Homebrew Beholderkin Species Details

Somehow, a humanoid beholder cam into existence. No one knows how, why, or when, but these muatious creatures have become somewhat more common throughout the years. They beat a strong resemblance to beholders, having “hair” made up of eye stalks, and giant eyes for humanoids. Whenever a beholdkin casts magic, their eye stalks raise slightly, defying gravity.

Beholderkin Traits

Beholderkin share much with beholders

Eyes Unending

You have proficiency with any ability checks that rely on sight. You have advantage on saving throws against being blinded. You have darkvision out to 120 feet.

Eye Rays

As a bonus action or reaction, you can make a ranged attack against any creature or object with your line of sight. However, to use this ability, you must consume both your reaction and bonus action for the turn. Any saving throw DC refers to your intelligence plus your proficiency bonus plus 8. Roll a d10 to determine what kind of eye ray you fire, from this table:

  1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw against your DC, or be charmed by you for 1 hour, or until you harm the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw against your DC, 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.
  3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw against your DC, or be frightened for 1 minute. The target can repeat the saving throw at the end of each of it’s turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a Dexterity saving throw against your DC. On a failed save, the targets 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.
  5. Enervation Ray. The targeted creature must make a Constitution saving throw against your DC, or take necrotic damage equal to a number of d8’s equal to double your proficiency bonus on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must make a Strength saving throw against your DC, or you can move it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of your next turn, or until you are incapacitated. If the target is an object weighting 300 pounds or less that isn’t being worn or carried, it is moved in 30 feet in any direction of your choice. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container.
  7. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw against your DC, or fall asleep and remain unconscious for 1 minutes. 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.
  8. Petrification Ray. The targeted creature must make a Dexterity saving throw against your DC. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw on 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
  9. Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw against your DC, or take an amount of force damage equal to an amount of d8’s equal to 2.5 times your proficiency bonus, rounded down. If this reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a Dexterity saving throw against your DC, or take necrotic damage equal to a number of d10’s equal to 2.5 times your proficiency bonus, rounded down. The target does if the ray reduces it to 0 hit points.

You can use this feature a number of times equal to double your proficiency bonus, and you expend all uses of the feature upon finishing a long rest.

Levitate

You have a Flying speed of 30, which you can use to hover a few inches off of the ground. You ignore difficult terrain. You cannot fall prone. You can also use this ability to hover over any surface, no matter what direction it is facing, ignoring gravity and any ability checks that would be used to move this way. You also do not take falling damage.

Ability Score Increase

Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age

You reach adulthood around the normal time for you humanoid parent’s species, but you stop aging once you fully mature. You live around 3 times the maximum age for your humanoid parents species because of your beholder genes.

Languages

You can read, speak, and write Common, Deep Speech, and Undercommon, as well as any languages of your humanoid parent species.

Names

You have a name appropriate for your gender and age according to your humanoid parent’s race.

Appearance

You strongly resemble your humanoid parent, except for a few odd features. Your eyes are very large for you species, and instead of hair, you have eye stalks that raise whenever you cast magic or eye rays. You also have very sharp teeth. You have very long and slender limbs and digits, and you weight a bit less than the average of you humanoid parent’s species.

Comments

Posts Quoted:
Reply
Clear All Quotes