R3negade X's Eldrtich Subclasses
The Great Ones from Bloodborne, the Outer Gods from Lovecraft, the aliens from The Kingdom of the Crystal Skull. All of these are mysterious, inscrutable, otherworldy, and powerful. D&D has few subclasses that properly capture the feeling of gaining or drawing power from such ancient beings, those subclasses being the Aberrant Sorcerer and the Great Old One Warlock. This document aims to correct this, providing 10 new subclasses for the remaining core classes that D&D has forgotten about.
Barbarian: Psychic Rage
To gaze upon the face of eldritch beings is to invite madness into one's mind, and none know this better than barbarians infected with Psychic Rage. These warriors can channel their anger into impressive telekinetic power, throwing their enemies around with naught but their minds.
Telekinetic Rage
At 3rd level, you gain the ability to tap into psychic power while raging. As part of the bonus action you take to rage, and as a bonus action on each turn while you are raging, you can force a creature withing 15 ft. of you to make a strength saving throw (dc = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 1d10 force damage and is pushed back 10 ft. away from you.
Psychic Defenses
At 6th level, your rage begins to protect you from mental attacks. While raging, you have resistance to psychic damage, and you have advantage on saving throws to avoid being charmed or frigthened.
Telekinetic Leap
Also at 6th level, while raging, you can take a bonus action to gain a flying speed of 30 ft. that lasts until the end of your current turn, and you must land at the end of this movement. When you land, each creature within 10 ft. of you must make a strength saving throw against your telekinetic rage dc. A creature takes 2d6 force damage and is knocked prone on a failure. On a success, it takes half damage only.
Improved Psychic Defenses
At 10th level, your psychic defenses improve to counterattack anyone who dares engage with you. While you're raging, any creature that moves within 10 ft. of you must make a saving throw against you telekinetic rage dc. On a failure, it takes 2d6 force damage, as your psychic energy cuts into them. On a success, they take half as much damage.
Telekinetic Tornado
At 14th level, you gain the ability to psychically slam creatures and objects around you together. While raging, you can use an action to force each creature within 20 ft. of you to make a strength saving throw against your telekinetic rage dc. On a failure, a creature takes 4d10 magical bludgeoning damage and is pushed back 15 ft. away from you. On a success, a creature takes half as much damage only.
Bard: College of Bedlam
In the deepest parts of the multiverse, dread Azathoth lies slumbering, his servants whispering melodies to keep him asleep, lest he wake and end the universe. To Azathoth, these melodies are sweet like honey, but to mortals, they are cacophonic dissonance, capable of rending minds and driving men to madness.
Certain bards have learned to channel a fraction of this music's power for their own ends, twisting minds and bending souls to their whims, while chaos reigns in the night.
Chaos Song
At 3rd level, you learn the signature song of the college of bedlam, the chaos song. As an action, you can expend a use of your bardic inspiration to force a creature within 30 ft. of you to make a wisdom saving throw against your spell save dc. On a failure, it takes psychic damage equal to two rolls of your bardic inspiration die, and you choose one of the following two options:
Mesmerizing Song The creature is charmed by you for 1 minute. While charmed in this way, a creature's speed is 0 ft.
Dreadful Song The creature is frightened by you for 1 minute, and must spend all of its movement on its turn running as far away from you as possible.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Alluring Song
At 6th level, you gain an additional option for your chaos song:
Alluring Song The creature is charmed by you for 1 minute. While charmed in this way, it must spend all of its movement walking towards you, stopping if it is within 5 ft. of you.
Chaos Crescendo
At 14th level, you can play your chaos song as loud as possible for all to hear. As an action, you can force each creature within 30 ft. of you to make a wisdom saving throw against your spell save dc. On a failure, a creature takes psychic damage equal to four rolls of your bardic inspiration die, and is frightened of you. On a success, a creature takes half damage only.
Cleric: Madness Domain
Not all gods worshipped by clerics are safe for mortals to contact. Many of the older gods, from the time before time, are so old and alien that mortals merely seeing them can bring about madness. Because of this, few records can be found on these ancient deities, and fewer still are the mortals that worship them. But just because they are few, that does not mean they aren't around, and aren't willing to inflict their will upon the world...
