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The Anomaly - The Homebrewery

An anomaly is a new class that brings supernatural and paranormal abilities to life. Anomalies are individuals born with strange powers that defy normal explanations. They have great fortitude and can harness their life force to fuel unpredictable powers. While some fear anomalies, others seek them out for their abilities. The origin of an anomaly's powers shapes how they navigate the world.
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100% found this document useful (1 vote)
731 views

The Anomaly - The Homebrewery

An anomaly is a new class that brings supernatural and paranormal abilities to life. Anomalies are individuals born with strange powers that defy normal explanations. They have great fortitude and can harness their life force to fuel unpredictable powers. While some fear anomalies, others seek them out for their abilities. The origin of an anomaly's powers shapes how they navigate the world.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ANOMALY

A
A
A new
A
A new
new class
new
new class
class that
class
class that
that brings
that
that brings
brings the
brings
brings the
the paranormal
the
the paranormal
paranormal to
paranormal
paranormal to
to life,
to
to life,
life,
life,
life,
for
for
for the
for
for the
the world's
the
the world's
world's greatest
world's
world's greatest
greatest roleplaying
greatest
greatest roleplaying
roleplaying game
roleplaying
roleplaying game
game
game
game
Anomaly
The townspeople had once thrown stones at the strange Uncomfortable Reminders
elven woman who lived on the outskirts of town; now they
run in terror as those same stones hurl themselves through No magical or religious doctrine ever truly accounts for
the air, striking each of her would-be assailants while she anomalies. They are the remnants of the unknowable,
watches impassively. stubbornly refusing to be mastered like magic, too disturbing
An orc wreathed in fire strikes blow after blow against his for worship, unyielding to technology. Where they exist, the
foes. At a critical moment in the fight, as his flames surround accepted rules of the world can seem more like guidelines.
the nearest dwarf, reality flinches and the air is suddenly full Some are hated and feared. Others rise to power and
of blinding light, a momentous omen of his victory. become eldritch beings of such reknown that others seek out
The air of the secret gambling den is hazy from smoke, their patronage. There are few great ballads about them, as
almost obscuring the grizzled halfling who's set up shop their deeds are often attributed to more relatable heroes, but
there. He smugly sips his drink as the befuddled guards the stories of their strangeness linger over every campfire.
leave, convinced they weren't actually looking for him, his
eyes still glowing from the momentary deception. Hardy Travelers
Across all races and walks of life, a few people are born An anomaly's greatest strength is their own life force. It's the
who simply... don't fit. They are the anomalies, living errors in wellspring from which they fuel all their powers. Noted for
the fabric of reality whose very nature attracts the strange their great health and fortitude, anomalies seem to be made
and powerful. tougher, built to resist the hardships they will inevitably face.
Beyond that, they are hard to catalogue, as each displays a
variety of supernatural and paranormal powers that seem to
defy explanation. Their unpredictability and versatility often
keeps foes off balance in combat, while those who master
their powers can offer surprising options to their friends.
Creating an Anomaly
The origins of anomalies are as varied and distinct as they
are, but each has a profound effect on the anomaly's life.
Some are born with their unusual gifts, marking them as
chosen children or cursed mistakes. Others find their powers
awaken during puberty, leading many to flee from their
homes and forge a rough life on their own. A few encounter
something altogether life-changing and later find that the
experience has ignited something within them.
However you come to your powers, consider how it has
changed your position in the world. Are you hated and feared,
revered, or merely regarded as a curiosity? In a world of
magic, how can you explain the inexplicable things that
continually happen around you? Yours is a power that cannot
be gained through study or training; have you stirred envious
thoughts in others, or earned their respect? The most
distinguishing thing about any anomaly is how their strange
existence affects their place in the world.
Quick Build
You can make an anomaly quickly by following these
suggestions. First, put your highest ability score in
Constitution, followed by Dexterity. If you plan to be
Hypnotic, make Charisma your next-best score. Second,
choose the urchin background.

Multiclassing
Ability Score Minimum: Constitution 13

Weapons/Armor/Tools: none

Skills: Choose 2 from Arcana, Athletics, Deception,


Insight, Intimidation, Persuasion, Perception,
Survival

2
The Anomaly
Proficiency
AC

Level Bonus Bonus Features Quirks Pulses


1st +2 12 Paranormal Gift, Pulse, - 1
Unarmored Defense
2nd +2 12 Precognition, Quirks 1 1
3rd +2 12 Overtax, Conduit (1/rest) 1 1
4th +2 12 Ability Score Improvement 1 1
5th +3 13 Paranormal Gift feature 2 2
6th +3 13 Conduit (2/rest) 2 2
7th +3 13 Trance 2 2
8th +3 13 Ability Score Improvement 2 2
9th +4 13 Fortean Aura 3 2
10th +4 13 Strange Relic 3 2
11th +4 14 Improved Overtax, Disruption 3 3
12th +4 14 Ability Score Improvement 3 3
13th +5 14 Conduit (3/rest) 4 3
14th +5 14 Paranormal Gift feature 4 3
15th +5 14 Improved Precognition 4 3
16th +5 14 Ability Score Improvement 4 3
17th +6 15 Paranormal Gift feature 5 4
18th +6 15 Conduit (4/rest) 5 4
19th +6 15 Ability Score Improvement 5 4
20th +6 15 Reality Warp 5 4

Class Features
As an anomaly, you gain the following class features.
Hit Points
Hit Dice: 1d8 per anomaly level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per anomaly level after 1st
Proficiencies
Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose 3 from Arcana, Athletics, Deception, Insight,
Intimidation, Perception, Persuasion, Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) explorer's pack or (b) dungeoneer's pack
a quarterstaff and a dagger
a sling and 20 sling bullets

