Base Class: Warlock
A Beholder's only goal is to further it's own wealth, knowledge, and power by any means, and for your case, making a pact with you. Do not be fooled though, your many eyed source of power disposes and mistrusts you as much as you do it. What drove you to make a pact with such a horrible creature is beyond perhaps even yourself. Have you gone insane? Are this desperate for power? Or perhaps this deal, to serve this creature, spared you petrifaction or disintegration after accidently wandering into its lair?
Extended Spell List
The Beholder lets you choose from the expanded spell list of spells when you learn a Warlock spell. The following spells are added to the warlock spell list for you.
| Level | Spell |
|---|---|
| 1st | Ray of Sickness, Sleep |
| 2nd | See Invisibility, Aganazzar's Scorcher |
| 3th | Blink, Incite Greed |
| 4th | Arcane Eye, Phantasmal Killer |
| 5th | Dominate Person, Telekinesis |
Note: Due to dndbeyond's homebrew system, these spells won't be added to your spell list. If you wish to add them, use the command !sb add "spellname" in Avrae.
Eyes of the Beholder
Starting at 1st level, you may use your eyes as an arcane focus for your Warlock spells. Additionally, when you cast a spell that doesn't have a range of self, you can have that spell originate at a point within 60 ft. of yourself that you can see.
Once you use this feature, you cannot do so until you have completed a long rest.
Partners Through Prejudice
Starting at 6th level, you can attempt to bring an insubordinate and lesser creature momentarily on your side. When a creature you can see targets you with an attack, you may use your reaction to force the creature to make a Wisdom saving throw against your Warlock Spell Save DC. If the target fails the saving throw, you can choose a new target for the attack within range, and the creature is charmed by you until the end of your next turn. This feature has no effect on Beholders or Beholder-kin.
Once you use this feature, you can't use it again until you finish a short or long rest.
Righteous Paranoia
Starting at 10th level, when combat starts you have resistance to all damage until the start of your first turn.
Exorbitant Ego
Starting at 14th level, you can conjure a manifestation of your dream self while in the grip of sleep. When you would be rendered unconscious as a result of being reduced to 0 hit points, you can choose to craft yourself a new body within 15 feet of you identical to the original that lasts for 3 rounds, or until it is reduced to 0 hit points or dies. If you regain consciousness while your clone is still alive, your clone vanishes and you regain hit points equal 1/4th of its current hit points. The clone is under your control, has none of your gear, has a number of hit points equal to half your maximum hit points, and takes your place in initiative order. Your clone copies your original body's expended resources when created (ex: If you had used a spell slot in your original body, your clone will be missing that spell slot when created.)
While you remain unconscious with your clone active, you make death saving throws for your original body at advantage, but you fail them from taking damage as normal.
Once you have used this feature, you can't use it again until you finish a long rest.
Previous Versions
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