Homebrew Beholderborn Species Details

"Your kind disgusts me, pitiful human"
Segyhx looked at him with his many eyes.

"But I'm like you"
The heros tone had a certain innocence.

"Like me" He scoffed
"You're like any other human, like any other beholder for that sake. Imperfect to the core."
Segyhx's eyestalks piecrced through his mind, they made him shake in the knees.

"Alas, I won't kill you. It would pain me-"

The Hero cut him off. "Isn't it against your own morals to let me live?"
The beholder jolted in rage, his lair shook and dust fell from the ceiling.

"I make the rules here, leave now."
A beam of energy gleamed across the heroes eyes, everything went white. He woke up outside of a cave. 

 

The beholderborn are made from the dreams of a beholder, if one dreams of a great hero in an idealistic way, a child of normal descent will turn into a beholderborn. Their features vary, and since they're so rare, no one is sure what the defining features are. Some say it's their innate thirst to be alive forever, others say its the gleam in their eyes. Their abilities vary from beholderborn to beholderborn, some have incredible intellect, others have the ability to shoot the beholders signature eye rays. Some have the piercing teeth of beholders or elegant flight.

Beholderborn Appearances


 

Some beholderborn inherit certain features of their dreamers, you may choose up to 2 features or roll for random a random feature twice.
1 - You have an extra eye somewhere on your body, it can be used to see normally.
2 - You have sharp teeth, almost beastly.
3 - Your eyes are an unnatural colour.
4 - You have an unnaturally wide smile.
5 - You have a stalk with an eye on it.
6 -  Your eyes have an unsettling glow.
7 - Your nails are claw-like.
8 - A part of your body is covered in coloured scales.

Age


A beholderborn was internally conflicted, living between the mind of an extreme xenophobe and a golden-hearted hero, their body aged faster. They typically didn't live past the age of 70 without magic.

Alignment


Beholderborn were typically sprouted from the minds of heroes, sticking to the law and trying to help out others for the sake of being good. Although their beholder-ish minds shied away from things foreign to them. They typically have any lawful alignment, quickly switching sides, sometimes weekly going between evil and good.

Size


Beholderborn were typically average or below average in size, ranging from 4' to 6'.

Names


 

Beholderborn try to seek exotic names, splitting themselves out from their neighbours. Typical beholder names would be:
Male.
Xerec, Carablus, Zinnion, Xalphau, Restennion, Polarion, Zlefethus
Female.
Palladyte, Xia, Aragzyl, Dalaphyte, Zalinon, Caraxon, Quraxia
Non-Binary.
Rallius, Qrenadon, Xelphus, Xarigus, Phlethusax, Larixidas.

Internal Conflict


Beholderborn had an internal conflict between heroism and xenophobia. In stressful situations, they can lash out and harm enemies and teammates alike. Beholderborn becomes drunk very quickly and start acting sporadically. 

 

 

Beholderborn Traits

Ability Score Increase, Eye Ray, Flight, Beholders Brain.

Ability Score Increase

Your Wisdom score increases by 2 and your constitution increases by 1.

Eye Beam

Under stress or by your command, your eyes start to glow an eerie colour, they shoot out a 25-foot beam of energy at a target directly in front of you. Roll a d4 and get a random effect.
This can only be done once per long rest.
1 - Slowing Ray (Gray or Brown) - The creature must make a Constitution saving throw of 10 + your Wisdom modifier, on a fail their speed is halved and they have disadvantage on reactions, this lasts for 1 minute, at the end of their turn they can repeat the saving throw.
2 -  Disintegration Ray (Orange) - The creature must make a Constitution saving throw of 10 + your Wisdom modifier, on a fail they take 2d8 force damage and half as much on a success.
3 -  Charm ray (White or Pink) - The creature must make a Wisdom saving throw of 10 + your Wisdom modifier, on a fail they are charmed by the caster for 1 minute, at the end of their turns they can repeat the Saving throw.
4 - Heroism ray (Golden) - The creature is under the effect of the heroism spell for 1 minute.

At 3rd level, the effects of the Heroism, Slowing and Charm ray last 1 minute longer.
At 5th level, you may add +2 to the DC of saving throw.
At 8th level, the Disintegration ray deals 4d8 force damage.
At 11th level, You no longer have to roll a d4, instead, you choose the type of ray yourself.

Flight

You can hover up to your strength modifier in the air, as a bonus action, you can go up or down an additional 5 ft.
You have a flying speed of 10 ft.

Beholders Brain

Your brain can understand unfathomable concepts and can tie together the clues of the cosmos.
As a bonus action, you can gain advantage on insight and history checks.

This can be done every short rest

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