Aberrant Summoner (5e Class)
Aberrant Summoner (5e class)
By candlelight under a shimmering full moon, a hooded figure scribbles frantically on aged parchment. Scholarly notes, they proclaim, on beasts and creatures which wander Faerûn amongst mortal beings, and others still from further beyond. In their sheltered isolation, however, a darker truth is revealed - the markings and strange illustrations are for a creature yet to establish its form, made to serve the will of its creator. The figure, satisfied with their work, completes an almost alien ritual divined through arduous study and relentless research: from unknown realms, an aberrant form appears before the Summoner and awaits the instructions which define its being.
Pioneers of the Aberrant
The Aberrant Summoner class is designed to give the player a unique sense of power through a mix of control and freedom, at the expense of personal power. Through whatever means, an Aberrant Summoner has come to procure the power or knowledge to summon all manner of creatures from the fearsome and ferocious, to the nimble, friendly and accomodating. Each creature brings with it a new way to focus your abilities and create a variety of choices and options for the summoner to a degree that very few can hope to match. Your Aberrant Summon - whether it was born of your own will, knowledge and power, or bestowed upon you by another for whatever reason - is a creature of its own freedom and will, first bound by obligation, but with infinite potential for growth and change. The possibilities both in terms of choice and potential are virtually endless, with plenty of potential for choice and change of most any degree.
Creating an Aberrant Summoner
When making your Aberrant Summoner, it is important to first consider how your character has come about having a summon in the first place. Was it the result of years of study and practice? A fervent pursuit that finally bore fruit? Perhaps it was something more questionable, such as reaching into some terrible unknown, or treading the fine line between life and death in order to create life, or bring it to something since dead? Or maybe your summoner was instead bestowed the power to conjure or call upon the Aberrant Summon, such as a gift or guardian from a higher power, watchful eyes from a being with questionable or hidden motives, or to give body to a spirit you have create a connection with? Afterwards, its important to also consider what your interactions with your summon might consist of. How will you use your summon? What will its main directive be when you play? How will you interact with your summon both in and out of combat? Are you perhaps amicable with the creature? Or you see it as a source of power - a tool to be used, and a means to an end? Maybe you have an intimate connection to your summon, one that allows for your attachment to it no matter what form it takes. How long has it been since you first gained the ability to conjure your Aberrant Summon? Are you in the thick of your life story with them, or are you just getting started? With the motives and methods of relating your summoner to your summon, it is important to consider how they are as an individual as a result as well. What changes it has brought into their life, what they would do for or against the summon or the forces that brought it into being, and the sacrifices they are willing to make to keep hold of it.
- Quick Build
You can make an Aberrant Summoner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Sage background. Third, choose two creatures types from those listed under Pursued Knowledge. Its important to consider what archetype you will be pursuing at later levels when you do. For example, Dragons would be recommended for overwhelming brute force in combat, while Fey would be recommended for better opportunities to exploit skills and techniques besides raw damage, or Elementals for a stronger guard. Fourth, choose a light crossbow with 20 bolts, leather armour, an arcane focus, and alchemist's supplies as your starting equipment. Finally, choose the Frostbite and Prestidigitation cantrips, along with the 1st-level spells Bless and Healing Word.
Class Features
As a Aberrant Summoner you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Aberrant Summoner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Aberrant Summoner level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist’s Supplies
Saving Throws: Intelligence, Wisdom
Skills: Nature, and two other skills of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A light crossbow and 20 bolts or (b) any simple weapon
- (a) A component pouch or (b) an arcane focus
- (a) A scholar's pack or (b) an alchemist’s supplies
- Leather armor
- If you are using starting wealth, you have 5d4 x10 gp. in funds.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Max CR | CR Bonus | Bonus HP | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||||
1st | +2 | Aberrant Summon, Pursued Knowledge, Spellcasting | 2 | 2 | 1/2 | — | — | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Aberrant Pursuits | 2 | 2 | 1 | — | — | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Aberrant Capacity (+1) | 2 | 2 | 1 | +1 | 1 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | 2 | +1 | 2 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Summon Solidarity, Summon Multiattack | 3 | 3 | 2 | +1 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | As One | 3 | 3 | 3 | +1 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Aberrant Capacity (+2) | 3 | 4 | 3 | +2 | 6 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 4 | +2 | 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Devotion | 3 | 4 | 4 | +2 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Emergency Redeployment | 4 | 5 | 5 | +2 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Aberrant Capacity (+3) | 4 | 5 | 5 | +3 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 5 | 6 | +3 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Alacrity, Summon Multiattack (2) | 4 | 6 | 6 | +3 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Refined Conjuration | 4 | 6 | 7 | +3 | 24 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Aberrant Capacity (+4) | 4 | 6 | 7 | +4 | 28 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 7 | 8 | +4 | 32 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Guarded Works | 4 | 7 | 8 | +4 | 36 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Entropic Evocation | 4 | 7 | 9 | +4 | 40 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Aberrant Capacity (+5) | 4 | 8 | 9 | +5 | 45 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Aberrant Dynamism | 4 | 8 | 10 | +5 | 50 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
As a practitioner of the conjurational arts, you start at 1st level with the ability to cast a variety of spells, though of less variety than your peers as a result of your intense focus on summoning specialization. See chapter 10 for the general rules of spellcasting.
Cantrips
At 1st level, you know two Cantrips of your choice from the Summoner spell list. You learn additional summoner Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.
Preparing and Casting Spells
The Aberrant Summoner table shows how many spell slots you have to cast your summoner spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. The Spells Known column of the Aberrant Summoner table shows how many summoner spells you can choose. The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level summoner, you have four 1st-level and two 2nd-level spell slots, and your list of prepared spells can include two spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a short or long rest. Preparing a new list of summoner spells requires time spent in study and recitation as you recount the incantations and gestures you have learned or gleamed: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Summoner spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
- Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
Ritual Casting
You can cast any Summoner spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your summoner spells.
Features
Pursued Knowledge
In the events leading up to the summoning of your aberrant summon, you have come to develop a particularly deep understanding of Aberrations, as well as two other creature types of your choice out of Beast, Celestial, Constructs, Dragon, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant and Undead, excluding unique or named creatures.
Chosen at 1st level when you first take this class, this determines what your summon is capable of being summoned as, and what Aberrant Pursuit you can choose at higher levels. Additionally, you add your proficiency bonus to all checks you make involving creatures of your chosen creature types, such as checks to recall information about such creatures, or when trying to track, find or detect them.
Aberrant Summon
The basis and culmination of your work, effort or study, you learn and develop the fundamentals of a new Conjuration spell unique to you. However, the process is difficult and costly, requiring a substantial offering or sacrifice of the caster the first time they conjure their Aberrant Summon, to cement a place in the material plane at the summoner's side, up until its summoner's death. This sacrifice must be part of themself, such as - but not limited to - a limb, extremities, or one of their senses. Alternatively, a player could sacrifice a racial feature, such as a special sense or other trait. The sacrifice cannot be restored by any means short of a wish spell due to the magically entwining nature of the spell it is used for.
