decreased to 3. information that it would normally keep secret, or order it
At 20th level your shadow has no discernable shape, and to do something that would obviously bring harm to it or
creatures often notice it before they notice you. It has become its allies.
a constantly writhing, throbbing mass of black. Creatures
immediately notice your shadow, and you have disadvantage Jeweled Bacer
on stealth. Requires you to have your Jeweler's Tools, jewels of any value,
Any creatures that notice your shadow are frightened or and something to use as the Bracer.
distrustful of you. 1 minute: You simply paste jewels onto a crudely made
Artwork bracer bracer. It causes any creature that gazes or touches
it for a minute and that fails their wisdom save to begin
When you choose this Eldritch Emergence at 3rd level, you compulsively repeating a random action that cannot cause
gain the ability to craft a piece of art. When crafting a piece of harm to it or another creature for the amount of time it has
art, you must have the required Artisan tool to make the piece spent touching or looking at it.
of artwork. Depending on the time you spend on a piece of 1 hour: You work jewls into a competently made bracer. It
artwork, it has various effects. If any creature spends 1 minute causes any creature that gazes or touches it for a minute
looking at a piece of art, or if the creature touches a work of and that fails their wisdom save to forget what they had
art that was made by you, they are forced to make a DC 5 been doing for the past hour.
wisdom save. If they succeed on the save, they have absolutely 1 day: You set jewels inside a well made bracer. It causes
no idea that their mind was under attack, but must make the any creature that gazes or touches it for a minute and that
saving throw again every additional minute they spend looking fails their wisdom save to become violently possessive of
or touching your artwork. the piece for the total amount of time they had spent
Creatures are only affected by the effect of a piece of touching or looking at it. The creature will attack any other
artwork once when they fail their wisdom save with any one creature that attempts to grab or take the jeweled bracer,
piece of artwork, but can still be affected by a different piece and becomes unfriendly towards any creature that
of artwork you made, even if it is the same type as the one the expresses interest in it.
creature had been affected by previously.
You can create additional pieces of artwork at higher levels, Painted landscape
each one becoming more complicated and requiring a longer 1 minute: You paint a blobby painting of the landscape in
minimum time to craft the piece of art. front of you. It causes any creature that gazes or touches it
You can create a Magnus Opes at 20th level, which has the for a minute and that fails their wisdom save to become
ability to drive any who gaze upon it insane at a glance, grant extremely disgusted with the environment around them,
them a wondrous boon, or do absolutely nothing. The effect causing them to refuse to go outdoors or stay inside, for
that happens is determined by a d100. 10-30 does nothing, 40- the total amount of time it spent touching or looking at the
60 causes insanity. and 70-100 gives the boon. piece. The creature will resist any attempts to bring it out
The save DC becomes 8 at 6th level, 10 at 12th level, 12 at of its preferred environment, stopping short of harming
16th level, and 16 at 20th level. itself or anything else.
At 3rd level you can create these pieces of artwork. 1 hour: You paint a decent rendition of the landscape in
front of you. It causes any creature that gazes or touches it
Glass Animal for a minute and that fails their wisdom save to become
Requires you to have your Glass Blowers Tools and some fascinated with its current environment, refusing to leave
glass. where it currently is for the total amount of time it spent
touching or looking at the piece. The creature will resist
1 minute: You make a crude depiction of an animal of your any attempts to bring it out of its preferred environment,
choice (this has no bearing in effect), which causes any stopping short of harming itself or anything else.
creature that gazes or touches it for a minute and that fails
their wisdom save to become unsettled by you for 1 day. If
you attempt to intimidate the creature during this time
period, you have advantage.
1 hour: You make a passable depiction of any animal of
your choice (this has no bearing on effect), which causes
any creature that gazes or touches it for a minute and that
fails their wisdom save to become obsessed with copying
the animal for the total amount of time that they spent
looking or touching the animal.
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1 day: You paint an accurate rendition of the landscape in Jeweled Ring
front of you. It causes any creature that gazes or touches it Requires you to have your Jeweler's Tools, jewels of any value,
for a minute and that fails their wisdom save to become and something to use as the ring.
convinced it is in a lucid dream, causing it to take random,
nonsensical, potentially dangerous actions for the total 5 minutes: You wrap the jewel in a small, cheaply made
amount of time it spent touching or looking at the piece. metal band using a random material. It causes any
creature that gazes or touches it for a minute and that fails
Miniature Wooden House their wisdom save to believe they are nanked when
Requires you to have your Woodcarver’s tools, and a block of wearing clothing, and clothed when naked. Creatures in
wood to carve. hostile environments are immune to this effect. This effect
lasts for the amount of time that the creature spent
1 minute: You carve a supposed house. It causes any touching or looking at the piece.
creature that gazes or touches it for a minute and that fails
their wisdom save to become convinced that it doesn’t have 2 hours: You craft a cheap ring. It causes any creature that
any form of shelter, nor need it, whatever the conditions it gazes or touches it for a minute and that fails their wisdom
is currently in, including if it is in some kind of shelter, and save to attempt to eat coins and cheap jewelry, including
will deny even hard, and solid proof to the contrary for the the ring, it touches. The effect lasts for 1 hour, and it
total amount of time it spent looking or touching the piece. regurgitates any metal it may have eaten during the time
1 hour: You carve an unimpressive carving of a house. It period.
causes any creature that gazes or touches it for a minute
and that fails their wisdom save to become apathetic to 1 day and 1 minute: You craft a proper ring. It causes any
everything, including the sight of death, killing, the loss of creature that gazes or touches it for a minute and that fails
limbs, etc., and simply stops and stares where it currently their wisdom save to attempt to punt any creature that is
is at for the total amount of time it spent looking or small or tiny in size that they see for ten minutes.
touching the piece. The creature can be moved, and will do Abstract painting
nothing in response to being moved.
1 day: You carve a decent wooden house. It causes any Requires you to have your Painter’s supplies, and something
creature that gazes or touches it for a minute and that fails to paint on.
their wisdom save to become convinced that they are made 5 minutes: Your painting is nothing more than random
of wood, and gives the creature a debilitating fear of fire. splotches. It causes any creature that gazes or touches it
The creature automatically gains the fear condition if it can for a minute and that fails their wisdom save to go blind for
see fire that is 20ft. from it. 1 minute. If the creature can’t see already, it instead loses
At 6th level, your skills in making pieces of art increases to its feeling of touch.
be able to create better crafted works of art. 2 hours: Your painting is of randomly sized and colored
shapes. It causes any creature that gazes or touches it for a
Small Glass Sculpture minute and that fails their wisdom save to begin
Requires you to have your Glass Blowers Tools and some obsessively picking up random items to create nonsensical
glass. shapes for the total amount of time it spent touching or
looking at the piece.
5 minutes: You create a glass sculpture made out of 1 day and 1 minute: Your painting has some semblance of
multiple spheres of varying sizes together. It causes any a shape in its randomness. It causes any creature that
creature that gazes or touches it for a minute and that fails gazes or touches it for a minute and that fails their wisdom
their wisdom save to become convinced that they have save to gain the ability to speak Deep Speech, but not write
bubbles inside of them, causing them to imagine intense or understand it, and forces them to continue to do so
pain or pleasure (DM’s choice), and causing them to be every time they attempt to speak for 1 hour.
unable to concentrate on anything, failing any
concentration saves immediately, or causing it to not be Miniature totem pole
able to focus on anything, giving a -2 to its perception rolls. Requires you to have your Woodcarver’s tools, and a block of
The effect lasts for for the total amount of time it spent wood to carve.
touching or looking at the item.
2 hours: You create a glass sculpture made out of flattened 5 minutes: You carve a rigid pole with poorly cut in faces.
geometric shapes. It causes any creature that gazes or It causes any creature that gazes or touches it for a minute
touches it for a minute and that fails their wisdom save to and that fails their wisdom save to be unable to see their
become convinced they are a construct, and will attempt to own reflection for 1 minute.
act like a random construct (DM decides), for the total
amount of time that the creature spent looking or touching
the piece.
1 day and 1 minute: You create an abstract piece that
doesn’t seem possible physically. It causes any creature
that gazes or touches it for a minute and that fails their
wisdom save to be unable to comprehend any languages
for the total amount of time it spent touching or looking at
the piece.