Madness Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Madness Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3rd | Arms of Hadar, Hex, Crown of Madness, Enthrall |
| 5th | Hunger of Hadar, Hypnotic Pattern |
| 7th | Evard's Black Tentacles, Phantasmal Killer |
| 9th | Dream, Rary's Telepathic Bond |
Inflict Madness
At 3rd level, as an action, you can expend a use of your Channel Divinity to cause madness to take root in a creature's mind. A creature within 30 ft. of you must make a wisdom saving throw against your spell save dc. On a failure, the creature suffers an effect determined by rolling on the Madness table below. A creature with an intelligence score of 3 or lower succeeds automatically.
| d4 | Madness |
|---|---|
| 1 | The creature takes 2d6 psychic damage. This damage increases at cleric levels 5 (3d6), 11 (4d6), and 17 (5d6) |
| 2 | On its next turn, the creature makes a melee attack against the closest creature within reach. |
| 3 | The creature is blinded until the end of its next turn |
| 4 | The creature is frightened until the end of its next turn |
Bend Chaos
Also at 3rd level, you can call upon your mad god to bend the tides of fate. Whenever a creature you can see within 30 ft. takes a d20 test, you can use your reaction to impose advantage or disadvantage (your choice) on that d20 test. You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.
Mind Shield
At 6th level, you can use an action to protect the mind of a creature within 30 ft. of you. That creature has advantage on saving throws to avoid being charmed or frightened, and has resistance to psychic damage. You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.
Controlled Madness
At 17th level, you gain some measure of control over the form of madness you can inflict. When you use your Inflict Madness feature, you can roll the d4 twice and take either result. If they both roll the same number, you can choose any effect from that table.
Druid: Circle of the Alien Wilds
We may think of aberrations as alien and otherworldly, but that doesn't mean they're not natural - they're just a part of a nature alien to our own world. Druids who are part of the Circle of the Alien Wilds Understand this, and draw their power from the nature of alien worlds, hoping to introduce their species to ours in a way that benefits both ecosystems.
Alien Augmentations
At 3rd level, you gain the ability to augment your wild shape with alien biology. When you use your wildshape to transform into a beast, you can choose one feature listed below to augment your wild shape form.
Telepathy Your form gains telepathy with a range of 60 ft.
Slimy Adhesive Your form secretes a sticky mucus, granting you a climb speed equal to your speed.
Armored Carapace Your form grows an armored carapace on its body, granting it a +2 bonus to its AC.
Circle of the Alien Wilds Spells
When you reach a Druid level specified in the Circle of the Alien Wilds table, you thereafter always have the listed spells prepared.
In addition, you can cast these spells while in your wild shape form.
| Druid Level | Spell |
|---|---|
| 3 | Arms of Hadar, Mind Sliver, Mind Spike |
| 5 | Hunger of Hadar |
| 7 | Evard's Black Tentacles |
| 9 | Synaptic Static |
Additional Alien Augmentations
At 6th level, you can choose up to two options when you use Alien Augmentation. In addition, the following options are available to you:
Tentacles Your form grows two tentacles that can be used to grapple targets. They can only grapple one target togther at a time.
Corrosive Acid Your form grows glands that secrete a deadly acid. Your form's weapon attacks deal additional acid damage equal to your wisdom modifier.
Psychic Shield Your form gains resistance to psychic damage.
Phase Shift
At 10th level, while in wild shape, you can use a bonus action to teleport to a point you can see within 60 ft. When you do so, each creature within 10 ft. of your destination must make a consitution saving throw against your spell save DC, taking 3d6 force damage on a failure, and half as much damage on a success. You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.
Aberrant Apotheosis
At 14th level, you gain the ability to wild shape directly into an aberration. You learn the Gazer wild shape form, and it doesn't count against the number of forms you know. You can't use any Alien Augmentations when you wild shape into a Gazer.
Fighter: Living Weapon
Sentient weapons making pacts with Warlocks is nothing new. However, not all such weapons have the power to bestow full spellcasting to a mortal; rather, some start out relatively weak, only growing in power when they find a warrior to take them on adventures. Some weapons serve as helpful guides to their wielders, while others attempt to corrupt their wielders into taking darker and darker actions. But surely, you are different. After all, you wield the weapon, not the other way around...right?
Living Weapon
At 3rd level, you gain access to a sentient weapon. This weapon takes the form of any melee weapon you are proficient with. Once chosen, this can't be changed. The weapon is magical for the purposes of overcoming resistances, and is magically bound to you, so that it can't be removed from your person without your consent. The sword has its own personality, has an intelligence score of 14, a charisma score of 16, and a wisdom score of 14. It has proficiency in Arcana and Religion, and uses your proficiency bonus for ability checks with those skills. It can speak telepathically to you while you are within 30 ft. of it.
