Barbarian Subclass: Path of the Aberrant Entity

by leron9999

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Credit: leron9999 and silverei

Path of the Aberrant Entity


The fury of a barbarian is a source of power that other beings from different planes might crave. Far realm entities, dark psionic spirits, or astral plane influences can be drawn to such raw power. Barbarians who follow this path, by choice or by circumstance, bond with such extraplanar entities, manifesting as an otherworldly mutation somewhere on their body. They might have a regular-shaped arm, but with odd coloration and texture, or a differently-colored eye with thick veins bulging around the area.

When barbarians enter their rage, the entity that bonded with them temporarily grows in power and feeds on this emotional surge. Their oddly-colored arm grows into a large extending clawed appendage, or the veins around their eye grows and expands like the roots of a tree along the barbarian's face. In this state, the barbarian and the entity become one, symbiotically using each other's powers in battle.

This archetype focuses on aberration and psionic phenomena as its thematic foundation. The different aberrant forms offer different aspects of utility or defense.

Path of the Aberrant Entity Features
Barbarian Level Feature
3rd Of Two Minds, Alien Mutation
6th Advanced Mutation
10th Psionic Feeding
14th Peak Mutation

Of Two Minds


At 3rd level, the entity within you constantly fights for control. You have advantage on saving throws against being charmed or frightened.

In addition, you can speak, read and write in Deep Speech.

Alien Mutation


When you take this path at 3rd level, you choose one aberrant form and gain its feature that you can use while raging. The affected body part of your chosen form has a minor physical deformity such as discoloration or small bone-like protrusions around the affected area. This mutates further into a more primal and otherworldly form once you enter rage.

Raging Transformation. If your aberrant form has a special ability that uses a bonus action, you can use this ability as part of the same bonus action you use to enter rage.

Aberrant Forms

The following lists the aberrant forms available to you at 3rd level. The form you take will improve at 6th and 14th level,

Alien Exoskeleton (Torso). Your exoskeleton feeds off the psychic energy of creatures around you. As a bonus action, each creature of your choice within 10 feet of you takes psychic damage equal to your Constitution modifier.

Exo Gazer (Eye). When a creature you can see within 30 feet of you targets another creature you can see within range, you can use your reaction to force the attacker to make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target is forced to target you or forego its attack.

Far Grasper (Arm). You can use a bonus action to grapple or shove targets within 10 feet of you with this arm. Whenever you successfully grapple a target with this arm, you must choose whether to move 5 feet in a straight line towards the target or pull the target 5 feet in a straight line towards you.

Mercurial Sprinter (Legs). You can use a bonus action to take the Dash action. When you do so, you vibrate at otherworldly frequencies. During this time, opportunity attacks made against you have disadvantage and you can move through other creatures (including hostile creatures) without using any additional movement. You deal force damage equal to your Constitution modifier to each creature you move through.

Raging Armament (Hands). As a bonus action, you merge your hands with one weapon you are currently holding. The next time you hit with that weapon, your hands revert back to its original state and the target's next attack roll or saving throw (your choice) suffers a 1d4 penalty to the roll.

Advanced Mutation


At 6th level, your body begins to adapt better to the aberrant form, gaining an additional ability according to the aberrant form you have chosen at 3rd level that you can use even outside of rage.

Alien Cataphract (Torso). Your skin constantly emits a low psychic field, granting you resistance to psychic damage.

Exo Gazer (Eye). Whenever you make a Wisdom (Insight) check, you get a bonus equal to your Constitution modifier. In addition, you gain darkvision of 30 feet. If you already have darkvision, its range increases by 30 feet. Your darkvision within this range allows you to see in color.

Far Grasper (Arm). You can grab or manipulate objects within 10 feet of you, and the extended reach of your jump increases by 10 feet.

Mercurial Sprinter (Legs). When you take the Dash action, you can move along vertical surfaces without falling as if it were difficult terrain. You immediately start falling if you end your turn on a vertical surface.

Raging Armament (Hands). As an action, you can transform one or both of your hands to take the form of a simple weapon with the light property, which you can use for your raging armament. This weapon is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Alternatively, you can have your hand mimic the size, shape, and appearance of a small non-magical object you are familiar with that can fit in the palm of your hand and weighs no more than 1 pound.

This shape lasts for 1 minute or if you revert it early as a bonus action on subsequent turns.

Psionic Feeding


At 10th level, you can take 10 minutes to devour the lingering psionic energy of a creature that has died in the last 24 hours. Doing so immediately consumes all remaining psionic energy from the body. You cannot do this to undead or constructs. During this 10-minute period, you see and hear everything the creature has seen or heard in the last 24 hours prior to its death. At the end of the 10-minute period, you regain one use of rage.

You can use this feature once, and must finish a long rest in order to use it again.

Peak Mutation


At 14th level, your mutation reaches its peak, granting you an additional feature you can use while raging according to the aberrant form you have chosen at 3rd level.

Alien Exoskeleton (Torso). The alien exoskeleton feeds on the pain of your enemies. You gain 1 temporary hit point for each creature that takes psychic damage from your alien exoskeleton.

Exo Gazer (Eye). When a creature fails its saving throw against your exo gazer, it is also frightened of you until the end of its current turn. Your eye pries deeper into your target's soul.

Far Grasper (Arm). Your arm grows to a much larger size. You are considered one size larger for the purposes of grappling or shoving other creatures using this arm. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make a grapple attack against the creature instead of making a melee weapon attack.

Mercurial Sprinter (Legs). You synchronize frequencies with your allies. When an ally you can see within 30 feet of you is the target of an attack, you can use your reaction to swap places with that ally. You become the target instead and the attacker uses the same attack roll.

Raging Armament (Hands). You can leave pieces from your raging armament into your enemies. When you hit a creature with your raging armament, you can force it to make a Constitution saving throw. The DC is equal to 8 + your proficiency bonus + your Constitution modifier.

On a failed save, the 1d4 penalty it suffers for its attack rolls or saving throws last until the start of your next turn. On a successful save, only its next attack roll or saving throw is affected.

 

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