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2 hours: Your carve a cartoonish totem pool. It causes any 1 day and 30 minutes: You create a twisted jeweled
creature that gazes or touches it for a minute and that fails crown. It causes any creature that gazes or touches it for a
their wisdom save to carve a smile into their face, dealing minute and that fails their wisdom save to enter the Rage
1d6 slashing damage, afterwards, they return to normal. state that a barbarian can enter into, after which the DM
The creature will not return to a normal state of mind until decides what it does.
it carves the smile into its face, becoming violent when it is
being stopped by another creature, or until a Remove Canvas Painting
Curse spell is cast on it. Requires you Painter’s supplies and a canvas.
1 day and 1 minute: You carve a totem pole depicting a
Death Slaad, Aboleth, Beholder, and Elder Brain, even if 10 minutes: You paint a picture depicting how you're
you have never seen nor heard of the monsters before. It feeling at the moment (this has no bearing on effect). It
causes any creature that gazes or touches it for a minute causes any creature that gazes or touches it for a minute
and that fails their wisdom save to have a nightmare and that fails their wisdom save to forget their name for 5
depicting all of the mentioned monsters, preventing it from minutes.
gaining a restful sleep for 1 day. 3 hours: You paint an ornate picture of a random object
you see (this has no bearing on effect). It causes any
At 12th level, your skills in making pieces of art increases to creature that gazes or touches it for a minute and that fails
be able to make proper works of art. their wisdom save to become deaf for 10 minutes.
1 day and 30 minutes: You paint a hellish sky. It causes
Glass Humanoids any creature that gazes or touches it for a minute and that
Requires you to have your Glass Blowers Tools and some fails their wisdom save to believe that the world was just
glass. created, and loses all knowledge of social norms and the
laws of the land for 1 minute.
10 minutes: You craft an undetailed, 3-D silhouette of any
humanoid creature you know of (this has no bearing on Wooden Tablet
effect). It causes any creature that gazes or touches it for a Requires you to have your Woodcarver’s tools, and a block of
minute and that fails their wisdom save to cause it to wood to carve.
believe that if it’s proficient in acrobatics or athletics
become convinced it are no longer proficient in either skill- 10 minutes: You carve an ornately decorated wooden
both if it has both-or if it’s not proficient in either skills to square. It causes any creature that gazes or touches it for a
believe it is-both if it has neither-for 5 minutes. minute and that fails their wisdom save to become
3 hours: You craft a highly detailed 3-D model of a random stunned.
humanoid you know of (this has no bearing on effect). It 3 hours: You carve scripture in a strangely decorated
causes any creature that gazes or touches it for a minute wooden tablet. It causes any creature that gazes or touches
and that fails their wisdom save to believe that they are the it for a minute and that fails their wisdom save to be
perfect example of a race that they are not, mostly races unable to speak anything other than deep speech, but it is
that they have a prejudice against or are fascinated of, for unable to understand what it is saying if it doesn’t
the total amount of time that it spent looking or touching understand it, for 5 minutes.
the piece. 1 day and 30 minutes: You carve black speech in a
blasphemously decorated wooden tablet. It causes any
1 day and 30 minutes: You craft a grotesquely detailed creature that gazes or touches it for a minute and that fails
humanoid you know of (this has no bearing on effect). It their wisdom save to become murderous, and it will attack
causes any creature that gazes or touches it for a minute as many creatures as possible in an attempt to kill them for
and that fails their wisdom save to be horrified by the 5 minutes.
appearances of others, gaining the fear condition so long At 16th level, you can create masterfully crafted works of
as there is another creature within 10ft. of them. art, even using art that is unimpressive to give off a degree of
Jeweled Crown grandeur.
Requires your Jewelers Tools, jewels of 50gp, and a gold band
of 80gp.
10 minutes: You craft a golden hand band with jewels
encrusted in it. It causes any creature that gazes or
touches it for a minute and that fails their wisdom save to
believe that they are the Royalty of the area they are in for
5 minutes.
3 hours: You create an ornate gold headband with jewels
encrusted in it. It causes any creature that gazes or
touches it for a minute and that fails their wisdom save to
attempt to sew their mouth and eyes shut, taking 1d6
piercing damage, after which it returns to normal. The
creature will not return to a normal state of mind until it
sews both eyes and its mouth shut, becoming violent when
it is being stopped by another creature, or until a Remove
Curse spell is cast on it.
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4 hours: You combine your day long artwork to create a
Glass sculptures surrealist piece. It causes any creature that gazes or
Requires you to have your Glass Blowers Tools and glass that touches it for a minute and that fails their wisdom save to
costs 50gp. be inflicted with a random long-term madness.
1 day and 1 hour: You carve the figure of the Great Old
30 minutes: You combine the hour long pieces of the three One you had contacted (this has no bearing on effect). It
other options you have to create a diorama. It causes any causes any creature that gazes or touches it for a minute
creature that gazes or touches it for a minute and that fails and that fails their wisdom save to suffer from an indefinite
their wisdom save to be inflicted with a random temporary madness.
madness.
4 hours: You combine the day long pieces into an abstract Magnum Opus
sculpture. It causes any creature that gazes or touches it Finally, you gain the ability to create your magnum opus,
for a minute and that fails their wisdom save to be inflicted which requires a full week of uninterrupted work, otherwise
with a long-term madness. you must start over. It requires all of the materials you need
1 day and 1 hour: You create a sculpture of the Great Old for every 16th level artwork, one of every artwork option from
One you had with (this has no bearing on effect). It causes every level, and all of your tools. The Piece represents your
any creature that gazes or touches it for a minute and that madness, but you decide its appearance. Creatures that gaze
fails their wisdom save to suffer from an indefinite or touch your magnum opus for a minute do not roll a wisdom
madness. save, but instead, a d100 is rolled, with the following effects;
Jewelry
10-30 does nothing, 40-60 causes insanity. and 70-100 gives a
random boon.
Requires your Jeweler's Tools, rare jewels worth 1000gp and a
pound of precious metals costing 100gp. 10-30: Nothing. Creatures that view it think it highly
interesting, but also highly disturbing.
30 minutes: You combine your hours long artwork to 40-60: Creatures that view the piece are allowed to
create an armband. It causes any creature that gazes or understand the meaning of it personally, shattering their
touches it for a minute and that fails their wisdom save to minds and giving them an indefinite madness that can
be inflicted with a random temporary madness. never be cured, unless a Wish is made to do so
4 hours: You combine your day long artwork to create a 70-100: Creatures that gaze upon the piece understands
headdress. It causes any creature that gazes or touches it the meaning of it, and use their horror to strengthen
for a minute and that fails their wisdom save to be inflicted themselves. The creature gains a +2 to all of its
with a random long-term madness. intelligence, wisdom, and charisma rolls, or to its strength,
1 day and 1 hour: You create a mask of the Great Old One dexterity, and constitution rolls (creature’s choice).
you had contacted (this has no bearing on effect). It causes
any creature that gazes or touches it for a minute and that
fails their wisdom save to suffer from an indefinite
madness.
Full Paintings
Requires your Painter’s supplies, rare paints costing 500gp,
and a canvas.
30 minutes: You combine your hours long artwork to
create a subjective piece. It causes any creature that gazes
or touches it for a minute and that fails their wisdom save
to be inflicted with a random temporary madness.
4 hours: You combine your day long artwork to create a
surrealist piece. It causes any creature that gazes or
touches it for a minute and that fails their wisdom save to
be inflicted with a random long-term madness.
1 day and 1 hour: You paint a picture of the Great Old
One you had contacted in its home dimensions (this has no
bearing on effect). It causes any creature that gazes or
touches it for a minute and that fails their wisdom save to
suffer from an indefinite madness.
Wooden sculptures
Requires your Woodcarver’s Tools and a block of fine wood
costing 60gp.
30 minutes: You combine your hours long artwork to
create a panorama piece. It causes any creature that gazes
or touches it for a minute and that fails their wisdom save
to be inflicted with a random temporary madness.

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Spiritual influence At 6th level, you can use your action to play seemingly out of
tune notes, but are in reality the voices of your spirits being
At 3rd level, you become empathetic to the spirits desires and channeled through you and your instrument. When using your
thoughts, allowing them to slightly influence you body, causing action for this feature, choose a number of creatures equal to
sudden and jerking movements at opportune times. When you your wisdom modifier, each creature takes 1d6 force damage.
are influenced, you gain the following benefits for the rest of You can choose to take 1d4 psychic damage to deal an
your turn; additional 1d4 psychic damage to the 1d6 force damage.
At 12th level the d6 turns into a d8. You can use this feature
You gain the benefits of taking the Dash and Disengage three times before needing to take a short or long rest to do so
actions. again.
You gain a climbing speed equal to your current speed.
You take half damage from falling. Painfully Beautiful
You must use your bonus action to gain the benefits of this At 6th level your spirits grant you the ability to play a
feature. maddeningly beautiful tune. You can use your turn for the
round to put on a performance by playing your instrument.
Song of Unrest You choose creatures equal to your intelligence modifier, they
When you choose this Eldritch Emergence at 3rd level, you must make a DC 12 wisdom roll or be charmed by you for the
gain the ability to stir up a crowd in the worst possible way. round. When a creature is charmed by you, it will take any
The spirits play a tune of harm, and you translate it into one of action that is in your current best interest, to the best of its
unrest, forcing creatures to make a save against a skill check ability. After its turn ends, it is no longer considered charmed
made from you. Each option grants various effects. Every by you.
creature that succeeds on the save is unaffected by the effects If the creature succeeds on its save, it instead takes 1d12
of this feature. psychic damage.
Wisdom v. Charisma: Any creature that fails its saving You can use this feature twice before needing to take a long
throw attacks one individual that you had singled out in a rest to do so again.
display of mob mentality. However, they do not do more than
incapacitate the creature that was marked. Unnatural Performance
Intelligence v. Wisdom: Any creature that fails its saving At 12th level you can temporarily cede control of your body to
throw is considered afraid of you. your spirits, letting you perform a show of playing music,
Charisma v. Intelligence: Any creature that fails its saving singing, and dancing, contorting in unnatural manners. You
throw is tricked into believing that it is guilty of some kind of can use your turn for the round to put on an unnatural
crime, and thus will attempt to attain repentance in some way. performance, which lets you choose a number of creatures
The creatures affected by this feature must be able to hear equal to your intelligence modifier. The chosen creatures gain
you, and you can only use this feature once per long rest. the ability to augment their first attack on their turns with an
additional 1d6 psychic damage.
Blackened voice At the end of the performance, due to the alienness of your
At 6th level, you gain the ability to unleash a portion of your body to your spirits, your hit points are halved from the
black speech’s abilities into your normal words and tap into a accidental harm they inflicted upon it.
creature’s deepest fears. You can use this feature three times before having to take a
As an action, you psionically whisper a phrase that only one short or long rest.
creature of your choice within 30 feet of you can hear. The
target must make a DC 9 Wisdom saving throw. It Dissonant Notes
automatically succeeds if it doesn’t share a language with you At 16th level, you have become a firm vessel for your spirits,
or if it can’t hear you. On a successful saving throw, your allowing for some of their chorus to be heard, and seen by
whisper sounds like unintelligible mumbling and has no other creatures. You can use your action to use the following
effect. actions;
If the target fails its saving throw, it is charmed by you for
the next 8 hours or until you or your allies attack or damage it. Your spirits become semi-visible, and dance a horrific,
It interprets the whispers as a description of its most unnatural performance, causing every creature to see it to
mortifying secret. make a DC 12 wisdom save. On a failure, they are
While you gain no knowledge of this secret, the target is considered to be afraid of you.
convinced you know it. While charmed in this way, the The chorus of your spirits can be partially heard by a
creature obeys your commands for fear that you will reveal its number of spirits equal to your charisma modifier. All
secret. It won’t risk its life for you or fight for you, unless it creatures that can hear the chorus have disadvantage to hit
was already inclined to do so. It grants you favors and gifts it on their next attacks.
would offer to a close friend.
When the effect ends, the creature becomes actively hostile
towards you and any you associate with.
Once you use this feature, you can’t use it again until you
finish a long rest.
Out of Tune

