Homebrew Beholderkin Species Details
Ability Score Increase.
Your Intelligence score increases by 2 and your constitution score increases by 1.
Age.
Beholderkins mature at the same rate as humans but generally live till about 100.
Size.
Most Beholderkins are around 5-6ft tall. Your size is small.
Speed.
Your base flying (hovering) speed is 25ft
Darkvision.
You have darkvision 120ft.
Trance.
Beholderkins don't really need sleep. Instead they lay semi-conscious, openly dreaming for 4 hours a day.
Keen Senses.
You have proficiency in the perception skill.
Always Hovering.
You are immune to being knocked prone.
Natural Armor.
Add your constitution modifier to your AC while your not wearing armor.
Languages.
Beholderkins can speak, read, and write Deep Speech, Undercommon, and Common. You are fluent in Deep Speech and Undercommon, you struggle with grammar while speaking Common.
Eye.
Beholderkins have 1 eye in the very center of its head. You may use the central eye as a spell casting focus.
DC for the saving throws is 10. At 4th, 8th, 12th, 16th, and 20th level the DC increases by 1.
Each beholder kin has the ability to cast 3 eye rays, choose them by rolling a d10 [roll]1d10[/roll] .
- Charm ray – charms target for [roll]1d6[/roll] rounds on a failed Wisdom saving throw.
- Paralyzing ray – paralyses target for [roll]1d4[/roll] rounds on a failed Constitution saving throw.
- Fear ray – frightens target for [roll]1d4[/roll] rounds on a failed Wisdom saving throw.
- Slowing ray – halves a target’s speed and prevents reactions and bonus actions for [roll]1d4[/roll] rounds on a failed Dexterity saving throw.
- Enervation ray – deals 14 ([roll]4d6[/roll]) necrotic damage on a failed Constitution saving throw, and half that on a successful save to the target.
- Telekinetic ray – the Beholderkin either moves an object 15ft, or it moves a creature 15ft if it fails a Strength saving throw, it restrains the creature as it moves.
- Sleep ray – the target falls unconscious for [roll]1d4[/roll] rounds on a failed Wisdom saving throw.
- Petrification ray – restrains a target for [roll]1d4[/roll] rounds and begins turning them to stone on a failed Dexterity saving throw.
- Disintegration ray – disintegrates a Large or smaller object without a saving throw, or deals 10 ([roll]1d20[/roll]) force damage on a failed CON saving throw or half as much damage on a success. (Any creature with zero hit points turns to dust)
- Death ray – Deals 11 ([roll]2d10[/roll]) necrotic damage on a failed Dexterity saving throw, killing the creature if it reaches zero hit points.
Eye Ray.
At any time you can choose to cast one of your 3 eye rays using an action.
Eye Ray.
Beholderkin Traits
Beholderkin Traits
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