With a ten-minute ritual that may be conducted as part of a short of long rest, you can call upon an Aberrant Summon, appearing in an unoccupied space within 30 feet of you that you can see. The creature you wish to summon must be determined at the start of the ritual. It must be a Small or Tiny creature of one of the three creature types known as per Pursued Knowledge, and must be of a CR equal to or less than the max CR available to you, as shown on the Max CR column of the summoner table. It appears with any armour and equipment listed under the chosen creature's stat block, though any equipment it appears with can only be used by the summon. Equipment that it removes, loses or is otherwise destroyed disappears, and cannot reappear until you cast Aberrant Summon again.
Your summon acts independantly of you, but is loyal to you and obeys your commands as best it can. This can change as you and your summon grows, depending on your relationship with the summon, and how strong you and it becomes. It has a maximum number of hit points equal to 6 + your Intelligence modifier at 1st Aberrant Summoner level, with hit points as 2nd level and higher being determined by your Aberrant Pursuit. Regardless of your Aberrant Pursuit, your summon uses a number of d6 equal to your Aberrant Summoner level as its hit dice, and uses your Intelligence modifier in place of a Constitution modifier when rolling them. Additionally, the Aberrant Summon has proficiency in all saving throws. When in combat, your summon shares your initiative count, taking its turn at the same time as yours.
Regardless of the creature your Aberrant Summon is summoned as, it knows any languages you know, in addition to those listed in the chosen creature's stat block, but can only speak if it has the ability to speak another language. Additionally, your Aberrant Summon is confined by the following rules;
- It cannot use any lair actions, legendary resistance or possession listed as part of its statistics.
- It cannot use any shapechanging actions to take the shape or form of another creature, except for those by a spell it can cast, such as Polymorph.
- Damage rolls made by your summon can only have a maximum listed number of damage dice per instance of damage equal to or less than 1 + your Aberrant Capacity, except for those made as part of a spell cast at 1st level or higher. If an action lists a number of damage dice that are greater than your current maximum, roll a number of damage dice equal to your maximum instead. For example, if you summon a creature at 3rd level that has a damage roll of 5d6 as part of an action it can make, you would only roll 2d6 during the damage roll. This does not include damage dice gained through other means, such as a spell or critical hit.
- You can only have one Aberrant Summon summoned at a time, unless stated otherwise, such as the Split feature under Aberrant Mucilagence, or the Concerted feature under Aberrant Divergence. If you cast Aberrant Summon while a summon already exists, you cause the former summon to disappear, before being replaced by the new chosen creature as normal.
As an action, you can temporarily dismiss your summon, causing it to disappear. While dismissed in this way, you can use your action to cause it to reappear in an unoccupied space within 30 feet of you that you can see. If your summon is ever on a separate plane of existence from you, it is automatically dismissed, to the same effect. Additionally, whenever you cast a spell, you can have your summon use its reaction to cast the spell from its location, instead of yours.
Whenever you resummon your Aberrant Summon, it reappears with the same hit points it was last dismissed with. Additionally, when your summon dies, it disappears, leaving no physical remains behind unless stated otherwise. The first time you cast Aberrant Summon after your summon has died, its cast time is extended to 1 hour; a much longer and more arduous process as you reconstruct the magical connections that allow you to summon in this way.
Aberrant Pursuits
Over the course of developing your knowledge and power as an Aberrant Summoner, you have taken particular interest in the fundamental nature of certain creatures above others, and with this knowledge, learn to better apply it to all of the creatures you summon. At 2nd level, you choose an Aberrant Pursuit from the following.
- Aberrant Providence
- Aberrant Prepotence
- Aberrant Severance
- Aberrant Defiance
- Aberrant Divergence
- Aberrant Convergence
- Aberrant Divinance
- Aberrant Necromance
- Aberrant Vengeance
- Aberrant Mucilagence
- Aberrant Concordance
Your choice grants you and your Aberrant Summon unique features starting at 2nd level, detailed at the end of the class description, and permanently specializes your Aberrant Summon, granting it a small collection of features or actions in addition to those it can already make.
Aberrant Capacity
As you grow as a summoner, your abilities - and those of your summon - grow with it. When you reach 3rd Aberrant Summoner level, the maximum challenge rating of the creatures you can summon is permanently increased by +1. This bonus increases by a further +1 at 7th, 11th, 15th and 19th Aberrant Summoner levels for a maximum of +5 to the maximum CR your summon can be summoned as at 19th level.
Additionally, whenever you gain a level in this class, the maximum hit points of your summon is increased by an amount equal to your aberrant capacity at that level, applied individually at each level. The Bonus HP column of the levelling table shows the total additional maximum hit points granted to your summon at a given level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Summon Solidarity
Starting at 5th summoner level, you and your summon have advantage on attacks when attacking a creature already hit by the other during the same turn. This effect is also shared between summons if you have more than one.
Summon Multiattack
Starting at 5th summoner level, your summon can use two attack actions listed as part of its Multiattack action, rather than one, provided the creature currently summoned has the capacity to do so. For example, if a creature you summon can normally make three attacks whenever it takes the Multiattack action, it can only make two of those attacks. This does not include additional attacks granted by other means, such as the spell Haste, or non-attack actions made as part of a creature's Multiattack, such as Frightful Presence.
The number of multiattack actions it can make during its turn increases to three when you reach 13th level in this class.
As One
Starting at 6th summoner level, when your summon sees you use your action to cast a spell or make an attack, it can use its reaction to make a single attack of its own against a creature that is in range. This effect is limited to only one summon if you have more than one.
Devotion
At 9th summoner level, your summon becomes more devoted to you and your cause. Whenever your summon is forced to make an ability check or saving throw against Enchantment spells, it does so with advantage. If it already has advantage, it instead automatically succeeds on the check or save.
Emergency Redeployment
Starting at 10th summoner level, your familiarity with the process of summoning creatures and reshaping your Aberrant Summon means you can expedite the process in a pinch. While your Aberrant Summon has at least 1 hit point, you can begin ritual casting Aberrant Summon as a concentration spell. At the start of your next turn, you cast Aberrant Summon as normal if concentration hasn't been broken.
Emergency Redeployment can only be used once, before requiring you to finish a long rest.
Alacrity
Starting at 13th summoner level, you can cast Conjuration spells and spells with the ritual tag in half the time (minimum 1 action). This includes Aberrant Summon, but not Emergency Redeployment.
Summon Multiattack (2)
At 13th summoner level, your summon can use three attack actions listed as part of its Multiattack action, rather than two, provided the creature currently summoned has the capacity to do so. For example, if a creature you summon can normally make four attacks whenever it takes the Multiattack action, it can only make three of those attacks. Alternatively, if the creature summoned can normally make two attacks whenever it takes the Multiattack action, it can only make those two attacks. This does not include additional attacks granted by other means, such as the spell Haste, or non-attack actions made as part of a creature's Multiattack, such as Frightful Presence.
Refined Conjuration
Starting at 14th level, your familiarity with the creatures you summon allows you to better modify them to fit certain needs. Whenever you finish casting Aberrant Summon, you can choose to make it one size larger or smaller, or grant it one adaption, as per Alter Self. The effect does not require any components, nor do you need to concentrate on the chosen effect. The chosen effect lasts until it is resummoned.
