Homebrew Beholderkin Species Details

 


đź§  Beholderkin

Aberrant descendants of the Far Realm’s tyrants, now shaped into playable form.

Creature Type: Aberration
Size: Small
Speed: 0 ft., Hover 30 ft.
You float a few feet off the ground via innate magic. You cannot walk or run but can hover continuously. You fall if you're in an antimagic field or unconscious.


Ability Score Increases

You can choose one of the following:

  • +2 Intelligence, +1 Charisma, or

  • Use the Customizable Origin rules: +2 to one stat, +1 to another.


Darkvision

Thanks to your aberrant nature, your central eye can see in darkness.
Range: 60 ft.


Central Eye (Antimagic Awareness)

You can sense magic instinctively. As a bonus action, you can focus your central eye on a creature or object within 30 feet. Until the start of your next turn, you know if it is magical (including if it’s under the effect of a spell, has magical properties, or is a magic item). You can use this feature a number of times equal to your proficiency bonus per long rest.


Eye Ray (1st-Level Feature)

You can manifest your heritage with a minor version of a Beholder’s eyebeam.

Choose one of the following Eye Rays when you create your character:

  • Disorienting Ray – As an action, target one creature within 30 feet. The target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or have disadvantage on attack rolls until the start of your next turn.

  • Telekinetic Ray – As an action, you can attempt to shove one creature or object within 30 feet. The target must make a Strength saving throw or be pushed 10 feet away from you.

  • Sleep Ray – Once per long rest, as an action, target a creature within 30 feet. The target must make a Wisdom saving throw or fall asleep for 1 minute (as if affected by the Sleep spell). The effect ends early if they take damage or another creature uses an action to wake them.

You can use your chosen ray a number of times equal to your proficiency bonus per long rest. At 5th level, you may choose a second ray.


Aberrant Mind

You have advantage on saving throws against the Charmed condition, and you can communicate telepathically with any creature within 30 feet that understands at least one language.


Languages

You can speak, read, and write Common and Deep Speech.


Optional Flavor Table: Quirks

Roll or choose a Beholderkin trait:

d6 Quirk
1 You mutter to yourself constantly in Deep Speech.
2 You name each of your eye stalks and talk to them like friends.
3 You have a minor obsession with symmetry—or hate it passionately.
4 You distrust mirrors and reflective surfaces.
5 You float upside down when relaxed.
6 You refer to other people as “lesser beings” (even your friends).

 [roll]1d6[/roll]

As A beholderkin you have these traits.

Damage Resistance

You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision

You have Darkvision with a range of 60 feet.

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