Additionally, whenever you can increase an ability score, you can instead increase an ability score of your Living Weapon. Its ability scores can't increase above 20 as normal.
Eldritch Smite
At 3rd level, when you hit a creature with an attack from your Living Weapon, you can deal an additional 1d6 force damage to that creature once per turn. You can use this feature a number of times equal to your Living Weapon's charisma modifier, and you regain all expended uses when you finish a long rest.
This damage increases to 2d6 at 10th level.
Contested Mind
You living weapon can attempt to wrestle control of your body away from you when you are weak. Whenever you take 5 points of damage or more, you must make a DC 10 wisdom saving throw. On a failure, you suffer an effect determined by rolling on the Contested Mind table below.
| d4 | Contested Mind Effect |
|---|---|
| 1 | The Living Weapon takes control of your legs. You immediately move 15 ft. in a direction chosen by the Living Weapon. This movement may provoke opportunity attacks. |
| 2 | The Living Weapon takes control of your arms. You immediately make a melee attack with your Living Weapon against one creature within reach. |
| 3 | You are stunned until the end of your next turn. |
| 4 | Your weapon implants an instinctive need to grip it at all times into you. For the next minute, you can't willingly disarm yourself of your living weapon. |
Dual Mind
At 7th level, your Living Weapon can aid you in defending your mind from mental attacks. Whenever you make a charisma, intelligence, or wisdom saving throw, you can add your Living Weapon's respective modifier to your roll.
Phantom Shot
Also at 7th level, you gain the ability to send out a wave of eldritch energy from your living weapon. Once per turn, you can replace one attack with a ranged spell attack that has a range of 30 ft., deals 1d8 force damage, and uses your Living Weapon's Charisma modifier for the attack and damage rolls.
Eldritch Step
At 10th level, while your living weapon is on your person, you can use an action to teleport yourself to a point you can see within 60 ft.
You can use this feature a number of times equal to your Living Weapon's charisma modifier, and you regain all expended uses when you finish a long rest.
Additional Contested Mind Effects
Also at 10th level, your Living Weapon's influence grows stronger. The dc of the wisdom saving throw to resist its control becomes 15, and the following effects are added to the Contested Mind table:
| d6 | Contested Mind Effect |
|---|---|
| 5 | Your Living Weapon takes control of your mouth. For one minute, you cannot speak; instead, your Living Weapon speaks with your voice. The Living Weapon uses its own charisma modifier for any charismachecks it makes by talking. |
| 6 | You become Charmed by your Living Weapon. Your Living Weapon may compel you to attack every creature in sight, seek out a powerful treasure, or otherwise further its mysterious goals. |
Eldritch Aegis
At 15th level, your Living Weapon becomes more protective of you, its prize. You can add your Living Weapon's charisma modifier to your AC.
Weapon Domination
At 18th level, your Living Weapon can exert its mind-controlling influence on beings other than you. While your Living Weapon is on your person, you can use it to cast Dominate Person, using the Living Weapon's charisma as its spellcasting ability.
Apex Control
Also at 18th level, your Living Weapon's ability to influence your mind reaches its apex. The dc to resist its effects becomes 18, and the following effects are added to the Contested Mind table:
| d8 | Contested Mind Effect |
|---|---|
| 7 | You take 2d6 psychic damage. |
| 8 | You suffer the effects of Dominate Person, and come under the control of your Living Weapon. This control lasts for an hour. At the end of each minute, you can repeat the saving throw, ending the effect on a success. |
Monk: Warrior of the Awakened Mind
Many monks spend their time meditating on the nature of the outer planes, and some learn to see visions of other planes. Unfortunately, one of the planes they have the ability to see is the Far Realm. Viewing this alien landscape can shatter a monk's perception of their own reality, but once they recover from the experience, they find that they can use their newfound insight to manipulate the world around them.
Awakened Spells
At 3rd level, you can spend 1 focus point to cast Arms of Hadar, Catapult, or Dissonant Whispers. You also learn the Mind Sliver cantrip.
Pyschic Orb
Also at 3rd level, you gain the ability to launch an orb of eldritch power when you take the attack action. This orb is a ranged spell attack that you are proficient with, has a range of 30 ft., uses your Wisdom for the attack and damage rolls, and deals psychic damage equal to one roll of your martial arts die.
