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Sorcerous Origin: Aberrant Bloodline

by Lord Rumfish

Legalese
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
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All other original material in this work is copyright 2018 by Mark Burton (a.k.a. Lord Rumfish) and published under the
Community Content Agreement for Dungeon Masters Guild.

Design: Mark “Lord Rumfish” Burton.

Art: DMs Guild Creator Resources hosted by Wizards of the Coast.

Proofing: Lord Rumfish.


Sorcerous Origin: Aberration
Aberrant Manifestation
Traits Gained

Aberrant Bloodline Aboleth You gain gills and webbed feet and
hands. You can breathe water as well
Your ancestors were subjected to terrible as air, and your swim speed is 30 ft.
experiments, either by rogue wizards or by Beholder You have an extra eye growing out of
intelligent aberrations. After enough grafting and your head on an eyestalk. You can
manipulation, something aberrant took hold in your see in any direction without turning
your head, and you gain a +2 bonus
bloodline and has carried on ever since. The gift of
on visual Perception checks.
magic manifested in you from this dark background,
Gibbering You have an extra mouth in a strange
and physical signs show something is abnormal.
Mouther location on your body, such as the
palm of your hand or behind your
Aberration Ancestor knee. Whenever you are grappling or
grappled by a creature, as a bonus
At 1st level, you choose one type of aberration as action you can make a melee bite
your ancestor. The characteristics of that aberration attack against it using Strength or
will be used by features you gain. Dexterity (you are considered
proficient). If the bite hits, it deals
Aberration Ancestry 2d6 + Strength or Dexterity modifier
piercing damage.
Aberration Characteristics
Illithid (Mind You have two face tentacles arranged
Aboleth Aquatic, mind control, racial memory
Flayer) near your mouth. While you cannot
Beholder Eyestalks, magic manipulation, flight
eat a creature’s brain yet, you can
Gibbering Extra mouths, aberrant ground,
attack in melee with a tentacle using
Mouther gibbering
the higher of Intelligence or Charisma
Illithid (Mind Brain eating, mind blast, face
(you are considered proficient). If you
Flayer) tentacles
hit, the tentacle deals 1d6 +
Neogi (VGtM) Spider climbing, mind control, natural Intelligence or Charisma modifier
attacks psychic damage.
Slaad Claws, damage resistances, Neogi (VGtM) Bristly hair covers your back, and a
regeneration pair of spider legs grow from your
Star Spawn Immune to psychic, immune to torso in addition to your other limbs.
(MToF) charmed and frightened, madness You have a climb speed of 30 feet.
Slaad You have a vaguely hunched, slaad-
like appearance, and claws to match.
Aberrant Manifestation You can attack with a claw in melee
using Strength (you are considered
At 1st level, it is already clear that you possess an proficient). If you hit, the claw attack
abnormal heritage through some physical trait of deals 1d10 + Strength modifier
your body. You also share a common strength of slashing damage.
many aberrations: resistance to magic. You can use Star Spawn There is something terrible or
this trait when you must make a saving throw (MToF) hideous to behold somewhere on
against a magical effect, gaining advantage on the your body, though it may not be
saving throw. You cannot use this trait again until immediately obvious. There might be
you finish a short or long rest. a glove you never take off or a hat
you refuse to part with, and what lies
You also gain a minor physical deformation based on beneath is revolting enough to give
you disadvantage on social checks
your ancestry. This abnormality is useful in some
with non-aberration creatures who
way, although it may cause you social problems with
witness it. You have resistance to
the close-minded or superstitious. psychic damage.
Aberrant Power Beholder You grow a second eyestalk from your
head. You gain a fly speed of 20 feet
At 6th level, spells are added to your repertoire with the ability to hover in place.
based on your aberrant ancestry. You do not have to
choose these spells, they are automatically learned You can shoot two random eye rays of
and available when you have spell slots of the a beholder on your turn as an action,
appropriate level (cantrips are learned instantly). using your spell save DC for the DC to
resist the rays. After using your eye
rays, you must finish a long rest before
Aberrant Power you can use them again.
Aberration Spells Learned Gibbering You grow at least three more mouths
Aboleth Suggestion, Modify Memory, Mouther in different locations on your body.
Dominate Monster Your bite attack damage from
Beholder Slow, Arcane Eye, Eyebite Aberrant Manifestation increases to
Gibbering Magic Mouth, Confusion, Feeblemind 5d6 + Strength or Dexterity modifier
Mouther piercing damage.
Illithid (Mind Command, Detect Thoughts, Hold
Flayer) Person, Hold Monster The ground in a 10-foot radius around
Neogi (VGtM) Friends, Charm Person, Dominate you is doughlike difficult terrain. Each
Person, Power Word Stun creature that starts its turn in that
Slaad Detect Magic, Invisibility, Fear, area must succeed on a Strength
Cloudkill saving throw (DC equal to your spell
Star Spawn Misty Step, Contact Other Plane, save DC) or have its speed reduced to
(MToF) Circle of Death 0 until the start of its next turn.
Illithid (Mind You grow two more face tentacles,
Flayer) which hide your mouth much like a
true illithid. Your tentacle attack from
Aberration’s Form Aberration Manifestation is upgraded
At 14th level, a major physical change comes over to the attacks of an illithid.
your form. The change might be subtle and affect
how magic interacts with you, or the change might Tentacles. Melee Weapon Attack: Int
be obvious. It depends upon your ancestry. or Cha mod + proficiency to hit, reach
5 ft., one creature. Hit: 2d10 + Int or
Cha mod psychic damage. If the target
Aberration’s Form is Medium or smaller, it is grappled
Aberration Characteristics (escape DC equal to your spell save
Aboleth Your aquatic traits become more DC) and must succeed on an
pronounced and disturbing, but your Intelligence saving throw (DC equal to
mind changes the most. You recall spell save DC) or be stunned until this
everything you have witnessed with grapple ends.
perfect clarity, automatically
succeeding on Intelligence checks to Extract Brain. Melee Weapon Attack:
remember details. Int or Cha mod + proficiency to hit,
reach 5 ft., one incapacitated
You can also tap into the racial humanoid grappled by you. Hit: The
memory of aboleths in your ancestry. target takes 55 (10d10) piercing
To do so, make a Wisdom saving damage. If this damage reduces the
throw, DC 17. On a success, you gain target to 0 hit points, you kill the
advantage on any one Intelligence target by extracting and devouring its
check. On a failure, you take 5d10 brain. Once you have used Extract
psychic damage as horrific memories Brain, you cannot do so again until you
of past atrocities flood your mind. have finished a short or long rest.
Neogi (VGtM) Your neck elongates until your head
can move like an eel, you grow fangs,
and you gain another pair of spider
legs protruding from your torso.