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You sing in the language of your spirits, causing every
creature that can hear you to make a DC 11 intelligence
save. On a failure, you roll a d6, each creature that failed
their save has the rolled number subtracted from their
intelligence score. Creatures cannot have their intelligence
score reduced below 1 with this feature.
You take 1d12 unmitigated psychic damage once you use
this feature, and you must take a long rest before you can use
it again.
Dissonant Songs
At 20th level, you have flooded your mind and soul with so
much aberrant energy that they have altered into that of an
aberrant creature. You have lost any sense of morality, or
empathy. You have the following changes;
Your creature type changes to aberrant.
You gain immunity to all mind reading effects and
divination.
Your alignment changes to true neutral.
You gain immunity to any spell that would affect your
emotions.
Your Unnatural casting counts as psionics now.
Additionally, once per day, you can put on an hour-long
performance. During the performance your spirits can be
seen and heard by other creatures, and you play, sing and
dance with them. This causes any creature up to 60ft. That
can see, or hear, the performance to make consecutive DC 15
intelligence, wisdom, and charisma saves. Depending on the
results, the following effect are applied;
Success on all saves: Nothing happens to the creature,
and it has advantage on any saving throw you force on it for
the entirety of the next round.
Failure on one save: The creature takes 2d8 psychic
damage.
Failure on 2 saves: The creature takes 2d8 psychic
damage and 1d12 force damage.
Failure on all saves: The creature takes 2d8 psychic
damage, 1d12 force damage and is driven irrevocably insane.
You cannot be interrupted during this performance, nor
take actions, you can still take damage. If you would drop to 0
Hit Points during the performance, you continue performing
until the end, the spirits and you are in an open flow of energy
exchange, but you die immediately and outright after the end
of it.

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The Aberrant of Flesh
The third oldest of the Starborn, and the second known
attempt by them to retain their mortality, they took the lesson
of the Mad Artisans to heart, and instead of trying to keep the
aberrant powers they now possess within, they shunted it all
out to their bodies. They are also one of the most notorious
failures, as their bodies become increasingly more twisted,
until they retain only their mind and soul, but at the cost of
being trapped inside an aberrant body.
Aberrants are successful in shunting all of the aberrant
power inside them to their bodies, and this ordinarily would
have cured them of their madness, but the consequences of
this action is more than enough to keep them from healing.
Their bodies have become like clay for them, able to
shapeshift easily, being able to adapt their bodies to almost
any situation. But as they gain further control over their
powers, their true form becomes increasingly alien
Unarmored Defense
Starting at 3rd level, when you are not wearing armor of any
kind, your AC becomes 6 + your intelligence modifier + your
wisdom modifier + your charisma modifier.
Aberrant body
When you choose this eldritch emergence at level 3, your hit
points go up by 3 and increases by an additional 1 every time
you level up in this class.
Extreme Shifts and Subtle
Adaptations
Starting at 3rd level, you have gained the ability to form
natural weapons, and subtler alterations. You are unable to
cast the Alter Self spell when you choose this eldritch
emergence. Any clothing or armor you wear must be specially
made to accommodate any shifting you do, otherwise it is
destroyed. Alternatively, you could wear rags or an easily
removed robe.
At 3rd level you have access to the following extreme shifts.
It takes an action to form and unform a shift. You cannot shift
from one option to the next, you must unform a current shift
to use another.

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Extreme Shifts
Shift Description Effect
Each claw deals 1d6
You grow claws, slashing damage. If you
Claws which count as two already have claws as
seperate weapons. natural weapons, the
damage die turns to a d8.
The charging attack deals
You sprout horns,
1d8 bludgeoning damage.
which allows you to
If you already have horns
Horns make a charging
as a natural weapon, the
attack if you dash at
damage die becomes a
least 10ft. at a target.
d10.
Deals 1d4 piercing
You sprout antlers,
damage. You can shove
Antlers allowing you to make
the target back 10ft. if it
a goreing attack.
fails a strength save.

Your movement increases


Your legs become
speed by 5ft.The
digitigrade and your
trampling attack deals
feet twist into hooves,
1d10 bludgeoning
increasing your speed
Hooves damage. If you already
and letting you make
have hooves as natural
a trampling attack if
weapons, your movement
the target is knocked
speed is increased by
down or prone.
10ft. instead.
Your arm shifts into a
blade, preventing you
Arm The blade deals 1d8
from using it for
blade slashing damage on a hit.
anything other than
an attack.

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Extreme Shifts
Shift Description Effect
The bite attack deals 1d4
Your head
piercing damage. If you
Fanged transforms into a
already have a bite attack as
maw fanged maw, giving
a natural weapon, the d4
you a bite attack.
becomes a d6.
Your mouth
The cutting attack deals
sprouts two razor
1d4 slashing damage. If you
sharp mandibles
Slicing have a bite attack due to a
which lets you use
madibles naturel weapon, you can
your bonus action
add 1d4 slashing damage to
to make one
it instead.
cutting attack.
You can use your reaction
Your tongue to lash out with your
Stabbing
extends and gains tongue, dealing 1d4
tongue
a barb at the end. piercing damage on a hit. It
has a range of 10ft.
Your legs become You can jump an additional
digitigrade and 5ft. You can use a bonus
your feet twist into action to make a slashing
having three toes, attack, which deals 1d6
one of which is slashing damage on a hit.
held above the You can attempt to make a
Slashing
others and is sickle pouncing attack, which
talons
shaped, increasing requires you to dash 10ft.,
your jumping range jump, and the creature
and letting you failing a strength(athletics)
make a slashing or dexterity(acrobatics)
attack, and a save. On a failure it is
pounce attack. knocked prone.

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Extreme Shifts
Shift Description Effect
One of your arms
becomes
grotesquely When you make an
Enlarged
enlarged. It cannot unarmed attack, it deals
arm
be used for 1d8 bludgeoning instead.
anything other
than attacking.
When you make an
Your forearms
unarmed attack you deal
extend slightly and
Enhanced 2d4 bludgeoning damage
increase in muscle.
forearms instead. You can use your
You cannot hold
bonus action to make an
weapons.
additional attack.
Each of your arms When you hit with your
split into 1d6 tendril attack you deal 1d4
bladed tendrils, to slashing damage on a hit
a maximum of six, for every tendril you
Split and preventing you manifested. If you have
tendrils from doing more than 1 tendril, you
anything other subtract 2 from the
than attacking if number you rolled when
you shift more rolling to hit, but you can’t
than 3 tendrils. go below 1.
You can choose a number
of targets equal to the
Your stomach or
number of tendrils you
back spouts 1d4
Sprouted have, you may make one
tendrils, which lets
tendrils attack against each. You
you use a battering
deal 1d4 bludgeoning
attack.
damage on a hit, and have a
range of 10ft.

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You can have a total of two shifts active, but you cannot use
shifts that conflict with each other, like the “split tendrils” shift
and the “claws” shift, which both affect both of your arms, but
you can use the “enlarged arm” shift with the “arm blade” shift
since both only affect one arm. All shifts count as natural
weapons, you are considered proficient with them, and you
can use your intelligence, wisdom, or charisma modifier
(whichever is highest at any point of time) instead of strength
modifier when rolling to hit and damage.
You also have access to the following subtle adaptations.

