Homebrew Dream Child Species Details

Beholders are powerful creatures which dreams and imagination can sometimes become reality. Normally beholders only create their own by dreaming about themselves or other beholder but some who studied and experimented with creatures learned the ins and outs of their anatomy. These beholders become able to dream up different types of creatures and even hybrids can spring from their minds. These Hybrids are called Dream Childs, and their memories are either a pure fiction of a beholder mind or a copy of a creature the beholder has met or otherwise heard from. These clones only possess memories the beholder could have known or speculated and are usually a vague caricature of the original creature. The only difference between a Dream Child and a usual representative of their kind is a large beholder eye replacing their normal eyes together with 4 eyestalks at the side of their head and dark stone-like skin 

Dream Child Origins 
A beholder might dream about someone for all kinds of reasons and only a few of them will result in a Dream Child.  

Dream Child Origins 

d6 

Origin 

1 

A beholder has read one to many romantic novels and dreamed about having a child with one of the characters. You are the result of said fan fiction 

2 

A beholder has heard stories about a great hero or adventurer and has dreamed about becoming like them creating you as a crude copy of them 

3 

A beholder was attacked by a mighty warrior and was haunted by nightmares of them being devoured by said warrior. You where the manifestation of said fear 

4 

A creature was lost in the astral plane when it fell through portal into the dream space of a beholder. The fusion of their two minds created a you 

5 

You were the result of a dreamed experiment and were studied by your beholder creator  

6 

A beholder dreamed about becoming another creature and became Dream Child itself 

Dream Child Traits

Your beholder dreamed about the following traits:

Ability Score Increase

Increase one ability score by 2 and increase a different one by 1 or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.

Languages

You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.

Creature Type

You are a Aberration.

Size

You are Medium or Small. You choose the size when you gain this lineage. 

Speed

You have a walking speed of 25 feet, you constantly hover 1 inch over the ground allowing you to move over difficult terrain without extra movement. You don’t hover over water, and you still take fall damage

Ancestral Legacy

If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. 

Superior Darkvision

You can see in dim light and darkness within 60 feet of you as if it were bright light. You can discern colours

360° Vision

You have proficiency in the Perception skill relying on sight, and you don’t have to move to look behind you

Eye Ray

You can use an action to target a creature you can see within 60 feet of you and choose one of the following effects. Once you use your Eye Ray, you can't use it again until you finish a long rest

  • Charm Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Wisdom Saving Throw or be charmed for 1 minute or until it is damaged by you or your allies 
  • Paralysis Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Constitution Saving Throw or be Paralysed for 1 turn 
  • Fear Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Wisdom Saving Throw or be Frightened of you for 1 minute
  • Slowing Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Dexterity Saving Throw or its movement is halved, and it can't use reactions, for 1 minute  
  • Enervation Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Constitution Saving Throw. Taking 3d8 necrotic damage on a failure and half on a success. 
  • Telekinetic Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Strength Saving Throw or be moved 15ft in any direction and restrained until start of your next turn. This can be used on object weighing 100 pounds or less and they move 30ft in any direction.  
  • Sleep Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Wisdom Saving Throw or fall asleep for 1 minute, until they take damage, or a creature uses an action to wake them. 
  • Petrification Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Dexterity Saving Throw or be restrained. It must repeat this save at end of its next turn or become Petrified for 1 minute or until it takes damage. 
  • Disintegration Ray. The creature must succeed a DC 10 + your Wisdom Modifier, Dexterity Saving Throw or take 1d8 Force damage and Lose 1d4 of its AC till their next long rest 
  • Death Ray. If the creatures current hit points are below half your hit point maximum, it must succeed a dc 10 + your Wisdom Modifier, Dexterity Saving Throw or be reduced to 0 hit points.  

Previous Versions

Name Date Modified Views Adds Version Actions
9/23/2023 12:55:24 PM
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