3
Paranormal Gift You can augment your pulse attacks with the properties of
magic weapons. To do so, you must be wielding a magical
1st-level anomaly feature melee weapon and be proficient with it; if the weapon
requires attunement, you must be attuned to it. When you
You have been endowed with a special and powerful gift, make a pulse attack, the magic item's properties apply as if
whether by birth, by accident, or by design. Choose a gift you had made an attack with the weapon itself (such as a +1
from the list of available options. Your choice grants you shortsword granting +1 to the attack and damage of your
unique abilities at 1st level, and again at 5th, 14th, and 17th pulse). You can augment a pulse with only one magic weapon
level. at a time.
Some of your class features grant spells or require spell
attacks or saving throws. Constitution is your spellcasting Unarmored Defense
ability, as your powers draw on your life force. You use your
Constitution whenever a spell refers to your spellcasting 1st-level anomaly feature
ability. In addition, you use your Constitution modifier when
setting the saving throw DC for an anomaly spell you cast and Weapons turn away from you for no apparent reason when
when making a spell attack roll. you are vulnerable. While you are not wearing any armor,
your Armor Class equals 12 + your Dexterity modifier. Your
Spell save DC = 8 + your proficiency bonus +
Armor Class increases when you reach higher levels, as
your Constitution modifier
shown in the AC Bonus column of the Anomaly table.
Spell attack modifier = your proficiency bonus +

your Constitution modifier Quirks


Unnatural Presence 2nd-level anomaly feature
In addition to the powers your gift grants you, it also marks As you grow in power, your effect on the world around you
you in subtler ways. Choose one effect from the Unnatural becomes more noticeable. You have developed special
Effects table or roll randomly. abilities that further set you apart from ordinary people. Be
Unnatural Effects warned though - power rarely comes without a price.
d10 Effect
At 2nd level, you gain one quirk of your choice. Your quirk
options are detailed at the end of the class description. When
1 Beasts are disturbed by your presence and treat you you gain certain anomaly levels, you gain additional quirks of
with suspicion. your choice, as shown in the Quirks column of the Anomaly
2 When you touch another creature for the first time, table.
they have a brief vision of a deceased love one. Additionally, when you gain a level in this class, you can
3 Your reflection occasionally moves independently. choose one of the quirks you know and replace it with
another quirk that you could learn at that level.
4 Colors, flavors, and smells within a 10-foot radius of Each quirk comes with a drawback, a minor negative effect
you are randomly subdued or enhanced. that symbolizes a price paid for your power. At the DM's
5 Flames always seem to bend or flicker either toward discretion, you may be able to overcome a drawback, though
or away from you (your choice). this should be done as part of a significant character
6 Mechanical devices have a moderate chance to development, such as by completing a special quest.
malfunction if you are within 10 feet of them.
7 You can make your eyes glow.
8 Tiny, unattended objects frequently go missing in
your presence.
9 People in your presence often hear strange whispers
or faint laughter, which is typically unsettling.
10 Your shadow occasionally wanders off on its own.

Pulse
1st-level anomaly feature
You have little need for weapons. As an action you can make a
melee spell attack against a creature within 5 feet to unleash
a pulse of energy. On a hit, the attack deals damage equal to
1d10 + your Constitution modifier. The damage type is
determined by your Paranormal Gift.
You can create multiple pulses at a time when you reach
higher levels, as shown in the Pulses column of the Anomaly
table. You can direct the pulses at the same target or at
different ones. Make a separate attack roll for each pulse. You
can use this feature when making an Opportunity Attack.

4
Precognition Interference
2nd-level anomaly feature When you are forced to make a saving throw against an effect
you are aware of (such as a trap or a spell from an enemy you
You can sense danger just before it happens. You cannot be can see casting), you can use your reaction to gain advantage
surprised. on the roll.
When you are attacked, you can use a reaction to cause
that attack to be rolled with disadvantage. You can do so a Buffer
number of times equal to your proficiency bonus. You regain As a bonus action, you can gain temporary hit points equal to
all expended uses when you finish a long rest. your anomaly level for up to 1 hour.
At 15th level, your ability to anticipate danger increases.
You gain proficiency in Dexterity saving throws. Ability Score Increase
4th-level anomaly feature
Overtax
3rd-level anomaly feature When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
You have the ability to tax your existence beyond its normal by 2, or you can increase two ability scores of your choice by
limits. When you make an attack roll or ability check, you can 1. As normal, you can't increase an ability score above 20
choose to expend one of the hit dice granted by this class. You using this feature. If your DM allows the use of feats, you may
take damage equal to the result of the roll; add half that instead take a feat at any of these levels.
amount to the attack roll or ability check (minimum 1). You
can wait until after you roll the d20 before deciding to use Trance
this feature, but must decide before the DM says whether the 7th-level anomaly feature
roll succeeds or fails.
At 10th level, you can use this feature when rolling damage You can choose to put yourself into a deep meditative trance,
dice, in which case you add the full result of the hit die roll. during which your consciousness can leave your body as an
astral construct. Your body is considered incapacitated and
Conduit restrained, but you can feel anything that touches it. Your
3rd-level anomaly feature consciousness appears as a faintly glowing blue, green, or
orange orb about the size of your heart. You cast dim light in
You are a conduit for energies that can't fully be contained by a 5-foot radius, but your glow can be seen from up to 60 feet
this world and over time you have learned to focus those away if you're in a dark area. You can see and hear normally
energies on command. When you activate your Conduit, you (including using special senses, if you have any).
choose which effect to create. You must then finish a short or The orb has a movement speed of 60 feet and can move in
long rest to use your Conduit again. any direction, including vertically. You can move through a
Beginning at 6th level, you can use this feature twice; at space as narrow as 1 inch wide without squeezing, but not
13th level, you can use it three times; and beginning at 18th through any magical effect that blocks divination magic. You
level, you can use it four times. You regain all expended uses have no true form as an astral construct and so cannot be
when you finish a short or long rest. targeted by attacks or spells (except spells that deal psychic
damage or read thoughts).
Otherworldly Knowledge You can remain in this trance for up to 1 hour. For each
As an action, you can gain proficiency in one skill or tool of additional hour you wish to remain, you can expend 1 hit die
your choice for 10 minutes. (you do not regain hit points). You can return your
consciousness to your body instantly at any time.
Once you use this ability, you must finish a long rest before
you can do so again.