Subtle Adaptations
Adaptations Description Effect
If you have the stabbing tongue,
fanged maw, or slicing
mandibles shifts, your attacks
deal an additional 1d4 acid
Your saliva
Acidic damage. Additionally, if you are
and blood
bodily hit by a melee attack, the
become
fluids attacker makes a DC 6 dexterity
acidic.
save or takes 1d4 acid
damage.The target must make a
DC 4 con. save or be poisoned
for 1 turn.
Your
Everytime you attack and hit
Venom attacks
with an extreme shift, you also
glands become
deal 1d4 poison damage.
venomous.
Your
fingers, You gain a climb speed equal to
hands, feet your walking speed, as well as
Grip pads and toes the spider climb feature. You
gain also gain advantage against
gripping being disarmed.
pads.

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At 3rd level, your decision to pour your aberrant abilities into
your body has caused unexpected side effects. As an action,
you can choose a number of creatures equal to your charisma
Subtle Adaptations modifier and are up to 10ft. away from you. You regurgitate
Adaptations Description Effect foul stomach acid on these creatures, dealing 1d6 acid
damage. Additionally, the creatures hit by this must take a
You gain darkvision up to Con. save or be poisoned until the end of their next turn.
60ft. You cannot discern You can only use this feature once before needing to take a
Your eyes color, only shades of grey. If
change to you already have darkvision,
short or long rest.
Cat eyes
that of a you gain disadvantage on
feline. attack rolls in the sunlight and
the range of your darkvision
increases by 60ft.
You gain advantage on
dexterity(acrobatics) checks
and saves, but gain
Your body
disadvantage on
becomes
Flexible body strength(athletics) checks
slightly
and saves. You can add half of
elastic.
your proficiency bonus to
sleight of hand checks if you
are proficient in it.
Your You gain advantage on
muscles and strength(athletics) checks
Strengthened tendons shift and saves, but gain
musculature to grant disadvantage on
further dexterity(acrobatics) checks
strength. and saves.
You gain a +3 to your passive
perception score, and gain
Your senses
proficiency in Perception. If
become
you are already proficient in it,
Heightened hyper-
you add double your
senses attuned to
profinciney bonus
your
instead.You also gain
environment.
disadvantage against being
blinded or deafened.
You become
able to pick
Pheromone on the You gain advantage on
detection pheromones wisdom(insight) checks.
of other
creatures.
You are able You gain advantage on
Soothing to give off deception and persuasion
Pheromones soothing checks, but disadvantage on
pheromones. intimidation checks.

You can have a maximum of 2 subtle adaptations. It takes a


bonus action to gain and remove an adaptation, and you
cannot switch from one adaptation to the next, you must
remove one to gain another.
If you wish to have both a subtle adaptation and an extreme
shift, you can have only one of each.
Beastly Bile

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Advanced Extreme Shifts and Subtle
Adaptations
At 6th level you gain stronger extreme shifts and subtle
adaptations, all of which are more varied. Your maximum for
each turns to three, and you can now two of each if you decide
to have both active.
At 6th level, you gain these following advanced extreme
shifts.

Advanced Extreame Shifts


Shift Description Effect
You gain a flying speed
Your arms turn
equal to your walking
into membranous
speed +10ft. You also gain
Wings wings and your
vulnerability to
bones become
bludgeoning, force, and
hollow.
thunder damage.
You gain gills,
You gain a swimming
your fingers gain
speed equal to twice your
webbing between
walking speed, and you
them, and your
Aquatic have advantage on all
legs merge
body dexterity while you are in
together into a
the water. You also lose
tail with a fluke at
the ability to breathe and
the end, but you
walk on land.
lose your lungs.
You gain advantage on
deception rolls, but you
can’t take on the
You take on a
Altered appearance of a different
different
appearance race other than yours.
appearance, sex
and gender Additionally,you may
or both.
decide to become
hermaphroditic, or
genderless.
You grow
additional, large When you fall and aren't
digits down your incapacitated, you can
arm to your hips, subtract up to 100 feet
Gliding starting at the from the fall when
membrane wrist, and that calculating falling damage,
have a large, thin, and you can move up to 2
wing like feet horizontally for every
membrane 1 foot you descend.
between them.
As an action you target
one creature or object you
can see within 30 feet of
You gain glands
you. The target takes 2d10
Projectile that can spray
acid damage unless it
acid highly caustic
succeeds on a Dexterity
acid.
saving throw. This counts
as a use of your Beastly
Bile Feature.

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Advanced Extreame Shifts
Shift Description Effect
Your arms As an action, you can
become large, attack using these
crab-like claws, claws and deal 1d6
preventing you bludgeoning damage on
Crushing claws
from using a hit. Immediately after
them for hitting, you can try to
anything other grapple the target as a
than attacking. bonus action.
Your body
gains either a You can add your
Carapaced/scaled
thick carapace, constitution modifier to
body
or armor like your AC.
scales.
Your body’s
skeleton
You gain a +1 modifier
Strengthened becomes
to your constitution
skeletal-structure denser, adding
score.
20lb. to your
weight.
You grow a You gain an additional
long tail appendage that can be
capable of used to hold various
Gripping tail holding most items, but you cannot
items, but is use weapons, even
unable to use though you can hold
weapons. them.

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You also gain access to these Advanced Subtle Adaptations
at 6th level.
Advanced Extreame Shifts
Shift Description Effect
You can use your bonus
action or reaction to make
a tail attack, which deals
1d6 bludgeoning damage
Bludgeoning You grow a large,
on a hit. If you already have
tail muscular tail.
a tail attack due to a
natural weapon, the
damage die changes to a
d8.
You can use a bonus
action or reaction to make
a lashing tail attack,
You grow a long dealing 1d6 slashing
,whip-like tail damage on a hit. It has a
Lashing Tail
that is constantly reach of 10ft .If you
in movement. already have a tail attack
due to a natural weapon,
the damage die changes to
a d8.
You can use a bonus
action or reaction to make
a piercing tail attack,
You grow a thin, dealing 1d6 piercing
Piercing tail constantly damage on a hit. If you
twitching tail. already have a tail attack
due to a natural weapon,
the damage die changes to
a d8.
You can use these arms in
You sprout a pair
exactly the same way you
Additional of full function
use your normal way, they
arms arms somewhere
are also eligible to shift,
on your torso.
just like your normal ones.
Your arms twist
You can make a scything
and extend into
attack, which deals 2d6
brutal scythes,
slashing damage, and if
but preventing
Scythe arms there is another target
you from using
within 5ft. to the first one,
them for
it is also considered
anything other
attacked by this action.
than attacking.
One of your
arms condenses,
and then
spreads, forming
Organic a large, sturdy
You gain a +2 to your AC.
shield shield,
preventing you
from using it for
anything other
than defense.

Each of your advanced extreme shifts follow the same rules as


your extreme shifts, and count as extreme shifts in terms of
features that specify them.

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Advanced Subtle Adaptations
Adaptations Features Police Cultist
You have
excess
adrenaline You can attack twice instead
Adrenal glands being of once when you take the
pumped attack option.
through
your blood.
Your body You heal 1d6 hit points at the
Heightened heat rises, end of every one of your
metabolism your body turns. You also gain
heals faster. vulnerability to fire damage.
You gain 10ft. To your
Your body movement speed, resistance
Hyperendocrin is fully to effects that attempt to
control manageable force you to sleep, and can
now. end one condition affecting
you by using an action.
Whenever you make an attack
using a natural weapon, on a
hit the target must succeed
You’ve on a DC 10 constitution
developed saving throw or be paralyzed
Paralytic toxin
a new toxin for 1 minute. The target can
for offense. repeat the saving throw at the
end of each of its turns,
ending the effect on itself on
a success.

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You can have 3 extreme shifts and 3 subtle adaptations
active at the same time, which increases to 4 each at 12th
level. You are unable to form the soothing pheromones
Advanced Subtle Adaptations subtle adaptation so long as you remain in this form.
Adaptations Features Police Cultist You automatically fail any and all persuasion and deception
rolls, but have advantage on intimidation rolls.
Your eyes Your hit points go up by an amount equal to your level in
are just
You gain blindsight up to 60ft., this class.
Echolocation
there to
but are unable to use it if you When you take damage, you can use your reaction to roll a
improve
your
are deafened. d12. Add your Constitution modifier to the number rolled,
awareness.
and reduce the damage by that total. You may use this
feature three times every transformation.
Any creature that starts its turn You count as one size larger when determining your
within 5 ft. of you must carrying capacity and the weight you can push, drag, or lift.
succeed on a DC 10 You become 8ft. tall, unless you already were, then you
You begin Constitution saving throw or be become 10ft. and your size changes to large. If you were
Defensive
to sweat poisoned until the start of its originally size small or smaller, your size changes to
musk
foul next turn. On a successful
smelling saving throw, the creature is
medium and you are either 5ft. or 6ft.
substances. immune to your Stench for 24
Your weight always doubles.
hours.Undead, oozes, When you score a critical hit with a melee weapon attack,
elementals, and constructs are you can roll one of the weapon's damage dice one
immune to this effect. additional time and add it to the extra damage of the
critical hit.
If a creature attempts to grapple Any creature that meets you and does not know who you
you it must make a DC 12 are, nor have had any interactions with you will be
Constitution saving throw. On a
failed save, the target takes 1d8
unfriendly towards you, and extremely on guard. The only
You grow lightning damage. If the target
creatures that do not act like this are friends and close
the battery takes any of this damage, the associates, or allies regardless, albeit grudgingly.
cells found target is stunned until the end
Electric cells
in eels of your next turn. On a
throughout successful save, the target takes
your body. half as much damage and isn't
stunned. You can also add 1d4
lighting damage to your attacks
if it was done using a natural
weapon.
You gain
the ability You have advantage on
Chameleon
to change dexterity (Stealth) checks made
skin
the color of to hide.
your skin.