Eldritch Step
At 6th level, you can spend 2 focus points to cast Misty Step. Immediately after you do so, every creature within 15 ft. of you must make a dexterity saving throw against your focus dc or take psychic damage equal to two rolls of your martial arts die.
Eldritch Flight
At 11th level, you can take a magic action to spend 3 focus points to gain a flying speed equal to your walking speed. While you have this speed, your Psychic Orb deals additional damage equal to two rolls of your martial arts die.
Mind Crush
At 17th level, you gain the ability to shatter another creature's mind. As a magic action, you can force a creature within 30 ft. of you to make an intelligence saving throw against your focus dc. On a success, it takes 4d6 psychic damage. On a failure, they take 4d10 psychic damage, which can't reduce a creature to 0 hit points, and its intelligence and charisma scores are reduced to 1. While its scores are reduced in this manner, it can't speak any languages it knows or cast any spells, though it may act to protect its allies. The creature can repeat this saving throw at the end of 30 days.
Paladin: Oath of Eyes
Paladins who swear the Oath of Eyes seek to learn as much as they can about the multiverse, including what lies beyond it. They seek to grant themselves "eyes on the inside" with which to gain insight into the nature of reality. They alone can see the underlying truth that the gods want to keep hidden from the world. They alone are the salvation of all living things.
These paladins share the following tenets:
-
Seek the Truth: Seek out knowledge of the multiverse and its workings, even if others say the knowledge is dangerous.
-
Share the Truth: Teach others the things you have learned. Knowledge is too valuable not to share, and foul truth is better than honeyed lies.
-
Embrace the Otherworldly: The things that come from other planes and worlds are natural, regardless of what others say. Treat them as you would any other creature, maybe even a little kinder. Surely they mean no harm, right?
Oath of Eyes spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Eyes Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Arms of Hadar, Identify |
| 5 | Crown of Madness, Detect Thoughts |
| 9 | Clairvoyance, Hunger of Hadar |
| 13 | Arcane Eye, Summon Aberration |
| 17 | Dream, Scrying |
Sense Aberrations
At 3rd level, when you use your Divine Sense, you gain the ability to detect Aberrations in the same way you detect Celestials, Fiends, and Undead. In addition, while your Divine Sense is active, you gain advantage on Insight and Perception checks.
Aura of Mind Guarding
At 7th level, you and your allies have resistance to Psychic damage while within your Aura of Protection.
Eldritch Rebuke
At 15th level, you gain the ability to scourge the minds of those who dare strike you down. When you are hit by an attack roll by a creature within 30 ft. of you, you can use your reaction to force that creature to make an intelligence saving throw against your spell save DC. On a failure, a creature takes 2d6 plus your Charisma modifier Psychic damage and is stunned until the end of your next turn. On a success, the creature takes half as much damage only.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Eldritch Apotheosis
At 20th level, you can unleash the eldritch truth that lies within you. As a bonus action, you gain the following benefits for 10 minutes:
-
You gain Truesight with a range of 120 ft.
-
Your weapon attacks deal additional Psychic damage equal to your Charisma Modifier.
-
You gain a flying speed equal to your speed.
Once you use this feature, you can't use it again until you finish a long rest. You can also regain a use of this feature by expending a 5th level spell slot (no action required).
Ranger: Eldritch Companion
Certain Rangers use eldritch rituals to bond with an Obyrynth, an aberration that looks like a turtle with tentacles instead of a head, because these creatures, as they are incredibly loyal companions and love battling alongside their chosen partner.
Obyrynth Companion
At 3rd level, you gain the ability to magically summon an Obyrynth. You can only have one Obyrynth active at a time, and if you summon another one, the first one disappears. The Obyrynth is friendly to you and your companions, and obeys all your commands. It vanishes if you die.
The Obyrynth in Combat. In combat, the Obyrynth acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast's Strike action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.
Restoring or Replacing the Obyrynth. If the Obyrynth has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Obyrynth
Medium Aberration, Neutral
- Armor Class AC
- Hit Points 5 plus 5 times your Ranger level [The Obyrynth has a number of d8s equal to your Ranger level]
- Speed 30
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 10 (+0)
- Damage Resistances Psychic
- Condition Immunities Charmed, Frightened
- Senses Blindsight 60 ft., Passive Perception 12
- Languages Understands the languages you know
- Challenge None (XP 0; PB equals your Proficiency Bonus)
Actions
Tentacle Strike Melee Attack Roll: Bonus equals your spell attack modifier, Reach 5 ft., one target. Hit: 1d6 + 2 plus your Wisdom Modifier Bludgeoning Damage, and the target has the Grappled condition (escape DC equals your spell save DC).