Guarded Works
Starting at 17th summoner level, creatures you summon or create by any means do so with a number of temporary hit points equal to your Aberrant Summoner level.
Entropic Evocation
Starting at 18th summoner level, you can use your action to evoke power from your summon. This effect is unique to your Aberrant Pursuit, as listed under each Aberrant Pursuit, and can only be used once before you are required to finish a long rest. You cannot command your summon to use its Entropic Evocation if you cannot produce the Verbal component of spells, or your summon otherwise can't hear you, unless you can communicate with it telepathically.
Aberrant Dynamism
Your knowledge and understanding for the creatures you can summon become as second nature to you, and choosing what your summon can become as innate as breathing. At 20th level, you can use Emergency Redeployment an unlimited number of times.
Aberrant Pursuits
Aberrant Providence
The Aberrant Pursuit of Providence is a selfless one. To actively seek out ways to aide and provide for those that can't do so themselves, and to assist those that would need the hand lent. Even amongst the best of healers, clerics and aides however, there is only so much one person can achieve, and it is through this Aberrant Pursuit that one would find that assistance one would need to truly provide their all for others.
You can only take Aberrant Providence if one of your chosen Pursued Knowledge creature types is Plant.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Provident Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Provident Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Provident Aberration can become a Huge or larger creature within the chosen creature types.
The Provident Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Provident Aberration also gains the following traits.
- Charitable
Whenever your Provident Aberration makes an attack, casts a spell, or otherwise uses one of its listed available actions besides Charitable, it adds to a reserve of potential, rejuvinating energy. Each action adds a sliver of power to this reserve, represented by a d4, storing up to a maximum number of d4s equal to 1 + your Intelligence modifier. This includes multiple actions made as part of one action, such as Multiattack. As an action, your Provident Aberration can choose one creature it can see within 60 feet of itself, and spend all the dice it currently has reserved. Roll the spent dice, and add them together. The target then regains a number of hit points equal to the total.
Additionally, whenever your summon restores health to an ally as per a spell or effect that isn't Charitable, it can choose one additional target.
- Dependant
Whenever your Provident Aberration would take damage, you can use your reaction to substitute your own health for that of your summon, causing you to take the damage in its place. Damage taken in this way ignores any immunities and resistances you have.
- Succor
When a creature within 60 feet of your Provident Aberration would be reduced below 1 hit point, your summon can use its reaction to cast Charitable on the target, healing it for a number of hit points equal to the maximum value of each die used in Charitable. For example, rather than rolling 2d4, your Provident Aberration instead heals the target for 8 hit points. Any remaining damage is then dealt after.
- Entropic Evocation - Benediction
As an action starting at 18th level, you can command your Provident Aberration to exude a soothing aura of beneficence. Allies within 150 feet of it, including itself, are granted a revitalizing blessing for 1 minute, doubling any healing they receive. Creatures are also cured of all conditions and diseases, and those that are prone can use their reaction to stand up.
As a bonus action at any point while Benediction is active, your summon can use one of the following effects, targetting all allies within range 150 feet of it.
- Instantly regain 50 hit points.
- Instantly regain a number of hit points equal to 3 + your Provident Aberration's Constitution modifier (minimum of 1). Targets then regain the same number of hit points at the start of their turn for as long as Benediction is in effect.
- Targets of Benediction can't be reduced below 1 hit point or killed by any means while Benediction is in effect.
Once your summon has used this effect, it cannot do so again until you cast Benediction again. A creature loses the benefits of Benediction if they are more than 150 feet from your summon, your summon dies, or it is resummoned.
Aberrant Prepotence
The green folk, as they are commonly known, have a reputation for being mischievous but kind-hearted creatures. The abundant sprites of the feywild infrequently make their appearance on Faerûn for common sighting, and the noble Eladrins have no time for mortal affairs, but they have traversed to the material plane enough for some to have studied these Fey sufficiently. With this study, their guarded nature and kind-hearted essence has been accentuated in the form of the Prepotent Aberration: a summon whose very being is to ensure no harm befalls their summoner and allies, even if they must stand at the front lines to do so.
You can only take Aberrant Prepotence if one of your chosen Pursued Knowledge creature types is Fey.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Prepotent Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Prepotent Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Prepotent Aberration can become a Huge or larger creature within the chosen creature types.
The Prepotent Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Prepotent Aberration also gains the following traits.
- Reserves
As an action, your Prepotent Aberration can flood an ally within 60 feet of it with the knowledge and foresight the summon itself has gleaned. Until the start of your next turn, your summon is Incapacitated, and the target can add your Prepotent Aberration's ability score modifier to any attack rolls, ability checks and saving throws it makes. For example, if a creature makes an attack roll using its Strength modifier, it gains a bonus to that roll equal to your summons Strength modifier. Additionally, a target that makes a skill check while under the effects of Reserves is considered to have proficiency in that skill check, if it doesn't already.
- Scapegoat
Your Prepotent Aberration can use its action to touch a willing creature and receive one negative condition afflicting it for its remaining duration. Alternatively, if your Prepotent Aberration is within reach of a creature that fails a saving throw against a condition that targets only that creature, your summon can use its reaction to receive one negative condition afflicted as part of failing the saving throw in place of the original target. Your Prepotent Aberration cannot use Scapegoat if it is already suffering from a negative condition.
- Sciolist
Your Prepotent Aberration is is summoned with proficiency in all skills. Whenever it is required to make a skill check or ability check, it magically creates any tools or instruments required to make the roll (no action required). It is considered proficient in any tools or instruments created in this way. Once the check has been made, the magically created equipment disappears.
- Entropic Evocation - Censure
As an action starting at 18th level, you can command your Prepotent Aberration to exude a commanding aura of absolute authority. For 1 minute, whenever a non-ally creature within 150 feet of your summon attempts to take an action, they must first succeed a Wisdom saving throw against your Prepotent Aberration (DC 8 + your summon's Wisdom modifier + its proficiency bonus). Creatures that fail the saving throw automatically fail the action. For example, if a creature attempts to cast a spell and fails the saving throw, the casting fails and the spell ends to no effect.
Aberrant Severance
While typically associated with isolated study and lonesome experimentation, the work of the Aberrant Summoner is not exclusive to magical colleges and royal courts. Instead, some find their way onto the battlefield, using their skills to shift the tides of military action, while others use their knowledge to aid in the defeat of grand foes seemingly unmatched by any other adversary. These battles between titans are only made possible through the wielding of the Severant Aberration; creatures of pure strength and ferocity, birthed in the image of the grandest titans of all: Dragons.
You can only take Aberrant Severance if one of your chosen Pursued Knowledge creature types is Dragon.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Severant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Severant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Severant Aberration can become a Huge or larger creature within the chosen creature types.
The Severant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 5x your Summoner level. The Severant Aberration also gains the following traits.
- Malicious
Whenever your Severant Aberration lands an attack or deals damage to a creature, it leaves a mark on that target; a mystical representation of the summon's animosity and drive to tear them apart. Until your summon attacks another creature, it gains a bonus to its attack rolls against the marked creature equal to your Intelligence modifier. If you summon attacks or damages a creature that isn't the marked target, the mark is lost. If your summon hits or damages multiple creatures at once, this mark applies to each of them.