Your advanced subtle adaptations follow all of the same rules


as your subtle adaptations, and count as subtle adaptations in
terms of features that specify them.
Transformations
At 6th level you gain two transformations that take the entirety
of your turn to activate, but give you substantial, albeit
specializing, bonuses to either diplomacy or combat. You must
use a turn to shift out of either form, and you can’t shift from
one to the other, you must be in your base form to transform
into either form. You automatically go back to your base form
if you take a long or short rest.
Combat form
You become a hulking, almost monstrous version of your race,
lacking any discernible facial features, hair(if you have hair), or
coloration. While you are in this form, you gain the following
features and traits;

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Diplomatic form Any creature that views your mutations is disgusted, and
You become a stunningly beautiful version of whatever race immune to your diplomatic forms affects. It will become
you are. There is almost a painfulness to the beauty of your unfriendly, or outright hostile if it realises you are trying to
complexion, with every movement being as graceful and influence it.
smooth as silk, and every feature on you being delicate and
dreamlike. This came at a cost however.
Every creature that sees you must make a DC 10
perception save or be charmed by you. Charmed creatures
speak glowingly of you for 1 hour, or for as long as you are
around them, they also become extremely willing to help
you, but will turn against you if you harm them or close
associates, nor will they commit violence or crimes for you.
You automatically fail any intimidation rolls, but you add 2
to any persuasion and deception rolls you make.
You can not access any extreme shift or subtle adaptations
while in this form, with the exception of the soothing
pheromones subtle adaptation.
You have disadvantage on all rolls when rolling to hit while
in this form.
You subtract 3 from any damage roll you make while in this
form, but your roll cannot go below 0
You take double damage from any attack while in this form.
Close friends, associates, and allies are immune to the
effects of this form.
You may use this feature 3 times per long rest. At 12th
level you can use this 4 times before needing to take a long
rest.
Aberrant Cost
As of 6th level, your body slowly starts to permanently shift
into that of an aberration, acting akin to the curse that a Wild
Magic Sorcerer has. At 6th level, you can easily hide this
mutation, as it is only affecting a small portion of your body,
such as your eyes, or your hand. You decide what the actual
mutation looks like, but there is no way to get rid of it. Any
creature can take a DC 19 wisdom(perception) check to be
able to tell these differences.
The only way to stop the spreading of the mutation is to no
longer take any levels in this class, otherwise the mutation will
continue to spread.
By 12th level your mutation has covered roughly half of
your body, giving you a significantly different body structure.
While you can hide the mutation, you most use heavily
obscuring clothing or armor. The portions of your body that
were not affected look sickly, and off, as they are already
mutating as well. The portions covered can be your lower
body, your upper body(excluding your face), or random
patches around your body. The DC is reduced to 6.
By 16th level only a third of what you used to be remains,
and even that looks like a cross between your mutations
features and your races. Your face is the only thing
recognizable about you, and already portions of that are
mutated. The DC is reduced to 3.
By 20th level, all of your body has mutated, become that of
an aberrant, which can be an ever shifting blob, to something
more recognizable, you decide your appearance. Your
creature type changes to aberrant, and your innate casting
becomes psionic. Every creature releases your appearance.

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Greater transformations
At 16th level, your aberrant powers evolve, you gain additional
transformations. You are unable to use any extreme shifts or
subtle adaptations while in any of these forms, but each gives
extreme combat power in its own regard. Every form gives you
the bonuses of the combat form, excluding the ability to use
your extreme shifts and subtle adaptations.
Aberrant Fiend
You become a creature that looks akin to a horrifically
mutated Glabrezu, but with one pair of arms, hooved, winged,
no pincers, and a thin wiping tail. While you are in this form,
you have the following features, you use charisma when
rolling to hit and damage.
Claw attack: 2d6 slashing damage.
Bite attack: 1d8 piercing damage.
Horns: 1d6 piercing damage.
Hooves: 1d6 bludgeoning damage.
Goreing attack: You can use a bonus action to attempt to
shove that target with your horns, dealing 1d8 piercing
damage on a hit. The target must be no more than one size
larger than you and within 5 feet of you. Unless it succeeds
on a Strength saving throw against a DC equal to 8 + your
proficiency bonus + your Charisma modifier, you push it up
to 10 feet away from you.
Charge attack: If you move at least 15 feet straight toward
a target and then hit it with a goreing attack on the same
turn, the target takes an extra 2d4 piercing damage.
Magic Resistance: You advantage on saving throws
against spells and other magical effects.
**Expanded Innate Casting:++ You can cast Burning Hand,
Searing Smite, and Branding Smite at will without
expending material components a number of times equal
to you Charisma modifier.
Mantle of flame: You can cause flames to wreathe you
until the end of your next turn. The flames don’t harm you,
and they shed bright light out to 30 feet and dim light for
an additional 30 feet. While the flames are present, any
creature within 5 feet of you that hits you with a melee
attack takes 1d4 fire damage.
Hidden barbs: As a bonus action, you can cause small
barbs to protrude all over your body or cause them to
retract. At the start of each of your turns while the barbs
are out, you deal 1d6 piercing damage to any creature
grappling you or any creature grappled by you.
You have resistance to cold damage
You have immunity to fire damage
You gain a bonus to your AC equal to your constitution
modifier.
You have a flight speed equal to your walking speed.

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Aberrant Monstrosity Your movement speed increases by 30ft.
You become a creature akin to a cross breed between a Gray
Render, an Ettercap and a Displacer Beast. While in this form,
you use your wisdom modifier to hit and damage. You gain the
following features;
Bite attack: 1d12 piercing +1d4 poison damage, the target
must make a DC 6 constitution save or be poisoned for the
remainder of the round.
Claw attack: 2d6 slashing damage.
Web attack: (Ranged Weapon Attack: range 30/60 ft.), The
creature is restrained by webbing. As an action, the
restrained creature can make a DC 11 Strength check,
escaping from the webbing on a success. The effect ends if
the webbing is destroyed. The webbing has an AC of 5, 5
hit points, is vulnerable to fire damage and immune to
bludgeoning damage. You ignore movement restrictions
caused by your webs.
Tentacle attack: 1d6 bludgeoning damage+1d4 slashing
damage, has a reach of 10ft.
Multi-attack: You make three attacks, two with your claws
or tentacles, and one with your web or bite attack.
When you are subjected to an effect that allows you to
make a constitution saving throw you have advantage.
You have resistance to non-magical bludgeoning, piercing,
and slashing damage.
You can drop to all fours to double your movement speed.
Creatures within 5 feet of you provoke opportunity attacks
from you even if they take the Disengage action before
leaving your reach.
Aberrant Beast
You transform into a creature akin to a heavily mutated
wolf/rat/goat hybrid. While in this form you use your
intelligence modifier when rolling to hit, and you gain the
following features.
Bite attack: 1d10 piercing damage.
Claw attack: 2d8 slashing damage.
Diseased hide: Whenever you are hit by a melee attack
from a creature that is 10ft. from you, you can force them
to make a constitution. save or be poisoned until the end of
your turn.
Projectile barbs: (Ranged Weapon Attack: range 30/60
ft.), you can choose a number of creatures equal to your
intelligence modifier, each must make a dexterity save or is
hit by a projectile barb that deals 2d4 piercing damage.
you can use the Hide action as a bonus action on your turn.
Also, you can't be tracked by non magical means, unless
you choose to leave a trail.
You can use the Dash action as a bonus action on your
turn.
When you use your action to Dash, you can use a bonus
action to make one melee weapon attack or to shove a
creature. If you move at least 10 feet in a straight line
immediately before taking this bonus action, you either
gain a +5 bonus to the attack’s damage roll (if you choose
to make a melee attack and hit) or push the target up to 10
feet away from you (if you chose to shove and you succeed).
When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
You can add your dexterity modifier to your AC.