Eldritch Transplace
At 7th level, when you command your Obyrynth with your bonus action, you can magically swap places with it as long as it is within 60 ft. of you. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Psychic Blast
At 11th level, your Obyrynth gains the following action:
Psychic Blast Intelligence Saving Throw: DC equals your Spell Save DC, one creature the Obyrynth can see within 60 ft. Failure: 2d8 plus your Wisdom modifier Psychic damage, and the target has the Stunned condition until the end of its next turn. Success: Half as much damage only.
Also, when you command your Obyrynth to attack with its Tentacle Strike, you can have it attack twice, instead of once.
Obyrynth Telekinesis
At 15th level, you can take a Magic Action to cast Telekinesis from your Obyrynth. Your Obyrynth concentrates on the spell to maintain its effect.
Once you use this ability, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to do so (no action required).
Rogue: Shoggoth-Touched
By drinking the viscous fluid shed by shoggoths, certain rogues gain the ability to take on a semblance of their formlessness and manipulate their bodies at will.
Many Eyes
At 3rd level, you have imbibed shoggoth mucus, and have started to take on their attributes. You gain the ability to grow and dismiss dozens of eyes on your person. While these eyes are active, you have advantage on Perception checks.
Viscous Form
Also at 3rd level, your body becomes somewhat slimy and pliable, allowing you better defenses. While you are not wearing armor or wielding a shield, your armor class equals 10 plus your Dexterity and Constitution modifiers.
Chameleon Skin
At 9th level, you gain the abiliy to alter your skin's hue to better blend in with your surroundings. When you take the Hide action, you can shift to match the color of your surroundings, granting you advantage on Stealth checks.
Toxic Secretions
Also at 9th level, your skin begins secreting a toxic mucus. When you take the Poison option of your Cunning Strike, you do not need to have poison on your person.
Mutable Form
At 13th level, you have gained vastly greater control over your form. As an action, you can alter yourself as if you had cast Alter Self. This ability does not require concentration.
Slimy Bones
At 17th level, you have reached the apex of your transformation into a half-shoggoth. You gain resistance to all bludgeoning, piercing, and slashing damage.
Wizard: Abhorromancer
The school of Abhorromancy studies aberrations and attempts to replicate their powers. While wizards in general tend to be self-reliant and would never make deals with such entities like some common warlock, surely there's no harm in studying these creatures, understanding how they work, and channeling their essence? What could go wrong?
Abhorrant Armor
At 3rd level, your studies of aberrations have caused your body to grow an armored carapace to defend you from attacks. As long as you are not wearing armor or wielding a shield, your AC equals 10 plus your Dexterity and Intelligence modifiers.
Telepathic Connection
Also at 3rd level, you can take a bonus action form a telepathic connection with one creature you can see within 30 ft. of you. You and the creature can communicate telepathically with each other for one minute, or until you take another bonus action to sever the connection. You and the creature don't need to share a language, but you do each need to be able to speak one language.
Empowered Mind
At 6th level, you gain resistance to Psychic damage, and whenever you cast a spell that deals Psychic damage, you can add your Intelligence modifier to one damage roll of that spell.
Paralyzing Tentacle
Also at 6th level, you can take a Magic action to briefly turn your arm into a tentacle coated with a paralyzing toxin. Make a ranged spell attack against a creature you can see within 30 ft. of you. On a hit, the creature takes 1d10 Poison damage and is paralyzed until the end of its next turn.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
Phase Shift
At 10th level, whenever you cast a spell that deals Psychic damage, you can teleport to a point you can see within 30 ft. of you. Afterwards, your body becomes discorporeal, halfing damage you take until the end of your next turn. You can use this feature twice, and you regain all expended uses when you finish a short rest. You can also expend a spell slot of 2nd level or higher to regain one use of it (no action required).
Flesh Warp
At 14th level, you can take a Magic action to foricbly mutate another creature. Choose a creature within 30 ft. of you. That creature makes a constitution saving throw against your spell save dc. On a failure, it takes 4d10 necrotic damage as it collapses into a pile of gibbering flesh, and has the Incapacitated condition until the end of its next turn. On a success, it takes half as much damage only.