- Bloodthirsty
Your summon is bloodthirsty, and eager to rip into its enemies. Whenever you roll for initiative, your Severant Aberration does so as well. You can then choose to use its initiative in place of your own. Additionally, your summon gains the following benefits.
- It can critically hit on an attack roll of 19 or 20. While it is missing at least half of its hit points, it can also critically hit on an 18.
- It can use its bonus action to move up to half its movement towards a creature, if it doesn't already have the Aggressive trait.
- The maximum number of Multiattack attack actions your summon can do is increased by 1.
- Sadomasochist
Your Severant Aberration takes necrotic damage whenever it makes a damage roll against at least one other creature. The damage taken is equal to the number of damage dice included in the damage roll (minimum of 1). Additionally, whenever it deals damage to a target that is marked by Malicious, your summon gains a bonus to the damage roll equal to +1 for every 6 hit points your Severant Aberration is missing.
- Entropic Evocation - Malediction
As an action starting at 18th level, you can command your Severant Aberration to relinquish itself of a mutable form, becoming a terrifying, shapeless nightmare for 1 minute, or until it loses concentration. At this time, your Severant Aberration has its speed reduced by half, but can freely move through other creatures, objects and terrain, taking 1d10 force damage if it ends its turn inside an object, terrain, or other space it can't usually occupy. Additionally, it is cured of all conditions and shape-changing effects afflicting it, and becomes immune to new ones for the remaining duration.
For the duration of Malediction, non-ally creatures within 150 feet of your Severant Aberration become afflicted with a seemingly unfounded mounting dread, becoming Frightened of your Severant Aberration, and are marked as per Malicious.
- Creatures that start their turn within 75 feet of your Severant Aberration and are aware of it must succeed a Wisdom saving throw against your summon, or become Paralyzed in their fear.
- Creatures that start their turn within 15 feet of your Severant Aberration and are aware of it must instead succeed a Wisdom saving throw against your summon, or fall unconscious in their dread.
- Once per turn, whenever your Severant Aberration would make an attack, it can instead choose to touch one creature within reach, compelling them to die as if touched by death itself. At this time, the target must make a Constitution saving throw. On a failed save, the target takes 2d10 necrotic damage, or half as much on a success. This damage does not include the damage bonus granted by Sadomasochist, and instead deals an additional 1d10 damage for every additional +1 damage Sadomasochist would grant. A creature reduced below 1 hit point by this effect dies.
The Severant Aberration uses your spell save DC for all saving throw DCs listed under Malediction. Additionally, it can end the effects of Malediction early as an action.
Aberrant Defiance
The term "elemental" typically strikes an image of intense, raw power. They are creatures rarely seen on the Material Plane, and for good reason: their natural magic and extraplanar origin makes them impervious to most mortal threats including disease, paralysis, and fatigue. It can be assumed, then, that those who wield such creatures as minions for their own will are either extremely powerful, or extremely foolish. Either way, the Defiant Aberration wielded by the Summoner demonstrates the great feats that such individuals hold, and attests to their unyielding - and nigh untouchable - nature.
You can only take Aberrant Defiance if one of your chosen Pursued Knowledge creature types is Elemental.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Defiant Aberration, and takes the form of a Large or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Defiant Aberration can become a Huge creature within the chosen creature types.
- At 16th summoner level, your Defiant Aberration can become a Gargantuan creature within the chosen creature types.
The Defiant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 7x your Summoner level. The Defiant Aberration also gains the following traits.
- Defiant
Whenever a creature lands a melee attack against your Defiant Aberration, the attacking creature must succeed on a Constitution saving throw with a DC equal to your summons AC, or have its speed reduced by 10 feet until the end of their next turn, or they fail this saving throw again. This effect applies cumulatively, to a minimum speed of 0 feet.
- Dependable
Attacks made against you or your allies while within reach of your Defiant Aberration are made at disadvantage. Additionally, whenever a creature within reach of your summon would take damage, it can use its reaction to substitute its own health for that of the target, causing your summon to take the damage in its place.
- Hardy
Your Defiant Aberration is summoned with an AC equal to 8 + your Intelligence modifier + your Aberrant Capacity if it doesn't already have an AC higher than that amount. As an action during its turn, your summon can willingly reduce its AC by an amount equal to 1 + your Aberrant Capacity to increase the AC of all ally creatures within 30 feet of it by the same amount until the start of your Defiant Aberration's next turn.
- Entropic Evocation - Halidom
As an action starting at 18th level, you can command your Defiant Aberration to become a living fortress. For 1 minute, if it takes damage equal to or less than its CR, that damage is instead reduced to 0. At this time, your summon and any allies within 150 feet of it also gain the following benefits for as long as Halidom is in effect.
- Attack rolls made against your summon and its allies within range cannot benefit from critical hits.
- At the start of each turn, gain temporary hit points equal to your Defiant Aberration’s AC, and gains the effects of Defiant for as long as they have these temporary hit points.
- The range of Hardy is increased to 150 feet.
- Your summon can use its Dependable reaction on any ally within 150 feet of it.
Aberrant Divergence
Beasts of the wilds are fierce and loyal creatures, making up for their more mundane strength and lesser intellect with the incredible strength of numbers. From packs of wolves to swarms of insects, murders of crows and even herd of sheep are testament to the power of this pack mentality. Such great strength and potential is exploited deeply by the Summoner through their Divergent Aberration: A summon which takes on the forms of many to provide the Summoner with a varitable army, manipulating the primeval ferocity of natural instinct for their own means.
You can only take Aberrant Divergence if one of your chosen Pursued Knowledge creature types is Beast.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Divergent Aberration, and takes the form of a Medium or smaller creatures you choose of the three creature types you have Pursued Knowledge of.
- At 8th summoner level, your Divergent Aberrations can become Large creatures within the chosen creature types.
- At 16th summoner level, your Divergent Aberrations can become Huge or larger creature within the chosen creature types.
Divergent Aberrations each have a number of Hit Points equal to 6 + your Intelligence modifier + 3x your Summoner level. Divergent Aberrations also gains the following traits.
- Concerted
Upon taking this archetype, you become able to summon more than one Aberrant Summon at a time as you prioritize increased numbers over raw strength of a single entity. Whenever you cast Aberrant Summon, you can choose to summon or resummon up to 2 creatures, instead of the usual 1. This amount increases by an additional 1 at 7th (3), 12th (4) and 17th Aberrant Summoner levels (5). Furthermore, the bonus granted to your maximum available CR by Aberrant Capactity is doubled.
The total CR of the creatures you summon must be equal to or less than the maximum CR you can summon to, though each summon can take a different form, which you determine when summoning them as normal. For example, when you take this archetype at 2nd level, you might choose to summon one CR 1 creature, and one CR 0 creature. Regardless of CR distribution, no individual creature can have a CR greater than the standard maximum CR you can summon at, at any given level (CR 15 by 20th level).
