Base Class: Warlock
The Great Mother is the deity for Beholders from the Far Plane. She provides abilities from beyond this realm and is cultivating you to be like one of her own. Your body changes as you gain her favor and you begin to recognize innate powers you can control as you gaze upon your enemies.
Expanded Spell List
The Great Mother lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Great Mother Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
sleep, hideous laughter |
|
2nd |
detect thoughts, scorching ray |
|
3rd |
clairvoyance, slow |
|
4th |
dominate beast, blight |
|
5th |
dominate person, telekinesis |
The Eye of the Beholder
Starting at 1st level, Your eyes are the gateway to your new gifts. They shine with a foreign power. You can shoot rays of magic as a bonus action at random to enemies in your sight. Roll a d4 to determine the effect of your beam. You may only use this feature as many times as your proficiency level per long rest.
1 Wounding Ray: The target must succeed on a Dexerity saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much on a successful one. The necrotic damage from this ray increases when your warlock level reaches 5th level (3d10), 11th level (4d10), and 17th level (5d10).
2 Slowing Ray: The target must succeed on a Constitution saving throw. On a failed save, the target's speed is halved for 1 minute, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
3 Fear Ray: The target must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 Telekinetic Ray: The target must succeed on a Strength saving throw or the sorcerer moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or if you can no longer see the creature.
Antimagic Cone
At 6th level, your eyes can emit a field of antimagic as an action. It is a 60-foot cone that you can decide which way it faces as a free action on subsequent turns. this feature lasts for 10 minutes and requires concentration. You cannot cast spells or use your eye rays while this feature is active.
Once you use this feature, you can’t use it again until you finish a long rest.
Expanded Eye Rays
Starting at 10th level, your eye rays reach a new level of power. You know roll a d8 and use the following table to determine the results of your Eye of the Beholder feature.
1 Wounding Ray: The target must succeed on a Dexerity saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much on a successful one. The necrotic damage from this ray increases when your warlock level reaches 5th level (3d10), 11th level (4d10), and 17th level (5d10).
2 Slowing Ray: The target must succeed on a Constitution saving throw. On a failed save, the target's speed is halved for 1 minute, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
3 Fear Ray: The target must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 Telekinetic Ray: The target must succeed on a Strength saving throw or the warlock moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or if you can no longer see the creature.
5 Charm Ray: The targeted creature must succeed on a Wisdom saving throw or be charmed by the warlockfor 1 hour, or until the warlock harms the creature.
6 Petrification Ray: The targeted creature must succeed on a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the "greater restoration" spell or other magic.
7 Draining Ray: The targeted creature must succeed on a Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. You regain hit points equal to half of the damage dealt.
8 Paralyzing Ray: The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Oversight
At 14th level, once per round, you can use your Eye of the Beholder feature as a reaction when another creature ends it's turn.
Previous Versions
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11/21/2019 8:27:42 PM
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