5
Fortean Event
d20 Effect
01 Butterflies and flower petals flutter in the air within
your aura for the next minute.
02 A strange, gelatinous substance coats the ground
within your aura for 1 minute, as from the grease
spell.
03 An eye appears on your forehead for the next
minute. During that time, you have advantage on
Wisdom (Perception) checks that rely on sight.
04 The fog cloud spell fills your aura for the next
minute. The fog is unusually cold and moves with Fortean Aura
you. You can see through it. 9th-level anomaly feature
05 A jaguar, panther, or other large cat appears at a
random location within your aura, as if you had cast The wizard Fortea spent a lifetime documenting the strange
summon beast as a 4th-level spell. phenomena that seemed to follow powerful anomalies
wherever they went. Your power grows to the point where it
06 Faint, eerie music fills your aura for the next minute. can trigger these unpredictable events within a 30-foot radius
07 Your hair falls out but grows back within 24 hours. around you (your aura). Whenever you make an attack roll,
08 You are affected by the levitate spell as if you had
saving throw, or ability check and the d20 result is a 13, roll
cast it. another d20 to see if you trigger a Fortean Event. If the result
is a 1, roll on the Fortean Event table for a random effect. A
09 Creatures within your aura can't speak for the next Fortean Event can happen once per turn.
minute. Whenever they try, pink bubbles float out of
their mouths.
If you don't trigger a Fortean Event, the next roll will trigger
on a 1 or a 2; if there is still no Fortean Event, the next roll
10 A spectral shield hovers near you for the next triggers on a 1-3, and so on. Once a Fortean Event occurs, the
minute, granting you a +2 bonus to AC and trigger resets to 1.
immunity to magic missile. If a Fortean Event requires a saving throw, the DC is 15.
11 Fish and frogs fall from the sky within your aura for Fortean Event effects don't require concentration; if they
the next minute. create a spell effect, it lasts for the full duration.
12 For the next minute, creatures within your aura must You can use your reaction to make a DC 20 Constitution
shout when they speak. saving throw to resist triggering the event. If you succeed, the
13 A ball of lightning strikes 1 to 3 creatures of your
Fortean Event is not triggered and the counter does not reset.
choice within your aura, each taking 4d10 lightning
damage. Strange Relic
14 Every creature within your aura becomes invisible 10th-level anomaly feature
for the next minute. The invisibility ends on a
creature when it attacks or casts a spell. Your presence attracts strange objects from other places,
15 For the next minute, you can teleport to any
which you can use as keys to another dimension. When you
unoccupied space within your aura as a bonus finish a long rest, you have in your possession a Strange
action on each of your turns. Object that doesn't belong in your surroundings, such as
finding a doorknob in a desert, or a piece of volcanic pumice
16 A 3rd-level fireball spell fills your aura. in the middle of a prairie. If the object ever leaves your
17 You gain resistance to all damage for the next possession, it returns to you after 10 minutes. You cannot
minute. have more than one object from this feature at a time.
18 Every creature within your aura immediately vomits You can perform a 1-minute ritual while holding the
strange metal objects and has disadvantage on the Strange Object, during which you can designate up to 7 other
first d20 roll it makes during its next turn. willing creatures you can see. You and the creatures are
19 You glow with bright light that fills your aura for the magically transported to a pocket dimension for 1 hour,
next minute. Any creature that ends its turn within 5 during which you can take a short rest. The dimension is an
feet of you is blinded until the end of its next turn. infinite void filled with all kinds of objects, some of which
20 Roll on the Unnatural Effects table (from your 1st-
seem to come from other worlds and other times. It is
level anomaly feature); every creature within your brightly lit and comfortable.
aura gains this effect for 1d100 days. A remove After 1 hour, you and your companions return to your
curse spell can end this effect early for a creature. previous location. You cannot take with you any of the objects
you found in the pocket dimension, including the one you
used to travel there. Despite spending 1 hour in the pocket
dimension, 2 hours will have passed for the rest of the world.
Once you use this ability, you will not find a new Strange
Object until you finish a long rest.