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Aberrant Celestial
You become a creature akin to a mockery of a celestial, having
small almost vestigial arms tipped by three clawed, delicate
hands, large, bulbous insectoid eyes set inside an owl-like,
shrunken skull atop a thin body and having a pair of wings
made of a mass of tendrils.
Mastery of auras: You can cast Nystul's Magic Aura, Aura
of Vitality, Aura of Life, and Aura of Purity at will without
expending material components a total number of times
equal to your wisdom modifier. You are also able to use the
Aura of Protection, and Aura of Courage features.
Distorted space: Once on each of your turns, you can deal
extra radiant or necrotic damage to one target when you
deal damage to it with an attack or a spell. The extra
radiant or necrotic damage equals your Star Touched level.
You may also decide to take damage equal to half your Star
Touched level (rounded up) to have each creature within
10 feet of you take the same amount of damage you did.
Fearful Gaze: You fix your gaze on one creature it can see
within 10 feet of you. The target must succeed on a DC 11
Wisdom saving throw or be paralyzed for 1 minute. A
paralyzed creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
If a creature’s saving throw is successful or the effect ends
for it, the creature is immune to this feature for the next 24
hours.
Maddening embrace: You can attempt to grapple one
creature that is within 5 feet of you. On a success, you
envelop that creature in your wings. When the creature is
enveloped, it must make an intelligence save against your
aberrant die dc. Upon a failure, the creature is driven
insane, sharing the same type of insanity you have, upon a
success, it takes 2d6 psychic damage. The creature is
considered charmed until you use this feature again, or if
Remove curse or a similar spell is cast on it. You may use
this feature a number of times equal to your intelligence
modifier. You have a flying speed that is double your
movement speed. You may make an unarmed claw attack,
which deals 1d4+ your dexterity modifier slashing damage
Celestial casting: You can can innately cast the following
spells, requiring no material components;
At will: detect evil and good, invisibility (self only), detect
magic, detect thoughts, gaseous form
3/day each: blade barrier, dispel evil and good, cure
wounds, shield
1/day each: commune, control weather, entangle

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Aberrant Undead Psychic camouflage: You cannot have your mind read by
You take on the form of a vaguely humanoid creature, more any means, nor can you be tracked by means that target
akin to a ghoul or ghast than anything else, but you have your mind.
numerous deformations that tell otherwise. You may add ½ of your proficiency bonus to your AC
(rounded down).
Horrifying Aura: Any creature hostile to you that starts its Horrific Garbling: Choose a number of creatures equal to
turn within 10 feet of you must succeed on a DC 13 your charisma modifier, each creature must make a
Wisdom saving throw or be frightened until the end of its wisdom saving throw or take 1d12 psychic damage.
next turn. If a creature’s saving throw is successful, the
creature is immune to this for the next 24 hours. Stench:
Any creature that starts its turn within 5 ft. of you must
succeed on a DC 10 Constitution saving throw or be
poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to this feature for 24
hours.
Keen Sight and Smell: You have advantage on Wisdom
(Perception) checks that rely on sight or smell.
Undead Fortitude: If damage reduces you to 0 hp, you
must make a Constitution saving throw with a DC of 5 +
the damage taken, unless the damage is radiant or from a
critical hit. On a success, you drop to 1 hp instead.
Bite attack: 1d8 piercing +1d4 poison damage, the target
must make a DC 6 constitution save or be poisoned for the
remainder of the round
Claw attack: 1d6 slashing damage + 1d4 acid damage
Standing Leap: As part of your movement, you can jump
up to 20 feet horizontally and 10 feet vertically, with or
without a running start.
Spider Climb: You can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Your jump distance is doubled.
Aberrant Humanoid
You transform into a creature that could be likened to if a
Slaadi had gone through Ceremorphosis, becoming a hybrid
of Slaad and Mind Flayer.
Tentacles: 1d6 bludgeoning damage +1d4 psychic. If the
target is Medium or smaller it must make a dexterity
saving throw or be grappled, and must succeed on an
Intelligence saving throw or be stunned until this grapple
ends.
Extract Brain: You must target one incapcitated creature
that you can physically touch, it takes 1d10 piercing
damage and is considered grappled by you if it is not
already so. At the beginning of each of its and your turns it
takes an additional 1d10 of piercing and psychic damage.
If the creature is reduced to 0 HP by this damage, it is
killed and has its brain extracted by you, which is then
devoured, causing you to regain 1d6 HP. You cannot take
any other actions while you have a creature grappled in
this manner.
Multiattack: You make three attacks: one with its bite and
two with its claws. You may replace the bite attack with a
tentacle attack.
Bite: You make one bite attack, dealing 1d4 +1 piercing
+1d4 psychic damage on a hit.
Claw: You make two claw attacks, dealing 1d8 slashing
damage + 1d4 psychic damage on a hit.
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You can only use this feature twice per day, but you are unable Mind Blast: You emit psychic energy in a 20-foot cone.
to access your combat and diplomatic forms if you use any of Each creature in that area must succeed on a DC 15
these transformations for the entire day. The transformation Intelligence saving throw or take 4d8 + 4 psychic damage
lasts for one hour, and you must wait out the time period and be stunned for 1 minute. A creature can repeat the
before you revert, or take a short or long rest. saving throw at the end of each of its turns, ending the
You can use this feature 4 times and can end the effect on itself on a success.
transformation at will at 20th level. Multiattack: You make three attacks using any of the
Every feature granted by each transformation takes your attacks granted by this feature.
action unless otherwise stated, your attacks are considered
magical for the purposes of overcoming immunities and Telepathic Hub: You can use your telepathy to initiate and
resistances, and you are considered proficient with all attacks maintain telepathic conversations with up to six creatures
you have in each form. at a time. You can let those creatures telepathically hear
While transformed, common people will see just a monster each other while connected in this way. -Innate
and will become hostile towards you. casting(psionics): You can cast gain Cause Fear, Calm
Each of these forms lets you regenerate 1d10 at the start of Emotions, and Detect Thoughts, Telekinesis, Rary's
your turn, unless you are already at max Hit points. You do not Telepathic Bond and finally Telepathy. You can cast each
regenerate from critical hits, magic, or magical weapons. spell three times at will without expending material
Whenever you transform, your equipment merges with you, components. Intelligence, Wisdom, or Charisma is the
but gives you no effect. modifier you use, whichever is the highest of the three.
True Aberrant You have blindsight up to 60ft.
You gain the ability to truly ascend over other creatures, using Your size becomes huge.
a combination of your knowledge over transformations, and to
take on a new form. When you take this form, you take on the Your alignment changes to true neutral.
appearance of your originale unmutated form, an aboleth, a All abilities listed, and all attacks listed are considered
morkoth, an elder brain, death slaad, and finally a beholder. magical for the purpose of overcoming immunities and
You also gain the following features; resistances.
Tentacles: You make three attacks, each deals 4d4
bludgeoning or slashing damage. Has a reach of 10ft.
Tail: You make two attacks, each deals 1d12 bludgeoning
damage, has a reach of 5ft.
Claws: You make two attacks, each deals 2d6 slashing
damage damage
Regeneration: You regain 10 + 1d8 hit points at the start
of your turn if you have at least 1 hit point.
Hypnosis: You project a 30-foot cone of magical energy.
Each creature in that area must make a DC 17 Wisdom
saving throw. On a failed save, the creature is charmed by
you for 1 minute. While charmed in this way, the target
fights for you, though it doesn’t obey commands given to it..
After the minute is up, it becomes immune to your
hypnosis. Magic Resistance: You have advantage on saving
throws against spells and other magical effects Telekinetic
Manipulation: If the target is a creature that is Medium or
smaller, it must succeed on a DC 12 Strength saving throw
or be moved up to 30 feet directly away from you.
Advanced Telepathy: You can perceive the content of any
telepathic communication used within 60 feet of you, and
you can't be surprised by creatures with any form of
telepathy. Telepathic Shroud: You are immune to any effect
that would sense your emotions or read your thoughts, as
well as all divination spells.
Psychic stab: You target one creature, the target must
succeed on a DC 13 Intelligence saving throw or take 6d6
psychic damage.

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The Dual Warped
The youngest of the Star touched, these individuals are a
direct result of the massive diversification that the Star
Touched have gone through over the years. Individuals that
looked at the oldest of the Star Touched, they have gained a
unique insight into the causes and functions of their abilities,
becoming something of a hybrid of the Twisted Artisans, and
Abominations, splitting the influence of their powers between
their mind, body and soul.
Individuals who often seek out their own paths in life, their
insanity has become the core of their personality, being the
base of what it is built upon, instead of twisting it. Often
having nonsensical views of the world, they are not inherently
harmful to others, and can be of good alignments in cases
where their insanity doesn’t inspire mindless bloodlust, and
can be of evil alignments when they have built up bloodthirsty
personalities that aren’t interfered with by nonsensical
fantasies. Most, however, walk the path of some form of
neutrality, rither living by a skewed code of ethics, living
without a care for law or chaos, or causing chaos for the sake
of it, harmful or otherwise.
Crazy is my personality
Whatever effect of madness you had picked during character
creation is now permanently, and can only be removed by a
wish spell. What’s more, instead of having your actions being
affected by your madness, they revolve around it. Your identity
is built upon that flaw, and without, you would be lost.
Friendly, ugly spirits
You gain aberrant spirits that occasionally manifest during
times of rest, or when you call upon them. Unlike the mad
artisans however, these spirits can in fact interact with the
material plane, but only in limited ways. They also do not
cause any creative impulses, and are normally only visible to
you. They make no sounds, but communicate via sensations,
and occasionally during dreams.
Evolving shadow
Like Twisted Artisans, your shadow gains unnatural elements
to it, however, these elements are far more extreme and
physical, with your shadow getting stronger as you do.
Shifting Form
Like the Aberrants of Flesh, you are able to twist your limbs
into natural weapons, but are unable to gain the finesse to
alter your body in any way beyond that.

