r/ItsADnDMonsterNow

Image 1 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 2 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 3 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 4 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 5 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 6 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 7 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 8 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 9 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 10 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
▲ 236 r/ItsADnDMonsterNow+12 crossposts

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.

u/jonnymhd — 21 hours ago
▲ 223 r/ItsADnDMonsterNow+15 crossposts

From Loyal Dog to Battle Hound - Scaling Companion Statblocks That Grow with Your Party

Dogs are some of the most common companions in fantasy adventures, but an ordinary dog can quickly fall behind once the party starts gaining levels.

So I wanted to give them a proper progression path: Dog → Guard Dog → War Dog → Battle Hound. A simple pet can gradually become tougher, better trained, and capable of surviving alongside an adventuring party without suddenly turning into a completely different magical creature.

And the progression doesn’t stop there. The full dog section also includes stronger options such as the Warhound Alpha, Guardian Mastiff, Blink Dog, and Greater Blink Dog, with higher-level abilities focused on guarding allies, leading packs, protecting companions, and filling more specialized roles in encounters.

These statblocks are from Growing Pets and Animals Statblocks, a manual built around the idea that pets, mounts, scouts, familiarlike companions, and ordinary animals should be able to grow alongside the campaign instead of becoming irrelevant after a few levels.

The book contains 60+ animal statblocks covering dogs, cats, bats, owls, ravens, horses, panthers, tigers, spiders, scorpions, eagles, frogs, lizards, rats, and more, with progression chains that take many of them from ordinary animals into increasingly capable companions or encounter creatures.

The rules page also includes suggested advancement schedules for standard, gritty realism, low-magic, and high-magic/epic campaigns, so the DM can decide how quickly a companion grows rather than tying every game to the same progression speed.

After the original version performed well, I went back and created a full V2 update, commissioning and licensing new artwork throughout the book, cleaning up the presentation, revising existing material, and adding new statblocks and expanded progression paths. If you already own the manual, you can simply download the updated version again from DriveThruRPG.

You can also subscribe to the newsletter for updates on Mythological Items, launching on Kickstarter this September with 300+ magic items inspired by myths and legends from around the world. Subscribers can also download a free 30-page preview.

For more creatures, items, previews, and upcoming projects, you can also visit my DriveThruRPG, Linktree, or r/JonnyDM.

u/jonnymhd — 3 days ago
▲ 67 r/ItsADnDMonsterNow+10 crossposts

What WoW boss would be the most fun to fight in D&D?

Not necessarily the strongest or most iconic boss, but the one whose mechanics you think would translate into the most fun D&D encounter.

There are so many fights in WoW with mechanics that could become really interesting legendary actions, lair actions, environmental hazards, or different phases at the table.

Which boss would you choose, and what part of the fight would you most want to see translated into D&D?

For me, it would probably be Deathwing. I love the idea of the fight featuring some unique mechanics: battling across his body while flying through the sky, destroying his armor plates, surviving everything happening around, before being able to face him in a final encounter on the ground.

I’ve always liked encounters that force players to think outside the box instead of just standing in place and trading attacks, and Deathwing feels perfect for that kind of fight.

reddit.com
u/Slash2936 — 11 days ago