6
Disruption Reality Warp
11th-level anomaly feature 20th-level anomaly feature
Your presence is disruptive to this reality; exploit that to You have reached your full disruptive potential, able to mold
switch to a different one. As an action, you and up to 7 willing reality more consciously than ever. When you use your
creatures of your choice that you can see within 100 feet shift Disruption feature you can select from these additional
into a slightly different version of reality. Choose one effect options when making your choice.
below; the creatures who shift experience this effect for up to
one minute, or until you lose concentration (as if Unyielding. You have immunity to piercing, bludgeoning and
concentrating on a spell). slashing damage from nonmagical attacks.
Impervious. You have resistance to acid, cold, fire, lightning,
Aggressive. You have advantage on the first attack roll you thunder, and poison damage.
make each turn. Resolute. You have advantage on saving throws against
Defensive. The first attack roll against you each turn has spells and other magical effects.
disadvantage Immortal. You regain 10 hit points at the start of your turn if
Balanced. None of your attack rolls and no attack rolls you have at least 1 hit point.
against you can have advantage or disadvantage. Once per day when you finish a short rest, you can expend 10
Swift. Your movement speed increases by 10 feet. hit dice. Instead of regaining those hit points, you can instead
Hardy. Any critical hit against you becomes a normal hit. regain a use of your Disruption feature.
Once you use this ability, you must finish a long rest before
you can do so again.

7
Paranormal Gifts
All anomalies represent a unique blend of strange

abilities, but most are endowed with a powerful gift.

Some gifts are more common than others, while some

are notable for their rarity and potential to affect the world.
Unlike true psionics, however, the paranormal
powers that
anomalies wield take their energy directly
from the body,

not the mind—an exertion of life force as much as one of


willpower.
Telekinetic
The laws of physics have little control over you. Your body
acts as a conduit for powerful energy which you can manifest
as a tangible force in the world, allowing you to move objects
without ever having to touch them. A telekinetic's strength
comes from their creativity as much from their body, as their
ability to surpass physical limits opens up a world of
possibilities. Many hauntings have been in fact the result of
Telekinetic anomalies and their strange powers.
Battering Pulse
1st-level Telekinetic feature
Your Pulse feature deals magical bludgeoning damage. You
have resistance to non-magical bludgeoning damage.
Additionally, your Pulse feature's melee spell attack has a  
10-foot reach. On subsequent rounds, you can use your action to attempt
to maintain your psychokinetic grip on the creature by
Psychokinesis repeating the contest.
1st-level Telekinetic feature When using this ability, you must maintain concentration
You can move objects and creatures without ever touching (as if concentrating on a spell). You can use this ability for a
them. As an action, you can exert your will on one object that number of minutes equal to your proficiency bonus, either
you can see within 60 feet, causing the effect below. You can continuously or in 1-minute increments. The duration fully
affect the same target round after round, or choose a new one refreshes when you finish a short or long rest.
at any time. If you switch targets, the prior target is no longer
affected by this ability. Impact
Once you reach 11th level in this class, you can affect 5th-level Telekinetic feature
creatures as well. The damage of your Pulse feature increases to 1d12 + your
Object. You can try to move an object that weighs up to Constitution modifier.
100 pounds per anomaly level. If the object isn't being worn Additionally, once per turn when you hit a creature with
or carried, you automatically move it up to 30 feet in any your Pulse feature you can push or pull the creature up to 10
direction, but not more than 60 feet from you. feet away from or toward you in a straight line.
If the object is worn or carried by a creature, you must
make a Constitution check contested by that creature's Flight
Strength check. If you succeed, you pull the object away from 14th-level Telekinetic feature
that creature and can move it up to 30 feet in any direction
but not beyond the range of this ability. You have gained enough mastery over your telekinetic powers
You can exert fine control on objects with your to propel yourself through the sky with ease. You gain a flying
psychokinetic grip, such as manipulating a simple tool, speed equal to your movement speed.
opening a door or a container, stowing or retrieving an item
from an open container, or pouring the contents from a vial. Poltergeist
Creature. You can try to move a Huge or smaller creature. 17th-level Telekinetic feature
Make a Constitution check contested by the creature's
Strength check. If you lose, you take 1d8 damage from the The full force of your telekinetic power is unleashed. You can
strain. If you win the contest, you move the creature up to 30 cast animate objects as a 5th-level spell, without expending a
feet in any direction, including upward but not more than 60 spell slot. The maximum duration is increased to 1 hour.
feet from you. Until the end of your next turn, the creature is When you cast the spell, you can choose to expend up to 3
restrained in your psychokinetic grip. A creature lifted hit dice. Instead of gaining hit points, you increase the level of
upward is suspended in mid-air. the spell by 1 for each hit die.
Once you use this ability, you must finish a short or long
rest before you can do so again.

