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#aberrant
wh40kgallery · 29 days
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Tooth and Claw: Aberrants
by Jaime Martinez
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karmacores · 8 months
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Aberrant Medusa
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chronivore · 5 months
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Aberrant Bulette
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medevacreptiles · 11 days
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Sundance - 2021 0.1 Hypo(OT) Aby pos het Super Stripe
This girl has been home now with me for a week and I just can't get over her. Produced by @/crispysnakes
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larkscribbles · 1 year
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Another Dredge fishy! This one’s an all-seeing aberrant cod! [speedpaint]
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theonyxpath · 1 month
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Happy N-Day! On Mar 23 2018 At 12:18pm GMT, the Galatea orbital station explodes, kicking off the Nova Age!
Explore the Nova Age in Trinity Continuum: Aberrant, available in POD and PDF at DriveThruRPG and at your FLGS!
If you'd like to see Trinity Continuum: Aberrant in action check out our Storypath Showcase on YouTube!
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brewerssupplies · 1 year
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He just vibes and watches you.
Started a chapter of my Kovaud setting I've been wanting to do, and that's the bestiary! I've wanted to make my own beasts and monsters for Kovaud for a while. I've been cutting out and replacing every aspect of Kovaud that I borrowed from dnd for my games due to the whole WotC/OGL stuff going on. So that means new beasties and creatures! Hope you enjoy!
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wereplant · 1 year
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Abominants
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squidoodles-art · 8 months
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Myxis Figglesby, or Myxi for short (they/them). A deep gnome rogue suffused with aberrant powers that are slowly transforming them into a monster.
The campaign I’ll be playing them in starts in a couple weeks and I’m very excited to start fresh with a new character.
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honourablejester · 2 years
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Homebrew Paladin Subclass: Oath of the Outsider
Essentially an aberrant paladin, because primary spellcasters shouldn’t be the only ones to have eldritch options. I like my holy mixed with my profane, and if you have Lovecraftian cults you can have a Lovecraftian knight errant. So. Would anyone like an eldritch knight? (Sorry)
OATH OF THE OUTSIDER
The Oath of the Outsider is taken up by those paladins who hear and answer the call of the Far Realm and the strange powers that emanate from there. Some Outsider paladins worship entities of the Far Realm as deities, while others take the mutable, irrational and chaotic nature of the Far Realm itself as the template of an ideal existence, a window onto the strange truths underlying reality. Outsider paladins are often considered mad, erratic and dangerous, but their causes are not necessarily evil. They merely wish to explore a different understanding of reality to everyone else, and to invite others to explore it with them.
TENETS OF THE OUTSIDER
The tenets of the Outsider’s Oath are mutable and may change from paladin to paladin, but certain underlying fundamentals remain the same.
Embrace Chaos. Reality is mutable. Rules and laws are but illusions. Embrace change. Embody change. Enact change.
Break Boundaries. Barriers exist to be overcome. Worlds exist to intermingle. Trespass. Sabotage. Force open the gates.
Follow Whispers. The influences of the Outsiders are subtle. Trust your ears and your instincts. Go mad. Follow whispers. Accept guidance. Explore notions.
Never Falter. The Far Realm is a realm of endless motion, endless change. Never allow yourself to become static. Never allow yourself to become fixed. Explore. Evolve. Transform.
Sow Seeds. Your apotheosis is not for you alone. Chaos ripples outwards. Guide others. Reveal your discoveries to them. Show them the gates. Offer them the chance to step through.
OATH SPELLS
You gain oath spells at the paladin levels listed.
Oath of Outsider Spells
Paladin Level     Spells
3rd                        Arms of Hadar, Comprehend Languages
5th                        Knock, Misty Step
9th                        Bestow Curse, Hunger of Hadar
13th                      Confusion, Summon Aberration
17th                      Far Step, Synaptic Static
CHANNEL DIVINITY
You gain the following two Channel Divinity options at 3rd level:
Maddening Presence. You can use your Channel Divinity to exude a maddening miasma. As an action, you force each creature of your choice within 30ft of you to make a Wisdom saving throw. On a successful save, the creature takes psychic damage equal to your Charisma modifier. On a failed save, the creature takes this damage and also becomes maddened and confused. They cannot take reactions, and have disadvantage on all Intelligence, Wisdom and Charisma saving throws until the end of your next turn.
Third Eye. As a bonus action, you channel the otherworldly instincts and perception of the Far Realm to see the truth of the world around you. For 1 minute, you can see invisible creatures and objects as if they were visible, and you have advantage on all checks made to identify and pierce illusions
AURA OF AWARENESS
Beginning at 7th level, you can invite others to perceive the world as you do. You emit a perception-enhancing aura while you aren’t incapacitated. You and creatures of your choice within 10ft of you gain a bonus to their passive perception, as well as perception and investigation checks, equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30ft.
UNEARTHLY GAZE
Starting at 15th level, the aberrant influence of the Far Realm begins to show in your features. Your eyes become windows onto an underlying reality, ready to force revelation on those who seek to attack you and yours. As a reaction, whenever you or a creature within your Aura of Protection are hit by an attack by a creature that you can see, you can use your reaction to force the attacking creature to make a Wisdom saving throw. On a failed save, the attacking creature is stunned until the end of your next turn or until it takes damage.
HERALD OF THE FAR REALM
At 20th level, you gain the ability to unlock the aberrant truth within yourself, using your action to transform your physical form and become a Herald of the Far Realm for 1 minute. This transformation is unique to you. Perhaps you might grow extra limbs or tentacles. Or eyes, or organs. Perhaps your flesh might become warped and translucent, and your features unearthly. Perhaps your movements might appear stuttering and unreal to all who look upon you. The choice is yours. You decide the particulars of your aberrant transformation.
Regardless of the appearance of your transformation, you gain the following benefits while in this form:
You have a flying speed of 40ft and can hover.
You have resistance to cold, force, psychic, radiant and necrotic damage.
Whenever you hit a creature with a weapon attack, you deal extra damage to them equal to your proficiency bonus. You choose the damage type for this damage each time from among the damage types this feature grants you resistance to.
Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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dndsettingsinfo · 8 months
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Aberrant Crash by Portent Press
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wh40kgallery · 29 days
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Tooth and Claw: Abominant
by Jaime Martinez
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grebofloorshow · 1 year
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Third official video I had the pleasure of creating for Tad Doyle, to accompany his latest album, Aberrant.
https://thomasandrewdoyle.bandcamp.com/album/aberrant
https://www.facebook.com/Grebofloorshow/
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heracliteanfire · 5 months
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Aberrant Peacock butterflies from the Natural History Museum collection.
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springald-jack · 8 months
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Having waited a few years to actually read and get into the lore of the Trinity Continuum version of the Trinity TTRPG is silly, but also it’s great because I’m absorbing multiple books at once and my brain is hyper fixating so much I’m vibrating.
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larkscribbles · 1 year
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Just finished a really nifty game called Dredge! Somehow simultaneously a cosy game and an eldritch horror game. Would highly recommend! Have a messed up squid!
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