All summoned Divergent Aberrations follow the limitations of Aberrant Summon, sharing your initiative count, and taking their own turns as normal. Your Divergent Aberrations can only cast one spell of 1st level or higher between them during a turn. This does not include actions listed as spell attacks under their available actions, nor spells you cast through your summon, using its reaction as detailed under Aberrant Summon. This increases to two spells of 1st level or higher per turn at 20th Aberrant Summoner level, but only one spell per creature, following the standard rules for spellcasting.
- Pack Stratagem
Divergent Aberrations have advantage on an attack roll against a creature if at least one of its allies are within 5 feet of the creature and the ally isn't incapacitated. If a creature you have summoned already has Pack Tactics, it can roll one additional d20 and choose which d20 to use in the attack roll.
- Gluttonous
A Divergent Aberration regains hit points equal to your Intelligence modifier (minimum of 1) whenever it successfully lands an attack, spellcast, or otherwise deals damage to a target that your or one of another of your Divergent Aberrations have already successfully done so this turn. This effect can apply multiple times in a single action, but only once per creature.
- Entropic Evocation - Plenitude
As an action starting at 18th level, you can command your summons to exude a bolstering aura of mutual empowerment, granting the following benefits for 1 minute.
- The maximum CR total you can summon is doubled.
- The healing granted by Gluttonous is doubled. Additionally, the range of Pack Stratagem is increased to 15 feet.
- Whenever you affect at least one of your Divergent Aberrations with a spell or effect, that spell or effect also applies to all other Divergent Aberrations within casting range of the original target if they aren't already affected. For example, if you cast Healing Word on a Divergent Aberration, all other Divergent Aberrations within 60 feet of the original target are healed for the same amount.
At the end of the duration, you must choose any number of summoned creatures to dismiss until the total CR of the creatures you have summoned is equal to or less than the current maximum CR total available to you.
Aberrant Convergence
Sorcerers and Wizards are often goaded into frustration for their weak composure, oft unaccustomed to the heavy and uncouth equipment of the common soldier and the celebrated knight. Due to this, they stay alone - an individual more likely to see a mage at the side of a fattened king than at the fores of war. Sometimes, however, they need to protect themselves as much as they protect their kings, forcing them into the throes of battle. Here, the Summoner utilises their skills to shape not just a creature, but they themselves into something stronger. Regardless of the consequences.
You can only take Aberrant Convergence if one of your chosen Pursued Knowledge creature types is Monstrosity.
Upon choosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Convergent Aberration, and takes the form of a creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
The Convergent Aberration no longer has its own hit points, as it is instead summoned as magical armaments, rather than as a creature. Your Convergent Aberration is considered to have at least 1 hit point while it is worn, for the purpose of spells and effects, such as Emergency Redeployment. The Convergent Aberration also gains the following traits.
- Aberrant Union
Rather than summoning a creature, you instead conjure it as armaments on yourself. Any armour you are currently wearing disappears, and is replaced by your Convergent Aberration as natural armour, though you still gain the benefits of items and armour you have equiped. Non-natural weapons appear holstered to the armour, and for as long as your Convergent Aberration is worn, you gain the following benefits;
- You gain any weapons, traits, actions, resistances, senses, and the Strength, Dexterity and Constitution saving throw proficiencies of your summon that you don't already have, using your ability scores and proficiency bonus, such as for making rolls or determining save DCs. Melee attack rolls are made using your reach, unless stated to do otherwise. If your currently chosen creature has False Appearance or another similar trait, you only gain the benefits of that feature while also under the effects of Flawless Immitation.
- When you use make an attack listed under your chosen summon's actions, such as a weapon or spell attack, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You gain any types of movement available to the creature your Convergent Aberration is summoned as that you don't have, using the speed listed in the creature statblock. For example, if your summon has a burrow speed of 40 feet and you don't have a burrow speed, you gain a burrow speed of 40 feet. Additioanlly, if you share a movement type with a creature you summon, you use the speed listed in the creature's stat block if it is greater than your own. For example, if you have a walking speed of 30 feet and you summon a quickling, your walking speed becomes 120 feet while wearing your summon.
- If your summon has any kind of Spellcasting, you share their known spells. When casting these spells, you use your own spellcasting ability score as normal, and you must use your own spell slots and provide material components as normal if they are required. You also adhere to any limitations your chosen creature must adhere to when casting these spells, such as daily limits, unless you also have the same spell prepared.
- You use your Convergent Aberration's AC in place of your own.
- Dropping, removing, or otherwise undoning any part of your Convergent Aberration causes it to disappear, returning to the pocket dimension mentioned under Aberrant Summon.
Healing, temporary hit points, and other bonuses, spells or effects that would target or affect your summon instead apply to you. This includes the effects of Aberrant Summon, Aberrant Capacity, Refined Conjuration, and Guarded Works class features, with the following changes;
- Aberrant Summon Spells you cast with a range of Touch can be cast at a range equal to that of the reach of your summon if it is more than 5 feet, though you must use your reaction in order to do so. Additionally, if your summon has Shapechanger and can take the shape of objects and items such as the Mimic's Shapechanger feature, the feature can only be used while the armour is worn.
- Summon Solidarity After landing an attack, all subsequent attack rolls you make against the same target during the same turn are made at advantage.
- As One After landing an attack or casting a spell, you can use your reaction to make one additional attack against a creature in range.
- Devotion You gain a bonus to saving throws against Enchantment spells equal to the proficiency bonus of the creature your Convergent Aberration is summoned as.
Your Convergent Aberration armaments are considered nonmagical unless stated to be magical as part of the creatures stat block. Your capabilities while wearing these armaments follow the same limitations as those listed under Aberrant Summon.
- Flawless Immitation
While wearing your Convergent Aberration, you can use your action to magically personify the creature it is currently summoned as, until you use an action or feature that your chosen creature cannot do, use an action to end the effect, or you reach 0 hit points, at which time Flawless Immitation ends and your Convergent Aberration dies to the same effect as listed under Aberrant Union.
Once transformed, you become virtually indistinguishable from the creature your Convergent Aberration is summoned as. While transformed, the following rules apply;
- Your game statistics are replaced with the statistics of your summon, but you retain your hit points, alignment, personality, and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your summon. If your summon has the same proficiency as your own and the bonus in its stat block is higher than yours, use your summon’s bonus instead. You also retain all of your known languages, but can only speak them if your chosen creature can also speak. Equipment that is currently being worn disappears until Flawless Immitation ends.
- Your actions are limited to the capabilities of your new form. Flawless Immitation doesn’t break your concentration on a spell you’ve already cast however, or prevent you from taking actions that are part of a spell that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. For example, if your summon has spellcasting, you can continue casting spells, so long as your new form has the ability to provide the necessary components. However, you can't use any special senses you have, unless your summon also has that sense. Casting a spell or taking an action otherwise unavailable to the creature your Convergent Aberration is summoned as ends Flawless Immitation. Once you have used this feature, you cannot do so again until you finish a short or long rest.
- Your capabilities while under the effects of Flawless Immitation follow the same limitations as those listed under Aberrant Summon. For example, at 3rd summoner level, if the creature you have taken the form of has multiattack, you can only attack once per action. Additionally, you also gain the modified benefits from class features as listed under Aberrant Union.