8
Pyrokinetic Pyrokinetic Spellcasting
Anomaly Cantrips Spells —Spell Slots per Spell Level—
Part of your very essence is fire, an elemental power pulsing Level Known Known   1st     2nd     3rd     4th   5th   
deep within you. Some anomalies report feelings of intense 1st 2 2 2 — — — —
hunger as the fire within them yearns to consume everything
in sight. They are among the most tragic anomalies, who so 2nd 2 2 2 — — — —
often lose control of their own fires and suffer the 3rd 3 3 3 — — — —
consequences. But for the one who can master their flame
and direct it where they wish, none will shine brighter. 4th 3 3 3 — — — —
5th 3 4 4 2 — — —
Burning Pulse 6th 3 4 4 2 — — —
1st-level Pyrokinetic feature
7th 3 5 4 3 — — —
Your Pulse feature deals fire damage. You have resistance to 8th 3 5 4 3 — — —
fire damage.
Additionally, you can make a ranged spell attack with your 9th 3 6 4 3 2 — —
Pulse feature, targeting any creature you can see within 60 10th 4 6 4 3 2 — —
feet, though this ranged attack only deals damage equal to
1d8 + your Constitution modifier. 11th 4 7 4 3 3 — —
12th 4 7 4 3 3 — —
Spellcasting 13th 4 8 4 3 3 1 —
1st-level Pyrokinetic feature
14th 4 8 4 3 3 1 —
Your control of fire is truly magical. See chapter 10 of the 15th 4 9 4 3 3 2 —
Player's Handbook for the general rules of spellcasting and
the end of this supplement for the anomaly spell list. 16th 4 9 4 3 3 2 —
Cantrips. You learn two cantrips of your choice from the 17th 4 10 4 3 3 3 1
anomaly spell list. You learn an additional anomaly cantrip of
your choice at 3rd level and again at 10th level. 18th 4 10 4 3 3 3 1
Whenever you reach a level in this class that grants the 19th 4 11 4 3 3 3 2
Ability Score Improvement feature, you can replace one 20th 4 11 4 3 3 3 2
cantrip you learned from this feature with another cantrip
from the anomaly spell list.
Spell Slots. The Pyrokinetic Spellcasting table shows how
many spell slots you have to cast your anomaly spells of 1st Everburning Flames
level and higher. To cast one of these spells, you must expend 14th-level Pyrokinetic feature
a slot of the spell's level or higher. You regain all expended
spell slots when you finish a long rest. Your fire burns eternally—or so it seems. When you finish a
For example, if you know the 1st-level spell hellish rebuke short rest, you can choose expended spell slots to recover.
and have a 1st-level and a 2nd-level spell slot available, you The spell slots can have a combined level that is equal to or
can cast hellish rebuke using either slot. less than half your anomaly level (rounded up).
Spells Known of 1st-Level and Higher. You know two For example, if you're a 14th-level anomaly, you can recover
1st-level anomaly spells of your choice. up to seven levels worth of spell slots.
The Spells Known column of the Pyrokinetic Spellcasting Once you use this ability, you cannot do so again until you
table shows when you learn more anomaly spells of 1st level finish a long rest, unless you expend 7 hit dice; instead of
or higher. Each of these must be of a level for which you have regaining hit points, you can choose to regain a use of this
spell slots. For instance, when you reach 7th level in this feature.
class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one Blue Flame
of the anomaly spells you know with another spell of your 17th-level Pyrokinetic feature
choice from the anomaly spell list.
Your flames burn hotter than ever. When you roll fire damage
Erupt for an anomaly spell, roll d10s instead of d6s or d8s.
5th-level Pyrokinetic feature
Whenever you hit a creature with your Pulse feature, you can
choose to make the pulse erupt, dealing half its damage to
every creature within 5 feet of your target. Creatures can
make a Dexterity saving throw against your spell save DC to
negate this damage.

9
Deceive. You can convince the target that one creature it can
see is its mortal enemy. If your target and the chosen
creature have a strong, positive bond, your target can
immediately make another Wisdom saving throw to break
your control. You have advantage on Charisma (Deception)
checks made to fool your target while it is charmed.
Enlist. You can compel your target to help you complete a
task, provided that your request does not cause it to harm
any of its allies, to violate a rule it cares deeply about, or to
risk obvious harm to itself. You have advantage on
Charisma (Persuasion) checks made to influence your
target while your control lasts.
Frighten. Your target is frightened of you. You have
advantage on Charisma (Intimidation) checks against your
target while it is charmed.
Stupefy. Your target's speed drops to 0, and it is incapacitated
and visibly dazed.
Hypnotic Your control is broken if your target is ever more than 300
The mind is a powerful force, yet surprisingly malleable. Your feet away from you. Additionally, as an action on its turn your
will is a tool, sculpting the minds of others as you see fit. target may attempt a new Wisdom saving throw to end your
Anomalies like you are often feared more than any others, for influence if it has taken damage since its last turn. Any
the threat you signify is one of the oldest terrors imagineable. creature that is released from your control is immune to this
What if, when you looked in the mirror, you could never truly feature for 24 hours.
be sure who was looking back at you? Despite the fear your You can use this ability a number of times equal to your
powers incite, you also have the potential to bring out the Charisma modifier (minimum once), and you regain all
very best among those around you. How you choose to use expended uses when you finish a long rest.
this gift is what makes all the difference.
Seize Control
Psychic Pulse 14th-level Hypnotic feature
1st-level Hypnotic feature
You can assert full control over another creature, inhabiting
Your Pulse feature deals psychic damage. You have resistance their body as if it were your own, while their consciousness is
to psychic damage. suppressed. As an action, choose one creature you can see
Additionally, you can make a ranged spell attack with your within 100 feet. The creature makes a Charisma saving
Pulse feature, targeting any creature you can see within 60 throw against your spell save DC. If it suceeds, the creature is
feet, though this ranged attack only deals damage equal to aware that someone tried to invade its mind. If it fails, you
1d8 + your Constitution modifier. take possession of your target's body and can use any of its
abilities, but not its knowledge.
Imbue Ally While you possess another body, your own is considered
1st-level Hypnotic feature incapacitated and restrained, but you can feel anything that
touches it. You can instantly return to your own body at any
Your ability to influence others is so strong you can even time (no action required).
convince them to surpass their normal limits. When you or Your target's mind, though suppressed, is still present.
another creature you can see within 30 feet of you makes an Anything you do that is drastically opposed to your target's
ability check or a saving throw, you can use your reaction to alignment or personal beliefs can trigger a power struggle,
add your Charisma modifier to the roll. prompting a contested Charisma check; you add your
You can use this feature a number of times equal to your proficiency bonus to your roll. For example, an evil warlord's
Constitution modifier (minimum of once). You regain all personal guard might struggle to prevent you from killing his
expended uses when you finish a long rest. master, but probably wouldn't be so horrified at the thought of
stealing from him.
Influence You can possess your target for as long as you can maintain
5th-level Hypnotic feature concentration, but you gain a level of exhaustion for each
hour beyond the first. Damage to either your body or your
Your power over the minds of others has grown dramatically. target's body will prompt a concentration check.
By focusing your power outward, as an action you can force Once you use this ability, you must finish a long rest before
one creature you can see within 30 feet to make a Wisdom you can do so again.
saving throw against your spell save DC. If you have inflicted
psychic damage on the target within the last minute, it has Puppeteer
disadvantage on this roll. 17th-level Hypnotic feature
If you succeed, the target is charmed by you for up to 10
minutes or until you lose your concentration (as if you were You can affect up to 3 creatures at once with your Influence
concentrating on a spell). While charmed, you can choose to feature.
impose one of the following effects on your target:

10
Parasitic
Faith healers have a long history as controversial figures.
While clerics channel the actual power of the gods to

heal the sick and wounded, countless others have preyed


upon the masses with their claims to offer miraculous
recovery. Among these charlattans, however, there are
scattered reports of anomalies who can heal with a touch,

but in their wake others often seem to fall ill, as if the


sickness had been leeched from one and given to another.
These figures have great potential to do good, but many still
view them with suspicion. Few seem to master the art of
balance.
Leeching Pulse
1st-level Parasitic feature
Your Pulse feature deals necrotic damage. You have

resistance to necrotic damage.


Additionally, any creatures you hit with your Pulse feature
during your turn can't make opportunity attacks against you
for the rest of your turn.
Restorative Touch
1st-level Parasitic feature
Your powers can heal as well as harm. You have a pool of

d6s that you spend to fuel this healing. The number of

dice in the pool equals your anomaly level + your proficiency


bonus.
As a bonus action, you can heal a creature you touch,
spending dice from the pool. The maximum number of dice
you can spend at once equals your Constitution modifier
(minimum of one die). Roll the dice you spend, add them
together and add your Constitution modifier (minimum 1)
once: you restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long
rest.
Consume
Purge 14th-level Parasitic feature
5th-level Parasitic feature
Your parasitic nature grows stronger, warring with your
You can purge maladies from your targets when you heal potential for benevolence. As a bonus action, you can choose
them. When you use your Restorative Touch, you can spend a creature you hit with your Pulse feature this turn and force
an extra die from the pool for one of the effects below; you them to make a Constitution saving throw against your spell
can spend as many extra dice as you choose, each one save DC. If they fail, they take additional necrotic damage
targeting a different poison, disease, or condition: equal to your anomaly level and you regain your choice of
You can neutralize a poison. either one hit die or one die for your healing pool. If they
You can cure a disease. succeed, they take half damage and you do not regain a die.
You can remove the blinded, deafened, paralyzed, or You can use this ability twice and regain all expended uses
poisoned condition (as with lesser restoration, though this when you finish a long rest.
requires 2 dice per use).
You can end a curse (as with remove curse, though this Symbiosis
requires 3 dice per use). 17th-level Parasitic feature
Until the end of your turn, you can attempt to inflict whatever You have mastered the balance between your ability to heal
conditions you cured on another creature. When you hit a and harm, allowing you to channel your power more
creature with your Pulse feature, you can force it to make a effectively than ever. You can make a ranged spell attack with
Constitution saving throw against your spell save DC. If it your Pulse feature, targeting any creature you can see within
fails, it is affected by the poison, disease, condition, or curse 60 feet. You can use your Restorative Touch feature on any
that you purged this turn. The duration for each effect is the creature within the same range.
same as what remained for the target you cured. Additionally, creatures that take a long rest while within
100 feet of you the entire time remove all levels of
exhaustion.

11
Mutate
1st-level Metamorphic feature
In times of great stress, you are overcome by a powerful inner
force that transforms your body into something monstrous.
On your turn, you can mutate as a bonus action.
Your monstrous form must have the same number of limbs
and be the same size category as your normal form, but you
are otherwise free to decide its appearance. If your new form
would somehow damage your clothing or equipment, you can
choose for it to merge with your new form instead.
While mutated, you gain the following benefits if you aren't
wearing any armor:
You have advantage on Strength checks and Strength
saving throws.
When you make a melee spell attack using your Pulse
feature, you gain a bonus to the damage roll equal to half
your proficiency bonus (rounded up).
You have resistance to acid, cold, and lightning damage.
If you are able to cast spells, you can't cast them or
concentrate on them while mutated.
Your mutation lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken
damage since then. You can also end your mutation on your
turn as a bonus action.
After your mutation ends, you must finish a short or long
rest before you can do so again.
Walk Among Them
5th-level Metamorphic feature
Though your transformative powers set you apart from
others, they can also provide the perfect disguise for a chance
to feel like everyone else. You can cast alter self without
expending a spell slot and you do not need to maintain
concentration. You can end the spell at will (no action
Metamorphic required). You can use this ability a number of times per day
There isn't an anomaly out there who hasn't been called equal to your proficiency bonus and regain all expended uses
"monster" or "freak" at some point in their life, but there are when you finish a long rest.
some who take the word to a new level. Metamorphic
anomalies are those without a truly fixed form. While many Devolution
go on to master all sorts of transformations, each is marked 14th-level Metamorphic feature
most clearly by the monstrous form that emerges when they The inner force that fuels your mutation has grown stronger
are provoked. Some block out the memory of the experience right alongside you, allowing a more primal form to emerge.
and struggle to accept that the creature their neighbors When you use your Mutate feature, you can choose for your
describe is really them. Some anomalies never progress monstrous form to take on more primitive and ferocious
beyond this phase, living in denial and rampaging as a aspects, like jutting spikes or bony plates. If you do, you gain
mindless creature when they can no longer keep control. these additional benefits for the duration of your mutation:
Even among those who embrace what they are, it's not
uncommon for traces of their monstrous form to slowly Your Pulse feature deals an extra 1d4 damage per hit.
eclipse their everyday appearance, forcing them to hide. You can choose fire, poison, and thunder as additional
damage types for your Pulse feature.
Chimeric Pulse You gain resistance to fire, poison, and thunder damage.
1st-level Metamorphic feature
Transformation
Your Pulse feature deals your choice of acid, cold, or lightning 17th-level Metamorphic feature
damage. You can change the damage type once each turn.
Additionally, you can make a ranged spell attack with your You have achieved mastery over your metamorphic abilities.
Pulse feature, targeting any creature you can see within 60 You can cast shapechange without expending a spell slot and
feet, though this ranged attack only deals damage equal to you do not require material components. Once you use this
1d8 + your Constitution modifier. ability you must finish a long rest before you can do so again.