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Spiritual Guardians
At 3rd level you can bring your spirits into battle. As an action,
you can target one creature for your spirits to harass, Until the
start of your next turn, that target has disadvantage on any
attack roll that isn't against you, and when the target hits a
creature other than you with an attack, that creature has
resistance to the damage of the target’s attacks.
Also at 3rd level, you cannot be made to dream by any
means, when you choose this Eldritch Emergence at 3rd level.
You can still be put to sleep however.
Shadow Hound
Starting at 3rd level, your shadow can split from you and
transform into a hound of pure darkness. Most of the time,
your shadow hound masquerades as your normal shadow. As
a bonus action, you can command it to magically slip into the
shadow of a creature you can see within 60 feet of you. While
the shadow hound is merged in this manner, the target can’t
gain the benefits of half cover or three-quarters cover against
your attack rolls, and you know the distance and direction to
the target even if it is hidden. The hound can’t be seen by
anyone but you and those with truesight, and it is unaffected
by light. The target has a vague feeling of dread while the
hound is present. As a bonus action, you can command your
shadow hound to return to you. It also automatically returns
to you if you and the target are on different planes of
existence, if you’re incapacitated, or if Dispel Magic, Remove
Curse, or similar magic is used on the target. Additionally,
while your shadow hound is split from you, you cast no
shadow.
Creatures can notice your lack of a shadow if they pass a
DC 12 wisdom(perception) check. Any creatures that notice
your lack of a shadow immediately becomes wary and
distrustful of you.
Extreme Shifts and Subtle
Adaptations
Starting at 3rd level, you have gained the ability to form
natural weapons. You are unable to cast the Alter Self spell
when you choose this eldritch emergence. Any clothing or
armor you wear must be specially made to accommodate any
shifting you do, otherwise it is destroyed. Alternatively, you
could wear rags or an easily removed robe.
At 3rd level you have access to the following extreme shifts.
It takes an action to form and unform a shift. You cannot shift
from one option to the next, you must unform a current shift
to use another.

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Extreme Shifts
Shift Description Effect
Each claw deals 1d6
You grow claws, slashing damage. If you
Claws which count as two already have claws as
seperate weapons. natural weapons, the
damage die turns to a d8.

The charging attack deals


You sprout horns,
1d8 bludgeoning damage.
which allows you to
If you already have horns
Horns make a charging
as a natural weapon, the
attack if you dash at
damage die becomes a
least 10ft. at a target.
d10.
Deals 1d4 piercing
You sprout antlers,
damage. You can shove
Antlers allowing you to make
the target back 10ft. if it
a goreing attack.
fails a strength save.

Your movement increases


Your legs become
speed by 5ft.The
digitigrade and your
trampling attack deals
feet twist into hooves,
1d10 bludgeoning
increasing your speed
Hooves damage. If you already
and letting you make
have hooves as natural
a trampling attack if
weapons, your movement
the target is knocked
speed is increased by
down or prone.
10ft. instead.
Your arm shifts into a
blade, preventing you
Arm The blade deals 1d8
from using it for
blade slashing damage on a hit.
anything other than
an attack.

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Extreme Shifts
Shift Description Effect
The bite attack deals 1d4
Your head
piercing damage. If you
Fanged transforms into a
already have a bite attack as
maw fanged maw, giving
a natural weapon, the d4
you a bite attack.
becomes a d6.
Your mouth
The cutting attack deals
sprouts two razor
1d4 slashing damage. If you
sharp mandibles
Slicing have a bite attack due to a
which lets you use
madibles naturel weapon, you can
your bonus action
add 1d4 slashing damage to
to make one
it instead.
cutting attack.
You can use your reaction
Your tongue to lash out with your
Stabbing
extends and gains tongue, dealing 1d4
tongue
a barb at the end. piercing damage on a hit. It
has a range of 10ft.
Your legs become You can jump an additional
digitigrade and 5ft. You can use a bonus
your feet twist into action to make a slashing
having three toes, attack, which deals 1d6
one of which is slashing damage on a hit.
held above the You can attempt to make a
Slashing
others and is sickle pouncing attack, which
talons
shaped, increasing requires you to dash 10ft.,
your jumping range jump, and the creature
and letting you failing a strength(athletics)
make a slashing or dexterity(acrobatics)
attack, and a save. On a failure it is
pounce attack. knocked prone.
One of your arms
becomes
grotesquely When you make an
Enlarged
enlarged. It cannot unarmed attack, it deals
arm
be used for 1d8 bludgeoning instead.
anything other
than attacking.

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Beginning at 6th level, the Aberrant spirits that aid you can
provide supernatural protection to those you defend. If you
can see within 30 feet of you takes damage, you can use your
Extreme Shifts reaction to reduce that damage by 2d4 + your charisma
Shift Description Effect modifier.
You can use this feature three times before needing to take
Your forearms
When you make an a short or long res
unarmed attack you deal
extend slightly and
Enhanced 2d4 bludgeoning damage Extra attack
increase in muscle.
forearms instead. You can use your
You cannot hold
weapons.
bonus action to make an At 6th level, whenever you take the attack option, you can
additional attack. attack twice instead of once.
Each of your arms When you hit with your
split into 1d6 tendril attack you deal 1d4 Shadow shifting
bladed tendrils, to slashing damage on a hit At 6th level, your shadow has become strengthened enough to
a maximum of six, for every tendril you begin physically interacting with the material world, and you
Split and preventing you manifested. If you have
tendrils from doing more than 1 tendril, you
have gained enough control over it to mold its shape and form.
anything other subtract 2 from the
You can use these following options by using your action;
than attacking if number you rolled when Wings: You wear your shadow in the form of either raven,
you shift more rolling to hit, but you can’t or bat wings (your choice). You gain a flying speed of 60ft.
than 3 tendrils. go below 1. Writhing shadows: You create an aura of constantly
You can choose a number lashing shadows around your self. You can use a bonus
Your stomach or
of targets equal to the action on your turn to cause the shadows in the aura to
back spouts 1d4
number of tendrils you attack one creature. Make a melee spell attack against the
Sprouted
tendrils, which lets
have, you may make one target. If the attack hits, the target takes necrotic damage
tendrils
you use a battering
attack against each. You equal to 1d10 + your Intelligence modifier. Afterwards,
attack.
deal 1d4 bludgeoning your shadow goes back to you.
damage on a hit, and have a Solid shield: You shadow rises and petals around you,
range of 10ft. giving you a +2 to your AC.
Obscuring Shadows: You use your shadow to obscure you
and a number of creatures equal to your intelligence
modifier. Creatures that rely on sight have disadvantage
You can have a total of two shifts active, but you cannot use when attempting to attack you or those you have chosen.
shifts that conflict with each other, like the “split tendrils” shift
and the “claws” shift, which both affect both of your arms, but
you can use the “enlarged arm” shift with the “arm blade” shift
since both only affect one arm. All shifts count as natural
weapons, you are considered proficient with them, and you
can use your intelligence, wisdom, or charisma modifier
(whichever is highest at any point of time) instead of strength
modifier when rolling to hit and damage.
Enhanced Unnatural casting
At 6th level your unique insight on your powers expand your
innate casting abilities. You know the Minor Illusion cantrip,
and can cast it at will. You can also cast the Disguise Self and
Invisibility twice. You must finish a short or long rest to cast
these spells again with this Feature. You do not need material
components to cast these spells. You can use your
Intelligence, Wisdom, or Charisma modifier to cast these
spells, with each modifier granting different effects;
Intelligence: The spell’s duration is doubled.
Wisdom: The spell does not require verbal components.
Charisma: The spell does not require somatic
components.
Aberrant Shield

