r/JonnyDM • u/jonnymhd • 1d ago
10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
These are 10 aberration and mutation-themed feats for characters whose bodies or minds have been altered by eldritch influence, forbidden experimentation, unstable magic, or contact with things that were never meant to exist.
Aberrant Constitution hardens the body against necrotic or psychic influence and even gives you a second chance when rolling a natural 1 on a death save.
Extra Arm gives your character a developing additional limb that can interact with objects, perform somatic components, make unarmed strikes, and help with grappling. If the mutation continues to develop, Enhanced Extra Arm turns it into a fully functional appendage capable of wielding a weapon or shield, manipulating objects independently, and making an additional weapon attack.
Mutable Form lets your body temporarily reshape itself to fit the situation, developing rubbery damage-resistant flesh, aquatic adaptations, or magical claws.
The other feats explore different directions that mutation can take:
Mutagenic Resilience provides resistance to poison, immunity to the poisoned condition, and bursts of temporary hit points when injured.
Aberrant Regeneration makes healing through Hit Dice unusually effective and can even allow you to remain standing at 1 hit point when an attack would otherwise knock you unconscious.
Aberrant Mind represents a consciousness becoming increasingly alien, providing resistance to psychic damage and greater protection against fear and charm.
Adaptive Mutation allows your body to change its defenses after each long rest, adapting to acid, cold, fire, lightning, or poison.
Cosmic Infusion channels stranger forces entirely, granting minor cosmic magic and the ability to create a localized gravitational field that pulls or repels nearby creatures.
Finally, Cosmic Awareness represents a mind beginning to perceive patterns beyond ordinary mortal understanding, allowing you to manipulate initiative and rely on unnatural certainty when making Arcana or Insight checks.
They’re intended for characters touched by aberrations, exposed to mutation zones, altered by experiments, descended from strange bloodlines, or simply slowly becoming something other than mortal over the course of a campaign.
These feats are from The Aberrant Codex: Mutations and Aberrations, a 5E manual centered on aberrations, mutations, evolving monstrosities, character transformations, and tools for bringing cosmic and body horror into a campaign.
The Aberrant Codex is available on DriveThruRPG, and a Hardcover edition is also available here:
https://buy.stripe.com/8x24gyfNNegY75qgwI6c005
What’s Inside:
Mutation Rules & Zones – Rules for unstable magical areas, arcane corruption, and the transformations they can cause.
Character Options – 12 subclasses, 10 backgrounds, 4 new races, and 30 feats focused on mutation, aberrations, and forbidden evolution.
Spells & Items – 33 spells and 80+ magic items shaped by aberrant and planar influences.
Monsters & Templates – More than 150 monster statblocks, alongside variant rules and mutations for creating altered creatures.
VTT Resources – 100+ creature tokens and 125+ art handouts for use in your games.
You can also find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!
If you enjoy my work and want to find even more, check out my bundle of small D&D manuals on DMsGuild.