12
Apocalyptic Calamity
The Oncoming Storm. Destroyer of Worlds. Harbinger of The 14th-level Apocalyptic feature
End. Their existence was foretold long ago as the focal point You can cast call lightning as a 5th-level spell without
for coming disaster. It might not literally be the end of the expending a spell slot. If you cast this outside, conditions
world, but these anomalies never lead peaceful lives. Whether instantly become stormy, granting you the appropriate
by their own hand, or through events they merely set in benefit.
motion, they will eventually find themselves on the cusp of When you cast the spell using this ability, you can choose to
great upheaval. Their incredible destructive power is an expend hit dice; instead of regaining hit points, you can
inherent threat to those around them, but a rare few may find change the damage type of the spell, as follows:
a way to channel that awesome might into good.
Hit Dice Damage Type
Destructive Pulse 1 Fire
1st-level Apocalyptic feature 2 Radiant
Your Pulse feature deals your choice of force or necrotic 3 Force
damage. You can change the damage type once each turn.
Additionally, your Pulse feature's melee spell attack has a You can use this ability twice and regain all expended uses
10-foot reach. when you fininsh a long rest.
Born of Darkness End of Days
1st-level Apocalyptic feature 17th-level Apocalyptic feature
Darkness flows through you. You can see normally in Your destiny has come. You can cast meteor swarm without
darkness, both magical and nonmagical, to a distance of 120 expending a spell slot. You must finish a long rest before you
feet. can do so again.
As a bonus action, you can cast darkness on yourself
without expending a spell slot or material components.
Creatures of your choice within the area of magical darkness
can see through it. Once you use this ability you must finish a
short or long rest before you can do so again.
Cursebringer
5th-level Apocalyptic feature
Many anomalies feel they've been cursed, but you bring that
feeling to others. You can cast bestow curse without
expending a spell slot. You can do so a number of times equal
to your Constitution modifier (minimum once), and you
regain all expended uses when you finish a long rest.
Additionally, as an action you can force one creature you
can see within 100 feet to make a Wisdom saving throw
against your spell save DC. If the target fails, you can apply
one of the effects below. Once you successfully use this
ability, you cannot do so again until you finish a long rest.
Brand: The target is branded by some mark or scar of your
choice. This gives the target disadvantage on Charisma
(Persuasion) checks.
Corrupt: The target becomes a source of contamination.
Food rots more quickly in their presence, water turns foul
and starts to congeal, and vermin are attracted to their area
more frequently. Any creature that remains in their
presence for more than one hour is poisoned until they
spend an hour at least 300 feet away.
Haunt: The target is plagued by nightmares. It takes 12
hours to gain the benefits of a long rest and it has
disadvantage on concentration checks.
Wither: The target gets weaker over time. It gains one level
of exhaustion each week (maximum of 5 levels) that can't
be removed through rest.
The effects of these curses can only be ended through a
remove curse, greater restoration, or wish spell.

