Homebrew Condemnor Species Details

"Your days are numbered Beholders" 

These words, they forever will haunt this beholder, after barely surviving the party it's Paranoia grew.

"NO NO NO ADVENTURES ADVENTURES WILL COME AGAIN NO NO!"

This group planted something great in the beholder, they planted fear in him, it left him awake for days, until his body gave up making him sleep.

"No..... Not again noo!"

Unknowing to this aberration his nightmares had effect on reality, forming and twisting it to make something he dreaded, it crawls at first before it stands and wonders, only for the beholder to wake up and flee from fear from the scar left from that encounter.

Now this creature, a Condemnor journeys not seeking vengeance, but to find it place in the cosmos.

What even am i, it's a common question you ask yourself from birth, even your creator the one eyed host has no answers, and being an aberration isn't making the answer easier to obtain, their appearance can frighten some, and be amusing to others, yet all these creatures are made for one thing, to find who they are instead of being a shade of the nightmare maker.

Nightmare bastards

Condemnor inherit their appearance from the nightmare maker, they look like the race that caused the beholder to have this nightmare yet, from horns like teiflings or like dragonborns,to tails like tabaxis or lizardfolks, no matter they always a distorted image of the one who planted this fear in the beholder, however Condemnor can be distinguished by their one huge eye, and their extra eyes that grow from their heads that they usually hide, their skins ranges from blue green to red or even purple shades.

Wondering in a nightmare 

Condemnor rarely find others of their kind, some would even live their lives without seeing another Condemnor, however when they do they love sharing their stories and learning of each other adventures, usually Condemnor are treated with fear till their intentions are made clear.

Not having a Homeland, they usually venture to the nightmare maker land, in their they try to study the culture of that land and mix it into what they believe is their own culture, usually they always allured by the maker class of origin, yet they rarely peruse other origins.

Condemnor Names

Condemnor names vary depending on the nightmare maker race, as a dragonborn nightmare maker usually have dragonborn based names, or a Goliath nightmare maker have a Goliath based name, however these names get distorted thanks to the beholder memory, yet they hold these names dearly, for they might lead them to their true self.

Male Condemnor Names: Omei'wrak, Alph'saruo, Bet'maro, Sig'manu, Iot'dosh, Mu'tarash, Zet'amar, Et'rata, La'dom, Rho'shed

Female Condemnor Names: Ana'dor, Bel'goth, Fe'thun, Do'tarash, chi'aro, Kal'ama, Leb'koth, Mar'saru, Nu'chem, Ori'talath, Pie'koah, Rie'zoth

MET WITH FEAR

People tend to be fearful of Condemnor, assuming that their aberrations appears would match their insides, this drives most Condemnor to hide their faces, making people believe they the same as the makers race, after all anything is better than a beholder 

Condemnor Traits

Condemnor share certain racial traits as the nightmare maker.

Ability Score Increase

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

Age

Condemnor  mature at the same rate as humans but live a few years longer.

Size

Condemnor vary in size yet they always close to humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Eye Rays

you have 7 unique sets of eyes whit each a powerful ability. at the end of a long rest you choose of of these ray's and you gain it's powers. you can use your ray a number of times equal to your proficiency bonus per long rest. the DC for these rays equal 8 + your proficiency + your intelligence modifier. you gain more ray's the higher your level becomes whit 2 at 6th, 3 at 12th level. as a action you choose a number of creatures that you can see up to the number or ray's you have whit in 90ft.

  1. Charm Ray. The targeted creature must succeed on a DC Charisma saving throw, or be charmed by the Condemnor for 1 hour, or until the beholder harms the creature.
  2. Paralyzing Ray. The target must succeed on a DC 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
  3.  Fear Ray. The target must succeed on a DC Wisdom saving throw, or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
  4. Maniacal Ray. The target must succeed on a DC Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
  5. Sleep Ray. The targeted creature must succeed on a DC 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.
  6. Devastation Ray. The target must make a DC Constitution saving throw, taking (1d10) necrotic damage on a failed save, or half as much damage on a successful one. The Ray's damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  7. Sonic Ray. The target starts to hear a booming sound in their head it must DC Constitution saving throw, or take (1d8) thunder damage on a failed save or half as much damage on a successful one. The Ray's damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Nightmare Legacy

You were made in the image of the nightmare maker, gaining a racial trait of the nightmare maker race. 

For Example the nightmare maker is a Tiefling making you gain Hellish resistance or Infernal legacy.

Languages

You can speak, read, and write Common and Deep speech and the langue of the nightmare maker.

Previous Versions

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