Base Class: Warlock
The beholders are known to be one of the most paranoid race in the Forotten Realms. Sometimes, however, a beholder's paranoia is trumped by its egocentricity and pride, and it is in those cases when a beholder takes on humanoids under its eldritch patronage. Between the ability to replicate Beholder's quintessential eye rays and being able to cast spells without any spell components in the right circumstances, the Warlocks under the Beholder patronage are exquisite Eldritch blasters and battlefield contolers.
Beholder Spell List
Starting at 1st level and subsequently at 3rd, 5th, 7th and 9th level, you learn additional spells as described in the Beholder Spell List bellow. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Beholder Spell List
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WARLOCK |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Eye Rays
Starting at 1st level, you learn how to replicate the beholder's eye ray ability in a limited capacity.
You gain the Eldritch Blast cantrip. You can cast Eldritch Blast without any somatic or verbal components for as long as your are not [Tooltip Not Found]. Once per turn, when you score a critical hit with one or more of your Eldritch Blast spell attacks, roll 1d10 on the Eye Rays table below and apply the corresponding effect to the hit chreature in addition to any damage or other effects you would inflict. If you would subject a creature to a new effect, while it is already under one of these effects, you choose which one effect applies. Any saving throws in the table have the DC equal to your spell save DC. Any damage dealt by this effect is not subject to a critical hit. Alternatively, you can choose activate this ability once per turn when you hit a creature with your Eldritch Blast a number of times equal to your proficiency bonus. You regain all the expanded uses of this ability when you finish a long rest.
Eye Rays table
- Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you or one of your allies harms the creature. The damage triggering this effect doesn't end it.
- 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 itself on a success.
- Fear Ray. The targeted creature 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.
- Slowing Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, 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 itself on a success.
- Enervation Ray. The targeted creature must make a Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
- Telekinetic Ray. If the target is a creature, it must succeed on a Strength saving throw or you move it up to 20 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the your next turn or until you become incapacitated or unconscious.
- Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
- Petrification Ray. The targeted creature must make 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 until freed by the greater restoration spell or other magic.
- Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 23 (5d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
- Death Ray. The targeted creature must succeed on a Dexterity saving throw or take 33 (6d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
With Mind's Eye
Starting at 6th level, you gain the ability to cast your spells with your sight and intention alone. As long as you are not blinded, you can cast spells without needing any verbal, somatic or material components (as long as the material components are not consumed by the spell) a number of times equal to your Charisma modifier (minimum 1). If you cast one of your Beholder Spells this way, roll a d20 and add your Charisma modifier to it. If the result is 20 or higher, regain the spell slot used to cast this spell.
Moreover, the first spell from the Beholder spell list that you cast each day doesn't require a spell slot to cast and it counts as being cast at its lowest level.
You regain all the expanded uses of this ability when you finish a long rest.
Harmful Gaze
Starting at 10th level, you gain immunity to the blinded condition.
Moreover, your Eldritch Blast captrip spell attacks count as critical hits on both 19 and 20 on a d20 and their damage dice change from d10s to d12s.
Additionally, when you roll to determine the effect of the Eye Rays ability, instead of rolling a d10, roll a d12. On 11-12, roll two d10s on the Eye Rays table and apply either effect to the hit target.
Eldritch Dreams
At 10th level, you share a small part of your patron's ability to bring your dreams into reality. Whenever you finish a long rest make a DC 18 Charisma saving throw. On a success you cast the creation without expanding a spell slot. On a faliure, you still cast the creation without spending a spell slot, but the DM chooses the object it creates, but the object cannot be directly harmful to you or your allies when created.
Antimagic cone
Starting at 14th level, as an action you can produce the effect of an antimagic field spell in a 60 ft cone, lasting for 1 minute, until you fall unconscious or loose your concentration as if you were concentrating on a spell. When you use this feature you can choose to include yourself in this effect. The cone originates from you and moves with you, facing the same direction as when it was cast. On your subsequent turns, you can use your bonus action to move the You cannot use this feature if you are blinded. This effect is blocked by blocking your line of sight by e.g. taking full cover from you.
You can cast spells from inside this effect only if you can cast them without using any components or if it is a cantrip.
Once you use this feature, you can’t use it again until you finish a long rest.
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