You gain the Spider Climb special


ability, which allows you to climb
difficult surfaces, including upside
down on ceilings, without needing to
make an ability check.

You gain a bite attack that you are


proficient with. It is a melee bite
attack using Strength or Dexterity, and
on a hit you deal 1d6 + Strength or
Dexterity modifier piercing damage
plus 4d6 poison damage. The target
must succeed on a Constitution saving
throw (DC equal to your spell save DC)
or become poisoned for 1 minute. A
target can repeat the saving throw at
the end of each of its turns, ending the
effect on itself on a success.
Slaad Even as your appearance becomes
more slaad-like, you gain a measure of
control over the chaos inside you, with Telepathy
the Shapechanger special trait.
Starting at 18th level, you gain telepathy out to a
range of 120 feet. Telepathy is a magical ability that
Shapechanger. You can use your
action to polymorph into a Small or allows you to communicate mentally with another
Medium humanoid, or back into your creature within a specified range. The contacted
true form. Your statistics, other than creature doesn’t need to share a language with you
size, are the same in each form. Any to communicate in this way, but it must be able to
equipment you are wearing or understand at least one language. A creature
carrying isn’t transformed. You revert without telepathy can receive and respond to
to your true form if you die. telepathic messages but can’t initiate or terminate a
Star Spawn Additional horrific changes take place telepathic conversation.
(MToF) in your body, but your mind becomes
the most alien. You are immune to You don’t need to see a contacted creature and can
psychic damage, and you are immune end the telepathic contact at any time. The contact
to the charmed and frightened
is broken as soon as the two creatures are no longer
conditions.
within range of each other or if you contact a
different creature within range. You can initiate or
terminate a telepathic conversation without using an
action, but while you are incapacitated, you can’t
initiate telepathic contact, and any current contact is
terminated.

A creature within the area of an Antimagic Field or in


any other location where magic doesn’t function
can’t send or receive telepathic messages.
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