Aberrant Knight Fighter Martial Archetype

by ArgenisDBarrios

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Aberrant Knight

Aberrant Knight

Far deep into the infinite realms have you peered and asked for strength. You heard but a whisper, and that whisper planted the seed of the power you now wield. Aberrant Knights are individuals who have been irreversibly touched by the powers within the endless cosmos of space, far beyond the reaches of men. They themselves may not even understand how they came to hold such eldritch powers. But whether they choose to harness their newborn abilities, or reject them, they have a link to the infinite beyond.

Conduit of the Cosmos

3rd level Aberrant Knight feature

Choose one cosmic host when you gain this feature. Your body has become an anchor for those within the infinite realms to inhabit and see through. In doing so, they have imparted some of their power to you. This may manifest on your body in several ways, you may grow a third eye, your skin may produce a thin layer of sticky mucus, constellations may replace your pupils. Whatever the change may be, you must choose a cosmic host to allow within you.

  • The Dreamer. You learn the message cantrip, and when you make an Intelligence (Investigation) check you can expend one Cosmic die and add the die to that check.
  • The Oculus. You learn the minor illusion cantrip, and when you make an Wisdom (Perception) check you can expend one Cosmic die and add the die to that check.
  • The Star. You learn the guidance cantrip, and when you make an Dexterity (Acrobatics) check you can expend one Cosmic die and add the die to that check.

Inheritor of Cosmic Power

3rd level Aberrant Knight feature

You have some degree of cosmic power within you that you are able to tap into. The power you've inherited from the cosmos or other aberrant beings within the infinite realms has changed you. This power fuels your capabilities through your Cosmic dice. These dice are a d6, and you have a number of them equal to twice your proficiency bonus. Some of your cosmic powers enhance your attacks in some way. You can use only one cosmic power per attack. You regain all your Cosmic dice after you finish a long rest.

Your Cosmic dice grows in power at certain levels: 5th level (d8), 11th level (d10), and 17th level (d12).

Some of your cosmic powers and other features may require a saving throw to resist the effects. The saving throw for such powers and features is calculated as follows:

Cosmic Save DC = 8 + Proficiency bonus + your Constitution modifier.

Cosmic Powers

Addled Mind. You extend the whispers within your mind. When you hit a creature with a weapon attack, you can expend one cosmic die to attempt to Daze the target. You add the cosmic die to the attack's damage roll in the form of psychic damage, and the target must make a Wisdom saving throw. On a failed save, the target is Dazed until the end of your next turn.
Cosmic Shield. You create a tear into the infinite realms. When you or another creature you can see within 30 feet of you is hit by an attack, you can use your reaction to expend one Cosmic die, roll the die, and gain a bonus to AC equal to the number rolled until the start of the targets next turn.
Eldritch Arms. When you hit a creature with a weapon attack, you can expend one cosmic die to entrap a creature within grasping arms from the infinite realms. You add the cosmic die to the attack's damage roll in the form of psychic damage. For 1 minute, as if you were concentrating on a spell, the targets speed is reduced by 10 feet. The first time the target moves 5 feet or more within its turn it takes psychic damage equal to a roll of your cosmic die. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the arms release their hold on the target and fade away.

Vessel of the Cosmos

7th level Aberrant Knight feature

You gain further benefits based on the host you chose.

  • The Dreamer. The Dreamer guards your mind and makes it difficult for others to affect it or peer within your subconscious. You have advantage on saving throws against being charmed or frightened. Additionally you may expend a cosmic die to add the result of its roll to saves against those effects or to free yourself from them.
  • The Oculus. The eyes of the infinite realms grant you their insight. you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet. Additionally, you may expend a cosmic die to gain blindsight out to a range equal to 5 times the roll of your cosmic die. If you have the blind fighting fighting style your range is extended by the same amount. This benefit lasts for 1 hour, or until you use this feature again.
  • The Star. The constellations of a distant being guide you and allow you to be unbound. You have advantage on saving throws against being paralyzed or stunned. Additionally you may expend a cosmic die to add the result of its roll to saves against those effects or to free yourself from them.

Additionally, your thoughts can't be read by telepathy or other means unless you allow it.

Eyes Within

10th level Aberrant Knight feature

Gain their insight with eyes on the inside. The infinite realms shield your mind. You gain resistance to psychic damage and you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)

Request Insight

15th level Aberrant Knight feature

You've been a gracious anchor to your host and will now entertain an audience. You can cast the contact other plane spell, but only as a ritual. When you do so the DC for the Intelligence saving throw is lowered by an amount equal to your proficiency bonus.

Additionally, you may now change your cosmic host after a long rest. As you request the aid of a different being within the infinite realms beyond.

Ascendant of the Stars

18th level Aberrant Knight feature

You are a gateway for those who linger within the endless infinity of the void in space. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You are immune to psychic damage.
  • You gain a new cosmic power while this feature is active: Psychic Rend. When you hit a creature with a weapon attack, You may expend two cosmic die as you expose the minds of those around you into the infinite realms beyond. Each creature of your choice within 30 ft of you must make a Intelligence saving throw. On a failed save, a target takes psychic damage equal to four rolls of your cosmic die and is stunned. On a successful save, a target takes half as much damage and isn't stunned. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. Creatures that have an Intelligence score of 2 or lower are unaffected.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a Cosmic die to use it again.

On the Dazed condition: While Dazed, you experience the following effect: You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.

I am using the dazed condition from the UA 2022 Cleric and Revised Species which is obviously playtest material so it is subject to change, when the time comes I will update the subclass to mach the actual condition when it is fully released.

"...The skies are haunted by that which it were madness to know; and strange abominations pass evermore between earth and moon and athwart the galaxies. - Clark Ashton Smith, The Beast Of Averoigne "

Artist Credit

Rise of the Half-blood Elf by Rayden Chen

The power of knowledge by Kyle Baerlocher

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