- Amelioration
When you would be reduced below 1 hit point, your summon dies instead, causing your original armour to reappear, before healing you for a number of hit points equal to 2 x your summoner level. Any remaining damage is then dealt after.
- Entropic Evocation - Pneuma
As an action starting at 18th level, you can draw upon the knowledge, power and personal familiarity with the abilities and powers of the creatures you summon to briefly expand the bredth of your power beyond its normal limitations. As part of the same action, you can change what creature you currently have summoned, as if cast by Aberrant Summon. At this time, the maximum CR you can summon from is increased by an amount equal to your intelligence modifier (minimum of +1), following the same rules for summoning as normal. Additionally, at the start of each turn, and whenever you use one of your summons listed actions, such as a spell cast or an attack, you regain a number of missing hit points equal to your summon's Constitition modifier (minimum of 1). Multiple actions made as part of a single action, such as Multiattack, apply this effect for each action made.
At the end of its duration, if the creature you currently have summoned has a CR higher than the standard maximum CR available to you, it immediately reverts back to the creature that was summoned before you used Pneuma.
Aberrant Divinance
The few pursuers of Aberrant Divinance are typically founded from one of two very contrary situations; the heretically dissident, or the fanatically obsessive. Whether it is in ones love and adoration for their god or deity that they try to call upon them, or in spite of ones god that they perhaps try to call upon another, those that practice Aberrant Divinance have peerless faith in that which they summon. An all-encompassing attachment that, through feast and famine alike, cannot so simply be dismissed as just reverence. A pursuit not of power or providence, but one of devotion to faith and belief, that for better or for worse, ones chosen God given a form of their own would do better than they can alone.
You can only take Aberrant Divinance if one of your chosen Pursued Knowledge creature types is Celestial.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Divinant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
Additionally, this summon is henceforth also considered a Celestial variant of whatever creature it is summoned as, in addition to any existing creature types it has, granting it resistance to Radiant damage if it doesn't already.
- At 8th summoner level, your Divinant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Divinant Aberration can become a Huge or larger creature within the chosen creature types.
The Divinant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Divinant Aberration also gains the following traits.
- Demipresence
Your Divinant Aberration can teleport to an unoccupied space centered within 15 feet of you, in place of its movement for a turn (no action required).
- Divine Perception
Your Divinant Aberration is granted Truesight out to a range of 30 feet and proficiency in Perpection, if it doesnt already. If it already has truesight, increase the range of its truesight by 30 feet instead. Additionally, your Divinant Aberration mentally receives visual information from your location as if from truesight, out to a range of 15 feet in every direction.
- Henosis
Your Divinant Aberration is blessed with a sliver of divinity, granting it the following benefits.
- It is summoned with a bonus to all of its ability scores equal to your Intelligence modifier.
- Once per turn after landing an attack, your summon can choose to have all damage dealt by the attack deal Radiant damage instead. At this time, you can expend a spell slot as a reaction to increase this damage by a number of d8 equal to the spell slot level expended.
- It has advantage on attack rolls, ability checks, and saving throws against Fiends and Undead.
While your Divinant Aberration is more than 15 feet from you, its current and maximum hit points are reduced by half, and it loses all traits and features granted by Aberrant Divinance.
- Entropic Evocation - Reverence
As an action starting at 18th level, you cleanse your Divinant Aberration of any conditions afflicting it, and make it immune to new ones for 1 minute. At this time, it increases in size by one, and begins to exude a God-like presense. Creatures that are within 150 feet of your Divinant Aberration, or otherwise start their turn within 150 feet of it, and are aware of it must succeed on a Wisdom saving throw against your summon (DC 8 + your summon's Wisdom modifier + its proficiency bonus) or be compelled to prostrate themselves before your summon, believing it to be a divine being. Creatures that are flying must immediately land in other to do so.
While prostrating themselves, creatures are considered Prone and Paralyzed for its duration. At the end of a creature's turn, they can retake the saving throw. On a success, the creature is no longer compelled to prostrate themselves, and become immune to the effect for its remaining duration. Additionally, the truesight granted to your summon by Divine Perception is increased to 150 feet if it isn't already.
Additionally, the bonuses granted to your summons ability scores and damage rolls by Henosis are doubled for the duration.
Aberrant Necromance
You can only take Aberrant Necromance if one of your chosen Pursued Knowledge creature types is undead.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Necromant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
Additionally, this summon is henceforth also considered an Undead variant of whatever creature it is summoned as, in addition to any existing creature types it has, granting it resistance to Necrotic damage if it doesn't already.
- At 8th summoner level, your Necromant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Necromant Aberration can become a Huge or larger creature within the chosen creature types.
The Necromant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Necromant Aberration also gains the following traits.
- Grim Celerity
After being summoned, your Necromant Aberration only last 24 hours, at which time it disappears, leaving no physical form behind. Alternatively, you can cast Aberrant Summon as a 1 minute ritual on it before the current 24-hour period ends in order to sustain your summon, keeping it active for another 24 hours. This can be done as part of a short or long rest.
If your Necromant Aberration dies by any means, it leaves behind remains like any other creature. Your Aberrant Summon spell can be cast as an action on its remains if it has died within the last 10 minutes. At this time, you begin casting Aberrant Summon, as a concentration spell. At the start of your next turn if concentration has not been broken, your Necromant Aberration reforms, causing it to reappear again with a number of hit points equal to 1d6 + your Aberrant Summoner level + your Aberrant Capacity. The spell automatically fails to no effect if the remains are destroyed or are more than 30 feet away from you at any point during the cast.
Casting Aberrant Summon using either of these methods does not allow you to change the creature your Necromant Aberration is currently summoned as, and instead maintains the same form.
- Foul Conscription
Foul Conscription can be cast as a 1 minute ritual on the remains of a creature within reach, after which, the creature rises as an undead under your control. At this time, you must succeed on a Nature check with a DC equal to 5 + the CR of the target creature, or the spell fails, destroying the remains and rendering them unusable. A creature you create in this way has a hit point maximum equal to half that of your Necromant Aberration, and regains a number of hit points equal to 1d6 + your Aberrant Summoner level + your Aberrant Capacity. The creature is otherwise considered an Aberrant Summon, following the same rules and restrictions as your Necromant Aberration.
- Reap
As an action, you can sacrifice any number of undead creatures you control within reach of you to restore the hit points of one creature within 60 feet of you or yourself. The hit points gained is equal to the total remaining hit points of the creatures sacrificed in this way. A creature sacrificed by Reap is destroyed, leaving no remains behind.
- Entropic Evocation - Penumbra
As an action starting at 18th level, you can rend the life from the land around you. For 1 minute, Grim Celerity, Foul Conscription, and both parts of Reap can target or be used on any valid target within 150 feet of you. Additionally, Foul Conscription is reduced to one action, and whenever an undead creature you control within penumbra takes damage that would reduce it below 1 hit point, it makes a Constitution saving throw with a DC equal to the damage taken. On a success, the creature is instead reduced to 1 hit point.
Aberrant Vengeance
You can only take Aberrant Vengeance if one of your chosen Pursued Knowledge creature types is Fiend.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Vengeant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
- At 8th summoner level, your Vengeant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Vengeant Aberration can become a Huge or larger creature within the chosen creature types.
