Aberration
Bargaining with Aberrations through arcane deals and pacts from forbidden arcane rituals, Aberration Summoners unleash the horrors of the Far Realms to do your bidding. More so than the other Summoners, it is unclear who is doing who’s bidding. They mutually spread destruction throughout the land and the minds of others.
| Level | Spells |
|---|---|
| 3 | Arms of Hadar, Tenser’s Floating Disk |
| 5 | Misty Step, Vortex Warp |
| 9 | Hunger of Hadar, Thunderstep |
| 13 | Evard’s Black Tentacles, Summon Aberration |
| 17 | Far Step, Teleportation Circle |
| Level | Spell Slot | Summon |
|---|---|---|
| 3 | 1 | Chocker |
| 6 | 2 | Grell, Spectator |
| 10 | 3 | Gauth |
| 14 | 4 | Gray Slaad |
| Entity | Effect |
|---|---|
| Call of Cthulhu | Mass Suggestion is cast upon every hostile creature within range. |
| Nyarlathotep’s Chaos | Synaptic Static is cast centered on you, you are Immune to the spell’s effects. |
| Gaze of Yog Sothoth | Eyebite is cast on a hostile target (DM’s choice). |
| Azathoth’s Presence | Feeblemind is cast on a hostile target (DM’s choice). |
| Charm of Yidhra | Antipathy/Sympathy is cast centered on you; each creature is affected as determined by the DM. |
| Shub-Niggurath’s Taint | Mental Prison is cast on a target of your choice within range. |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Summons
You have bargained with many creatures that will heed your call. You can expend a corresponding spell slot to summon a creature you have bargained with to aid you. They are summoned for one minute or one hour if you have your Summoner’s Circle active. Using this feature counts the same as casting a leveled spell of the School of Conjuration. If you call forth an additional Summon, the previous one vanishes back to their home plane.
They take their turns after your turn in initiative and follow reasonable orders but will not willingly endanger themselves. If you fall Unconscious they remain for one turn, taking the Dodge action their turn. If they drop to zero hit points they disappear and return to their native plane. Your summon does not have Legendary Resistances or Legendary Actions if it would normally have them.
Entropic Circle
Your bargain with Aberrations has tainted your Summoner’s Circle. While your Summoner’s Circle is active, you have Resistance to Psychic damage and advantage on saving throws against being Charmed.
Telepathy
As your will and that of your summons coalesce, you gain the ability to connect with minds. You have telepathy with willing creatures that are within 60 ft of you. You can communicate normally as long as you share at least one language.
Whispering From Beyond
Your summons tear at reality and allow the voices of the Deep Ones to leak out. When you cast a leveled Conjuration spell or call forth a Summon, you can cast the spell Dissonant Whispers as part of the action without expending a spell slot.
You can use this feature times per long rest equal to your INT modifier (Minimum 1).
Parting Madness
Your Summons leave a vestige of the madness of the Far Realm when they leave. You can dismiss a Summon and cast the spell Compulsion as part of the action without expending a spell slot. The spell ends at the end of the target’s next turn.
You can use this feature times per long rest equal to your INT modifier (Minimum 1).
Tear Reality
Through careful trial and error with unforgiving rituals, you have gained forbidden knowledge to unleash a shred of the Far Realm’s madness. Once per long rest you can use an action to open a small, temporary rift in the plane and unleash an aspect of an unknowable power, roll one D6 and the following effect occurs. Any saving throw has a DC equal to your spell save DC plus 2.