Order of the Aberrant | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Order of the Aberrant

The newest order of Blood Hunters, the Order of the Aberrant seeks to eliminate the truly unnatural in this world. Knowing well that Aberrations are some of the most dangerous creatures in their world this order seeks to use their own powers against them. Due to the overwhelmingly corrupting nature of Aberrations, members of this order require significant mental training before they are permitted the knowledge of the order. Their Order training gives them tools to prevent the fracturing of their mind and the corruption of their soul. There are fewer living practitioners of this order than any other. Yet the serve as one of the most important in the fight against the truly alien abominations of this world.    

Rite of the Oracle

When you join this order at 3rd level, you learn the Rite of the Oracle esoteric rite.
Rite of the Oracle: Your rite damage is Psychic damage. While the rite is active, you gain the following benefits:
  • You have resistance to Psychic damage
  • Your weapon deals one additional hemocraft die of rite damage when you hit an Aberration
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    Mind Specialist

    Beginning at 3rd level, your order teaches you mastery over your mind to resist the influence of the abominations you fight. You gain advantage on Wisdom saving throws to prevent mind control, or outside influences. Such as the use of Command spells, Detect Thoughts, and Charm effects.    

    Anti-Magic Cone

    Upon reaching 7th level, you can use an action to activate a cone of anti-magic from your eyes. As described in the antimagic field spell, in a 15ft. cone. This effect is active until the start of your next turn. It affects your own magic, if you have any. As well as your own Blood Maledicts/Curses. You can use your reaction to deactivate this effect at any time during your own turn. Beginning at 11th level, you gain 1 additional round of use for your Anti-Magic Cone. Meaning it will last until the start of the turn after your next. You can use this feature once. Beginning at 15th level, you can use your Anti-Magic Cone feature twice between rests. You regain all expended uses when you finish a short or long rest.    

    Brand of Fractured Mind

    At 11th level, your Brand of Castigation now digs into the mind and exposes them to your influence. When the brand is formed you learn the surface thoughts of the creature--what is most on its mind in that moment. You can at any time use a Bonus Action to invade the targets mind. The target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind. (Such as something it worries over, loves, or hates). If it succeeds, nothing happens. Either way, the target knows that you are probing into its mind. The creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, you are unable to use this effect until the next dawn.    

    Mind of the Aberration

    Upon reaching 15th level, gain the 'Mind of the Aberration' feature. You have gained unique insight into the mind of an Aberration, and now your own stirs with those same dark machinations. Creatures attempting to read your mind take 2d8 psychic damage (At the DM's digression, the creature may be frightened of you after this. But it is not a mechanical implementation). And you gain immunity to being Charmed or Frightened.    

    Blood Curse of the Mind Flayer

    At 18th level, you've honed your hemocraft to reproduce the effects of a Mind Flayer, one of the greatest enemies of the Order of the Aberration. You gain the Blood Curse of the Mind Flayer. This doesn't count against your number of Blood Curses known.
    Blood Curse of the Mind Flayer: As an action, release a psychic energy field in a 60ft cone. Each creature in that area must succeed on an Intelligence check equal to your Hemocraft Save DC. Or take 4d8 + your Intelligence Modifier 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.
  • Amplify: Any creature in the cone who is currently casting, holding concentration for, or has cast a spell within their last turn that applies the charmed, or frightened. Will take an additional 1d8 Psychic damage upon a failed save. If the spell they cast is still active its effects are ended.

  • Created by

    Lord Mcberry.

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