The Vengeant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Vengeant Aberration also gains the following traits.
- Covetous
Your Vengeant Aberration gains a cumulative +1 bonus to its attack rolls, as well as its saving throws against spells and other magical effects, whenever you cast a spell. This bonus lasts until your summon fails a saving throw against a spell or other magical effect, or it finishes a short or long rest. Additionally, whenever your summon casts a spell of 1st level or higher, or your do so while within 60 feet of your summon, it regains hit points equal to the spell slot level the spell was cast at.
- Malicious Compliance
Damage your Vengeant Aberration takes as a result of a spell or other magical effect cast at a level equal to or less than your Aberrant Capacity is reduced by half. Additionally, when your summon is forced to make a saving throw as part of a spell or attack, it can use its reaction to willingly fail the saving throw, to the following effects.
- If the effect was a spellcast, your summon learns what spell was cast, and what level it was cast at.
- Any conditions, effects or diseases that apply to your summon automatically end at the end of your summon's next turn.
- Damage your summon would take is reduced by half. Damage dealt by a spell cast at a level equal to or less than your Aberrant Capacity instead only deals 1 damage.
- Versant
When a creature within 60 feet of your Vengeant Aberration would be made the target or a spell, spell attack or other magical effect, or suffer the effects of one, such as damage dealt by the Fireball spell, your summon can use its reaction to reduce any damage that creature would take by half, and grant it advantage on any saving throws it is required to make if it doesn't already. If the effect was a spellcast, your summon learns what spell was cast, and what level it was cast at.
- Entropic Evocation - Titanomachy
As an action starting at 18th level, your Vengeant Aberration speaks a word in an unknowable tongue which smothers all other sounds to a deafening silence. For 1 minute, no sound can be created within or pass through a 150-foot-radius sphere centered on your summon. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
For the duration, all verbal components to spells cast by your summon are treated as somatic, as it uses a series of forbidden gestures, signs, or transient glyphs scrawled through the air instead. Additionally, the bonus granted to your summon by Covetous is doubled, Malicious Compliance and Versant no longer expend its reaction to use, and your Vengeant Aberration can make one attack or cast one spell as a Legendary Action each round for as long as Titanomachy is in effect.
Aberrant Mucilagence
You can only take Aberrant Mucilagence if one of your chosen Pursued Knowledge creature types is Ooze.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Mucilagent Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
Additionally, this summon is henceforth also considered an Ooze variant of whatever creature it is summoned as, in addition to any existing creature types it has, granting it resistance to Acid damage if it doesn't already.
- At 8th summoner level, your Mucilagent Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Mucilagent Aberration can become a Huge or larger creature within the chosen creature types.
The Mucilagent Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 6x your Summoner level. The Mucilagent Aberration also gains the following traits.
- Aberrant Form
Whenever your summon lands an attack with any natural weapons it has, a creature touches your summon, or lands a melee weapon attack on your summon while within 5 feet of it, that creature suffers acid damage equal to a number of d6 equal to your Aberrant Capacity. Additionally, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. If a creature you summon has Pseudopod, its effect is instead replaced with this effect.
Any nonmagical weapon made of metal or wood that hits your summon corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits your summon is destroyed after dealing damage. Your summon can also eat through 2-inch-thick, nonmagical wood or metal in 1 round. If a creature you summon that has Corrosive Form no longer gains their benefits and is instead replaced with this effect.
- Split
When your summon is subjected to lightning or slashing damage while it is Small or larger, it splits into two new creatures if it has at least 10 hit points. Each new creature has current and maximum hit points equal to half the original Mucilagent Aberration's, rounded down. New creatures are one size smaller than the split summon, and otherwise share the same traits and features.
All conditions, effects, expenditures and requirements such as recharge checks required persist through Split, and apply to both of the new creatures. If you dismiss your summon, all creatures that were created as a result of it splitting are dismissed. When you next resummon your Mucilagent Aberration, it is resummoned with its usual maximum hit points, and with current hit points equal to the combined total of the dismissed split summons. For example, if you summon was split, with both of the new creatures being dismissed with 12 hit points each, your summon is resummoned as a single creature again, with 24 current hit points.
A creature you summon that has Split no longer gains its benefits and is instead replaced with this effect.
- Inspissation and Deliquescence
Your summon can use its bonus action to either congeal its body into a hardened state, or to deliquesce into a softened one, maintaining that form until it uses a bonus action to end the effect, or swap between states.
Inspissation
While under the effect of Inspissation, your summon gains a bonus to its AC equal to your Intelligence modifier, but its movement speed is reduced by half.
When Inspissation is first used, and as a bonus action on subsequent turns while under the effects of Inspissation, your summon can forcibly jut sharp spines out from all over its body until the start of its next turn. Creatures that start their turn within reach of your summon while Inspissation is active, as well as creatures that come into contact with your summon or land a melee weapon attack against take 1d6 piercing damage, in addition to any other effects caused by meeting the above conditions, such as Aberrant Form.
Deliquescence
While under the effect of Deliquescence, your summon loses an amount of AC equal to your Intelligence modifier, but its movement speed is increased by half.
While under the effects of Deliquescence, your summon leaves behind an acidic, translucent mucal trail on all solid surfaces it touches or moves along that lasts for 1 minute. This trail shares the same effects as Aberrant Form, taking effect on all creature, objects and surfaces that it touches. Additionally, creatures that come into contact with your summon or this trail must make a Constitution saving throw against your summon (DC 8 + your summon's Constitition modifier + its proficiency bonus) or become Poisoned until the end of their next turn.
- Entropic Evocation - Emaculation
As an action starting at 18th level, you can magically purify your Mucilagent Aberration, cleansing it of all conditions and diseases, before making it immune to new ones for 1 minute.
At this time, your Mucilagent Aberration maintains an immaculate composition, granting it resistance to all damage types. Additionally, your Mucilagent Aberration can use its action to manually Split, and can use the effects of Inspissation and Deliquescence simultaneously. It also gains an additional bonus action during its turn, which it can use to determine which, if either, of these effects remain active.
While under the effects of Emaculation, your summon can change shape as a bonus action, changing into any other creature you can summon, as if by Aberrant Summon. Additionally, it can use its action to hide in plain sight, flattening itself to coat thinly over a surface within reach, take on the appearance of a clear puddle or water source, or other similar effect.
Aberrant Concordance
You can only take Aberrant Mucilagence if one of your chosen Pursued Knowledge creature types is Construct.
Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Concordant Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, of a CR equal to or less than the listed CR maximum available to you.
Additionally, this summon is henceforth also considered an Construct variant of whatever creature it is summoned as, in addition to any existing creature types it has, granting it immunity to being Charmed, Frightened, Poisoned, and from Exhaustion if it doesn't already. Additionally, your summon does not need to sleep, and can spend its short or long rests doing light activity instead.
- At 8th summoner level, your Concordant Aberration can become a Large creature within the chosen creature types.
- At 16th summoner level, your Concordant Aberration can become a Huge or larger creature within the chosen creature types.
The Concordant Aberration has a number of Hit Points equal to 6 + your Intelligence modifier + 4x your Summoner level. The Concordant Aberration also gains the following traits.
