The Aberrant - Fighter Archetype

by Dandiil

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The Aberrant - Fighter Subclass

Strange things are happening to my body... Is it caused by the extensive number of potions and magics that aided in my healing from that severe injury or illness? Is it something that was passed down to me from my parents? Something has severely altered my body. I have begun training myself to take advantage of these unnatural changes. I can manipulate my body to overpower my enemies with my strength, or summon arcane energy through my body. These changes take time, and sometimes coming back is painful.

Subclass Features

3rd Level - Adaptation

At 3rd level you gain the ability to manipulate your body, granting unique Adaptations

Upon finishing a long rest, you can select 1 Adaptation to assist you. Adaptations do not function if you are sleeping or unconscious, but continue to function when you are revived.

During a short rest, you can elect to replace 1 of your temporary adaptation with another.

  • Upon replacing an adaptation during a short rest, you have a chance to gain the Regression of the lost adaptation, which is listed in the description. Exhaustion can be removed normally, the other effects can only be removed by finishing a long rest.

If the Adaptation does not list a Regression,

  • Make a Regression Roll with the following guidelines, DC12 Constitution Saving Throw or gain a level of exhaustion, increasing the DC by 4 for each additional change. You cannot select an adaptation that was active since your most previous long rest.

You can select a 2nd adaptation at level 10

Adaptations
  1. A Bit of Magic - Choose a Level 1 spell from the wizard spell list, add 1 spell level for every 5 levels the character has in fighter (i.e. 2 level 1 spells or a level 2 spell at level 5) Due to the strains on your body of drawing arcane energy through it, Constitution is the casting ability for your spells and you can cast a number of spells equal to 1/2 your CON modifier (Minimum 1). Components are required as normal. You may choose a non-magical weapon as your casting focus when you select this adaptation.
    Regression: you have disadvantage on Regression Rolls, Then, Make a Regression Roll
  2. Acceleration - Your movement speed increases by 5 feet for every 4 levels the character has in the Fighter Class
  3. Acute Nimbleness - Grants advantage on DEX Skill checks.
  4. Animalistic Senses - Grants advantage on Perception and Insight Checks.
  5. Bodily Resistance - Choosing this adaptation grants you 3 X the character's fighter level in Temporary Hit Points. During a short or long rest, Temporary HP equal to the character's fighter level is restored.
    Regression: The Character expends all Temp HP and the PC's MaxHP is reduced by the character level.
  6. Claws & Fins? - You gain a climbing and swimming speed of 1/2 your total movement.
  7. Dancing through Combat - Opportunity attacks against you are made at disadvantage.
  8. Darkvision - Gain Darkvision 40’ or increase your Darkvision by 20’.
  9. Divine Resistance - Choose between Necrotic and Radiant, You gain Resistance to the chosen type.
    Regression: make a Regression Roll, if you fail this roll, Instead of Exhaustion, you have vulnerability to that damage type.
  10. Elemental Barrier - You gain resistance to your choice of 1 of these damage types - Fire, Cold, Acid, Lightning, or Thunder.
    Regression: make a Regression Roll, if you fail this roll, Instead of Exhaustion, you have vulnerability to that damage type.
  11. Harden - Choose 1 from Bludgeoning, Piercing, or Slashing. Gain resistance to the non-magical damage type selected.
    Regression: Make a Regression Roll, if you fail this roll, Instead of Exhaustion, you have vulnerability to that damage type.
  12. Jumper - Jumping distances are doubled.
  13. Mental Wall - Grants advantage to WIS Saves.
  14. Not Quite Regenerating - you gain 1 additional use of Second Wind.
    Regression: your MaxHP is reduced by your character level.
  15. Overpower - Grants advantage to STR based skill checks. Unarmed attacks deal 2 + Str Mod damage.
  16. Poison Resistance - Choose between Poison and Acid, you gain resistance to that damage type.
    Regression: Make a Regression Roll, if you fail this roll, Instead of Exhaustion, you have vulnerability to that damage type.
  17. Power Through - Grants advantage to rolls to save versus Exhaustion.
  18. Quick Attack - When you take the attack action, You may make one additional weapon attack as a bonus action.
    Regression: make a Regression Roll, instead of Exhaustion, subtract 1d4 from your attack rolls.
  19. Quick Reaction - Grants advantage to Initiative Rolls.
  20. Regeneration - you regain 1d4 HP per hour, (rolled when you select this adaptation) you must have at least 1 HP in order for this to take effect. (1d4 per minute at level 15.)

3rd Level - Inhuman Lethality

  • You have Lethality Dice equal to your CON Modifier, which are restored during a short or long rest
  • Once per round, You can choose to spend 1 Lethality Die when you deal damage with your weapon, dealing an additional 1d8.
  • at 7th level, Weapon attacks that have Lethality applied count as magical for overcoming resistances. You gain Bloodlust - When you apply Lethality to a creature that has been damaged during combat, The Lethality Die is increased to 1d12.
  • at 10th level, You can choose to spend 2 Lethality Dice per round.

7th Level - Mutations

At 7th level, You can choose one adaptation to become permanent, this adaptation is now a Mutation and can not be changed.
You cannot select the chosen Adaptation again.

You choose another permanent Mutation at level 15 and again at 18.

10th Level - Relentless Attacks

At 10th level, Once per attack action, you can make an additional attack as part of that action, after you make a natural attack roll of 18-20 that successfully damages the target.

15th Level - Adapting to Adaptations

At 15th Level, Gain advantage on Regression Rolls. You can choose to replace both Adaptations during a short rest.

18th Level - Enhanced

At 18th Level, Increase the critical range of weapon attacks by 1.

You may choose 2 different ability scores and gain a +2 to those abilities. Your maximum for those scores is increased by 2.



The Aberrant Fighter
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (1)
3rd +2 Adaptation (1), Inhuman Lethality
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Mutation (1), Inhuman Lethality (Break Resistance, Bloodlust)
8th +3 Ability Score Improvement
9th +4 Indomitable (1)
10th +4 Adaptation (2), Relentless Attacks, Inhuman Lethality (2 uses)
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (2)
14th +5 Ability Score Improvement
15th +5 Mutation (2), Adapting to Adaptations
16th +5 Ability Score Improvement
17th +6 Action Surge (2), Indomitable (3)
18th +6 Mutation (3), Enhanced
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
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