You have developed traits similar to those possessed by a beholder, granting you the following benefits:
Perceptive. You gain proficiency in Perception. If you are already proficient in Perception, you gain expertise in it instead.
Eye Ray. As an action, you can fire a ray of magical energy from your eyes. Choose a creature you can see within 60 feet of you and roll on the Eye Rays table to determine the effect of the ray. The DC for the eye rays is equal to 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Eye Rays
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d8 |
Effect |
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1 |
The creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you or one of your allies harm the creature. |
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2 |
The 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. |
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3 |
The creature must succeed on a Wisdom saving throw or be frightened by you 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. |
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4 |
The 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. |
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5 |
The creature must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one. This damage increases by 2d8 when you reach 11th level (6d8) and 17th level (8d8). |
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6 |
The creature must succeed on a Strength saving throw or you move 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 until you are incapacitated. |
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7 |
The 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. |
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8 |
The 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 each of its next turn. On two successes, the effect ends. On two failures, the creature is petrified until freed by the greater restoration spell or other magic. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/13/2023 6:16:01 PM
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7
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0
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1
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Coming Soon
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