- Adaptive Firewall
If your summon is made the target of a spell or other magical effect, it can use its reaction to negate that spell or effect on itself, reducing any damage it would take to 0, and nullifying any conditions it would take. Once your summon has done so, it cannot do so again until it finishes a short or long rest, it is resummoned, or you use your action to expend a spell slot to replenish this effect.
- Advanced Conduit
Your summon can function as a conduit for your spells and senses. Whenever you cast a spell that requires concentration, your summon can use its bonus action to maintain concentration on that spell in your place. Additionally, as a bonus action, you can glean details from your summon's current position. Until the start of your next turn, you can see whatever it sees, and hear whatever it hears. This includes any special senses, such as Darkvision, Tremorsense, or Truesight. Furthermore, any spells you cast that normally can't affect constructs such as Cure Wounds can still affect your summon.
- Specialty Upgrade
The nature of your summon allows for you to upgrade it in specific ways. As an action, you can double its ability score modifier in one ability, and grant it the following bonus, depending on the ability chosen.
- Strength. Your summon is considered one size larger when determining its carrying capacity and the weight it can push or drag, and grants it advantage on any ability checks or saving throws made as part of a grapple. Additionally, it can use its Strength modifier in place of its Dexterity when making attack rolls. If it does so, it does so for the damage roll as well.
- Dexterity. Your summon's weight is reduced by half, its speed is increased by half its listed speed before any other modifiers, its jump distance is doubled, and the damage it would take from fall damage is reduced to 1 for each damage dice rolled. Additionally, it can use its Dexterity modifier in place of its Strength when making attack rolls. If it does so, it does so for the damage roll as well.
- Constitution. Your summon gains a bonus to its AC equal to the bonus granted to its Constitution modifier due to this effect, and a bonus to its current and maximum hit points equal to 4 x your Summoner level. Additionally, its weight is doubled, and its jump distance is halved. Furthermore, it has advantage on any Constitution checks and saving throws it makes to maintain concentration.
- Intelligence. Your summon is granted proficiency in all intelligence skill checks, ability checks and saving throws. Additionally, whenever it adds its Intelligence modifier to an attack or damage roll, it can choose to roll a d4 and add the result to the roll being made. Furthermore, it can communicate telepathically with creatures it can see within 60 feet of it that know at least one language, and can add its Intelligence modifier to any attack roll, ability check or saving throw it makes, but only once per turn.
- Wisdom. Your summon is granted proficiency in all Wisdom skill checks, ability checks and saving throws. Additionally, whenever it adds its Wisdom modifier to an attack or damage roll, it can choose to roll a d4 and add the result to the roll being made. Furthermore, it gains a bonus to its passive perception and any Perception checks it makes equal to 2 x its proficiency bonus, and is granted truesight out to a range of 30 feet.
- Charisma. Your summon is granted proficiency in all Charisma skill checks, ability checks and saving throws. Additionally, whenever it adds its Charisma modifier to an attack or damage roll, it can choose to roll a d4 and add the result to the roll being made. Furthermore, whenever it makes an attack, it can replace that attack with an attempt to frighten or demoralize the target. At this time, it makes a Charisma (intimidation) check, contested by the target's Wisdom (insight) check. If the summon's check succeeds, the target becomes frightened of it until the end of your summon's next turn.
The chosen upgrade persists until you use your action to choose another upgrade.
- Entropic Evocation - Equal Measure
As an action starting at 18th level, you can command your summon to attempt to usurp the fundametal laws governing it. For 1 minute, all creatures within 150 feet of your summon gain the following effects.
- Rolls can't benefit from advantage nor disadvantage, such as attack rolls or saving throws.
- Whenever a d20 would be rolled, the creature rolling it can replace the roll with a d10 + 5.
- Actions, spells and effects that require an action can be made using their bonus action instead. Similarly, those that require a bonus action can be made using their action instead.
Additionally, objects and constructs in the area that would be reduced below 1 hit point, killed, or otherwise destroyed, do not. Instead, their condition enters a state of stasis, in which they cannot be destroyed or damaged any further, but they cannot be restored or repaired either. Creatures under this effect continue to operate as normal, but are considered to be at 0 hit points, and cannot gain or lose hit points by any means short of a Wish spell. Once Equal Measure ends, any objects or constructs that were reduced below 1 hit point, killed, or otherwise destroyed, proceed to do so as normal, such as any effects that apply to a creature that is reduced below 1 hit point.
Aberrant Summoner Spell List
- Cantrips
- Acid Splash
- Blade Ward
- Dancing Lights
- Frostbite
- Guidance
- Light
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Prestidigitation
- Primal Savagery
- Spare the Dying
- Toll the Dead
- 1st Level
- Bane
- Bless
- Color Spray
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- False Life
- Gift of Alacrity
- Goodberry
- Healing Word
- Heroism
- Identify
- Sanctuary
- Sleep
- Speak with Animals
- Thunderwave
- Unseen Servant
- 2nd Level
- Aid
- Alter Self
- Blindness/Deafness
- Blur
- Continual Flame
- Darkvision
- Dragon's Breath
- Enhance Ability
- Enlarge/Reduce
- Fortune's Favor
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Locate Object
- Misty Step
- Rope Trick
- Spider Climb
- Suggestion
- Wristpocket
- 3rd Level
- Bestow Curse
- Counterspell
- Create Food and Water
- Dispel Magic
- Fear
- Galder's Tower
- Gaseous Form
- Glyph of Warding
- Haste
- Leomund's Tiny Hut
- Magic Circle
- Mass Healing Word
- Major Image
- Life Transference
- Protection from Energy
- Revivify
- Speak with Dead
- Tongues
- 4th Level
- Arcane Eye
- Banishment
- Control Water
- Dimension Door
- Dominate Beast
- Fire Shield
- Guardian of Nature
- Hallucinatory Terrain
- Otiluke's Resilient Sphere
- Polymorph
- 5th Level
- Creation
- Dream
- Far Step
- Geas
- Greater Restoration
- Legend Lore
- Mass Cure Wounds
- Modify Memory
- Raise Dead
- Reincarnate
- Seeming
- Scrying
- Skill Empowerment
- Wall of Force
- 6th Level
- Contingency
- Eyebite
- Guards and Wards
- Heal
- Magic Jar
- Mass Suggestion
- Tenser's Transformation
- True Seeing
- Wind Walk
- 7th Level
- Etherealness
- Plane Shift
- Regenerate
- Simulacrum
- Resurrection
- Reverse Gravity
- Teleport
- Tether Essence
- 8th level
- Antipathy/Sympathy
- Demiplane
- Dominate Monster
- Feeblemind
- Power Word Stun
- Telepathy
- 9th Level
- Wish
- Foresight
- Gate
- Imprisonment
- Mass Heal
- Shapechange
- Power Word Heal
- True Polymorph
Multiclassing
In the process of gaining 1st level in this class, a character must make a sacrifice, as described under Aberrant Summon.
Ability Score Minimum. 13 Intelligence.
Proficiencies. When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
- Skill: Nature.
- Armor: Light armor.
- Weapons: Simple weapons.
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