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**Grabbing Shadows: You spread your shadow over the While you're in the disguise, you gain access to all
ground in a 20-foot square starting from a point within information that the humanoid would freely share with a
range. For the duration, your shadow turns the ground in casual acquaintance. Such information includes general
the area into difficult terrain. A creature in the area when details on its background and personal life, but doesn't
you cast your shadow must succeed on a Strength saving include secrets. The information is enough that you can pass
throw or be restrained by the entangling tendrils of murky yourself off as the person by drawing on its memories.
shadow for 3 turns. A creature restrained by your can use Another creature can see through this disguise by
its action to make a Strength check against your aberrant succeeding on a Wisdom (Insight) check contested by your
die DC. On a success, it frees itself. When a creature frees Charisma (Deception) check. You gain a +5 bonus to your
itself, or when the 3 turns are up, your shadow goes back check.
to you. Once you capture a shadow with this feature, you can't
Impaling Darkness: Your shadow suddenly leaps out to capture another one with it until you finish a short or long
impale creatures you see up to your Intelligence Modifier. rest.
Creatures chosen must pass a dexterity(acrobatics) save or
take 1d6 piercing and 1d4 necrotic damage. Afterwards, Aberrant counsel
your shadow goes back to you. At 12th level, you gain the ability to consult with your aberrant
Soothing Night: Your shadow gently envelopes a number spirits. When you do so, you cast the Augury or Clairvoyance
of creatures equal to your Wisdom modifier. These spell, without using a spell slot or material components.
creatures can be healed a total number of hit points equal Rather than creating a spherical sensor, this use of
to your level, or you can choose to end one condition they Clairvoyance invisibly summons your aberrant spirits to the
are afflicted with. Afterwards, your shadow goes back to chosen location. Wisdom is your spellcasting ability for these
you. spells.
Dark Blade: Your shadow forms a sword of pure darkness,
you use your charisma modifier to hit with it. On a hit, you After you cast either spell in this way, you can’t use this
deal 1d8 psychic damage + your charisma modifier. feature again until you finish a short or long rest.
Black Cloak: You wear your shadow like a cloak, which
lets you freely shift it into any two extreme shifts that you
have available as it develops the necessary parts. These
extreme shifts deal an additional 1d4 necrotic damage. You
may also attack with one when you make an attack with
one of your actual extreme shifts as a part of the same
action.
Black Hound: Your shadow hound takes physical form,
becoming a vaguely lupine creature made of writhing
shadows and tendrils. It uses the shadow mastiff stat block
with the following changes;
It appears with a number of temporary hit points
equal to half your Star Touched level.
It can move through other creatures and objects as
if they were difficult terrain. The hound takes 5 force
damage if it ends its turn inside an object.
It has 2 of your shadow shifts active, gaining the
features granted by them, but can not use the Dark
blade, Soothing night, impaling darkness, grabbing
shadows, or obscuring shadows shadow shifts.
All options continue to exist until they have been called
back, unless otherwise stated. You can only use one of these
options at a time, but you can use any feeel with your extreme
shifts.
Mantle of the Dead
At 12th level, you gain the ability to adopt a humanoid's
persona. When a humanoid dies within 30 feet of you, you can
use your shadow to devour its shadow using your reaction.
You retain this devoured shadow until you use it or you finish
a long rest.
You can use the devoured shadow as an action. When you
do so, it vanishes, magically transforming into a disguise that
appears on you. You now look like the dead person, but
healthy and alive. This disguise lasts for 1 hour or until you
end it as a bonus action.

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Aberrant and Shadowy
transformations
At 16th level, you gain the ability to transform into three
different forms, either super-charging your body with your
aberrant powers, merging fully with your shadow, or being
possessed by your spirits.
Shadow form
our appearance is whatever you wish it to be, but it must be
vaguely similar to your race. You use the Alip stat block with
the following changes;
Your creature type changes to aberration.
Your alignment doesn’t change.
You can freely choose up to 4 shadow shifts, and you can
now use a bonus action to do so.
Your hit points and AC stay the same as they were.
Beast form
Your appearance is that of a large, lumbering beast. You use
the Umber Hulk stat block with the following changes;
Your creature tyoe changes to aberrant.
Your intelligence score doesn’t change.
You choose any four extreme shifts, obeying all of the
restrictions, and gaining the attacks from each one, you
also now use either your Strength or dexterity modifier to
hit and damage with them.
Your alignment does not change.
Spirit form
Your appearance is that of a strange mix between spider, wolf,
and snake with three tentacles You use the Otyugh stat block
with the following changes;
Your proficiency bonus still applies.
You lose the limited telepathy trait.
Charisma and Intelligence scores become 10.
You can still choose one shadow shift and 2 extreme shifts,
following all restrictions.
Your hit points do not change.
Your AC does not change.
Your alignment does not change.
Your size doesn’t change.

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You can stay Transformed for a number of hours equal to half
your Star touched level (rounded down). You then revert to
your normal form. You can revert to your normal form earlier
by using a bonus action on your turn. You automatically revert
if you fall unconscious, drop to 0 hit points, or die. Any
damage that is more than your current hit points in your
transformed state is carried over to you.
Whenever you transform, your equipment merges with you,
but gives you no effect.
You may only use this feature once per long rest.
All attacks made by you are considered magical when
overcoming resistances and immunities.
Body, Mind, and Spirit
At 20th level you gain the ability to combine all three methods
of transformation, creating a creature of incredible power.
Your appearance is up to you to decide. You use the
Boneclaw stat block with the following changes;
Your creature type changes to aberrant.
Your charisma becomes 19.
You lose the Rejuvenation trait.
You can use 4 shadow shifts and 4 extreme shifts at the
same time, you can use a bonus action to do so.
You rejenerate 1d8 at the start of your every turn.
Your multi attack can use any attack granted by your
extreme shifts and/or shadow shifts.
Gains the Innate casting(psionics) feature;
You gain access to the following spells and slots:
Innate Spellcasting (Psionics). You are a 10th-level
spellcaster. Your innate spellcasting ability is Intelligence
(spell save DC 15; +7 to hit with spell attacks). You do not
gain any additional effects when casting these spells. You
can innately cast the following spells, requiring no
components:
At will: guidance, mage hand, vicious mockery, true
strike
1st-level (4 slots): charm person, command,
comprehend languages, sanctuary
2nd level (3 slots): crown of madness, phantasmal
force, see invisibility
3rd level (3 slots): clairvoyance, fear, meld into
stone
4th level (3 slots): confusion, stone shape
5th level (2 slots): scrying, telekinesis
Whenever you transform, your equipment merges with you,
but gives you no effect.
You may only use this feature once per day, and your
transformation lasts for 1 hour.

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Occultist Spells
##### Cantrips (0 Level) - Invisibility Blight Harm
Eldritch Blast - Minor Illusion - Blur Confusion Tenser's Transformation
Vicious Mockery - Infestation - Detect Thoughts Evard's Black Tentacles Soul Cage
Poison Spray - Primal Savagery - Misty Step Shadow of Moil Flesh to Stone
Toll the Dead - Chill Touch - Fire Mind Spike Sickening Radiance Circle of Death
Bolt - Message - Shocking Grasp Web Confusion
Ray of Enfeeblement Mordenkainen's Faithful
7th Level
- Acid Splash - Mage Hand
Crown of Madness Hound Mirage Arcane
1st level Hold Person Project Image
5th Level Simulacrum
Dissonant Whispers
3rd Level Dream Power Word Pain
Arms of Hadar
Fear Mislead Crown of Stars
Bane
Hypnotic Pattern Cure Baldness Etherealness
Hex
Major Image Seeming Teleport
Wrathful Smite
Hunger of Hadar Cloudkill
Silent Image 8th Level
Speak with Dead Contagion
Illusory Script
Stinking Cloud Insect Plague Abi-Dalzim's Horrid Wilting
Disguise Self
Vampiric Touch Synaptic Static Maddening Darkness
Tasha's Hideous Laughter
Enemies Abound Modify Memory Power Word Stun
Cause Fear
Bestow Curse Immolation Feeblemind
Witch Bolt
Enervation
4th Level 9th Level
2nd Level
Greater Invisibility 6th Level Weird
Phantasmal Force
Hallucinatory Terrain Programmed Illusion Psychic Scream
Alter Self
Phantasmal Killer Mental Prison Power Word Kill
Mirror Image
Staggering Smite Eyebite
Gaurdian of the gate Spells
Wrathful Smite Fear Phantasmal Killer
1st level Unseen Servant Hypnotic Pattern Staggering Smite
Color Spray Major Image Dimension Door
Disguise Self 2nd Level Phantom Steed Freedom of Movement
Illusory Script Invisibility Blinding Smite
Silent Image Magic Mouth Dispel Magic 5th Level
Detect Evil and Good Mirror Image Elemental Weapon Creation
Detect Magic Phantasmal Force Thunder Step Dream
Hunter's Mark Silence Slow Mislead
Hex Shadow Blade Gaseous Form Seeming
Protection from Evil and Branding Smite Banishing Smite
Good Enhance Ability 4th Level Telekinesis
Searing Smite Greater Invisibility
Thunderous Smite
3rd Level Hallucinatory Terrain

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Rapturous Priest Spells
Misty Step Sickening Radiance 7th Level
1st level Mind Spike Mordenkainen's Faithful Mirage Arcane
Dissonant Whispers Web Hound Project Image
Arms of Hadar Ray of Enfeeblement Simulacrum
Bane Crown of Madness
5th Level
Power Word Pain
Dissonant Whispers Hold Person Dream
Crown of Stars
Hex Mislead
Etherealness
Wrathful Smite 3rd Level Seeming
Teleport
Silent Image Fear Cloudkill
Illusory Script Hypnotic Pattern Contagion 8th Level
Disguise Self Major Image Insect Plague Abi-Dalzim's Horrid Wilting
Tasha's Hideous Laughter Hunger of Hadar Synaptic Static Maddening Darkness
Cause Fear Speak with Dead Modify Memory Power Word Stun
Witch Bolt Stinking Cloud Immolation Feeblemind
Dissonant Whispers Vampiric Touch Enervation
Arms of Hadar 9th Level
Bane 4th Level 6th Level Weird
Greater Invisibility Programmed Illusion Psychic Scream
2nd Level Hallucinatory Terrain Mental Prison Power Word Kill
Phantasmal Force Phantasmal Killer Eyebite Irritate Peanut Butter Fairy
Alter Self Staggering Smite Harm Luminous Erruption of Tea
Mirror Image Blight Tenser's Transformation Astral Rite of Acne
Invisibility Confusion Soul Cage
Blur Evard's Black Tentacles Flesh to Stone
Detect Thoughts Shadow of Moil Circle of Death

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