***Prerequisite:** Deliberate (though not necessary voluntary) exposure to aberrant essence; an extended stay in the Far Realm; The Aberration creature type.* You have become infused with the essence of aberrations, warping both your body and mind. Such influence causes disadvantage on animal handling rolls when you are visible to creatures of the Beast type or when they are able to smell you. Animals, including the familiars, pets and animal companions of your allies, may become hostile or attempt to flee when such a roll is required and is failed in addition to other effects. You gain the aberration creature type in addition to any other types you already possess. You gain the following benefits: **Alien Mind.** Any non-aberration creature attempting to read your thoughts or communicate with you via telepathy must make a Wisdom saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonus. A creature that fails its save takes 3D6 psychic damage and is rattled until the end of its next turn. A creature that succeeds on its save takes half damage and is not rattled. **Dreadful Hunger.** You sense a magical aura around any visible creature or object that bears magic within 60 feet. When a creature within 30 feet of you takes psychic damage, you may use your reaction to regain D4 hit points. You gain +1 Constitution.