13
Empathy
Quirks Drawback: You have disadvantage on saving throws to resist
If a quirk has prerequisites, you must meet them to learn it. being frightened (but not to end the frightened condition).
You can learn the quirk at the same time that you meet its
prerequisites. A level prerequisite refers to your level in this You can determine the emotional state of others by making a
class. Wisdom (Insight) check against the Charisma score of any
living creature you can see. If the creature is attempting to
Apparitions conceal its emotional state, it makes a Charisma (Deception)
Drawback: You have disadvantage on ability checks and check to oppose your roll. You have advantage on this roll if
saving throws to disbelieve illusions. you are touching the creature.
Successfully determining a creature's emotional state gives
You can cast silent image at will, without expending a spell you advantage on all Charisma-based checks to influence that
slot or material components. creature until its emotional state changes.
In addition, once you reach 5th level in this class, you can In addition, once you reach 5th level in this class, you can
cast major image as a 3rd-level spell without expending a cast calm emotions at will, without expending a spell slot.
spell slot or material components. You must then finish a
short or long rest before you can do so again. Ley Line Empowerment
Prerequisite: 11th level
Bilocation Drawback: You gain 1 level of exhaustion for every week you
Prerequisite: 11th level go without spending at least 8 hours in a natural setting
Drawback: Your speed is reduced by 5 feet. (up to 5 levels of exhaustion). They cannot be removed until
As a bonus action, you can create a perfect copy of yourself at you satisfy this need, but doing so removes them all.
any point within 15 feet. You have complete mental control of You can cast circle of power without expending a spell slot.
the copy and are aware of everything it can perceive; it is, for You must finish a short or long rest before you can do so
all intents and purposes, another version of your body again.
sharing one mind. It lasts for up to 1 minute unless you lose
concentration (as if concentrating on a spell), it is destroyed, Lunar Influence
you dismiss it as a bonus action, or you're incapacitated. Drawback: You have disadvantage on saving throws to resist
You can use any of your anomaly features as if from the being charmed.
copy's position. If you have the ability to make multiple
attacks when using your Pulse feature, you can divide these The effect of this quirk changes with the moon's phase, in
between yourself and the copy in any way you choose. order. Your DM determines the lunar calendar (for simplicity,
On your turn, you can mentally command the copy to move each effect should last for one week at a time).
up to 30 feet in any direction (no action required). If the copy Full moon: You gain darkvision out to a range of 60 feet. If
is ever more than 30 feet from you at the end of your turn, it you already have darkvision, its range increases by 60 feet.
is destroyed. Waning: You have advantage on Dexterity (Stealth)
The copy uses all of your stats, including your AC, but it checks.
only has 1 hit point. New moon: When you are in an area of dim light or
darkness, you can use your action to become invisible
until you move or take an action or a reaction.
Waxing: You have advantage on Wisdom (Perception)
checks.

14
Medium Xenoglossy
Prerequisite: 5th level Drawback: When in combat and other stressful situations,
Drawback: You have disadvantage on saving throws to resist you cannot choose the language in which you speak.
possession or other mind control effects from undead You are constantly under the effects of the comprehend
creatures. languages spell.
You can cast speak with dead without expending a spell slot In addition, once you reach 5th level in this class, you can
or material components. The corpse does not need to have a cast tongues at will, without expending a spell slot or material
mouth or even a head; your questions are answered in the components, targeting only yourself.
voice of the dead creature, but coming from your mouth.
Alternatively, you can cast the spell using the creature's grave Anomaly Spells
instead of its corpse as long as it has not been raised as an Cantrips (0 Level) 3rd Level
undead creature.
You must finish a short or long rest before you can use this Control Flames Elemental Weapon (fire
ability again. Create Bonfire only)
Fire Bolt Fireball
Remote Viewing Green-Flame Blade Flame Arrows
Drawback: You cannot be hidden from divination magic. Produce Flame Glyph of Warding
You can cast locate object at will, without expending a spell 1st Level
(exploding/fire only)
slot or material components. Melf's Minute Meteors
In addition, once you reach 5th level in this class, you can Absorb Elements (fire only) Protection from Energy (fire
cast clairvoyance without expending a spell slot and you do Burning Hands only)
not require material components. You must finish a short or Chromatic Orb (fire only)
long rest before you can use this ability again. Hellish Rebuke 4th Level
Searing Smite Conjure Minor Elementals
Second Sight (fire only)
Drawback: You have disadvantage on Wisdom (Perception) 2nd Level
checks that rely on sight. Elemental Bane (fire only)
Aganazzar's Scorcher Fire Shield
As an action, you can cast both detect evil and good and Continual Flame Summon Elemental (fire
detect magic at will, without expending a spell slot. You can Dragon's Breath (fire only) only)
maintain concentration on both spells at the same time, but if Flame Blade Wall of Fire
you lose concentration, you lose it for both spells. Flaming Sphere
In addition, once you reach 5th level in this class, you can 5th Level
cast see invisibility at will, without expending a spell slot or Heat Metal
material components. Pyrotechnics Conjure Elemental (fire
Scorching Ray

only)
Telepathy
Flame Strike
Drawback: You have disadvantage on saving throws against
Immolation
magic that allows other creatures to read your thoughts or
determine whether you are lying. Version 2.1: August 20, 2021
You can speak telepathically to any creature you can see Created by /u/morethanwordscansay with The Homebrewery.
within 60 feet of you. You don't need to share a language with

the creature for it to understand your telepathic utterances, Code and Image Sources
but the creature must be able to understand at least one Cover template by /u/Gazook89
language. If you maintain concentration (as if concentrating Full Page Watercolor Stains, /u/flamableconcrete
on a spell), the creature can respond to you telepathically. "Demon Hunter Fanart," vladgheneli on DeviantArt
In addition, once you reach 9th level in this class, you can "untitled," Stephanie Brown
cast rary's telepathic bond without expending a spell slot or "Ars Magica," Lorenzo Mastroianni on Artstation
material components. You must then finish a short or long "crystal," exellero on ArtStation
rest before you can do so again. "Will-o'-wisp," Ilyich on DeviantArt
"Nimio," Ricard Efa on Behance
Thoutography "White Fire," Zanariya on DeviantArt
Drawback: You are colorblind. "Syncopate," Tommy Arnold
You can cast illusory script at will, without expending a spell "Hand Element: FireBall #2," tvlookplay on DeviantArt
slot and the only material component you require is a surface "untitled," Yuri Shwedoff
on which to create the message. Instead of writing the "LotC: Havart the Healer," Dopaprime on DeviantArt
message by hand, you can cause it to appear on the surface "Sorceress Face," Soul Sacrifice / Marvelous
simply by thinking about it. You can create images as well as "Lady," Andreas Werchmeister
words in this way, for both the hidden and illusory messages. "Double Major," Suzanne Helmigh

15

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