Homebrew Beholderkin/Gazerborn Species Details

Ancestry Traits

Creature Type: You are both Humanoid and Aberration. You are affected by effects that target either creature type.

Ability Scores: +2 to one ability score or +1 to another +1 to three different ability scores

Central Eye

Your oversized central eye grants heightened perception.

  • You have advantage on Perception checks that rely on sight.

  • You have 60ft of Darkvision.
  • Eye of Insight (1/Short Rest). As a bonus action, choose one creature you can see within 30 feet. You learn one of the following:

    • Its general HP state (uninjured, injured, bloodied, or near death)

    • Whether it is currently under a magical or psionic effect

    • Whether it is deliberately lying make a 8+proficiency+modifier check vs the creatures resistance

Aberrant Tendrils

You know one cantrip of your choice from the following list:
Mage Hand, Minor Illusion, Thaumaturgy, Mind Sliver

Choose Intelligence, Wisdom, or Charisma as the spellcasting ability for this cantrip.

Psychic Glimmer

Your presence subtly unsettles others. Choose one of the following:

  • You have advantage on Intimidation checks.

  • Creatures have disadvantage on Insight checks made against you.

Unstable Ray (1/Long Rest)

Action: Choose one creature you can see within 60 ft. The target makes a Dexterity saving throw
(DC = 8 + proficiency bonus + your chosen mental ability modifier).

On a failure, choose one effect:

  • Dazing Ray: Disadvantage on the target’s next attack roll

  • Repulsion Ray: Push the target 10 ft directly away from you

  • Enervating Ray: 1d6 + ability modifier psychic damage
    (2d6 at 5th level, 3d6 at 11th, 4d6 at 17th)

 

Beholderkin/Gazerborn Traits

Traits in description

Central Eye

 

  • Darkvision: 60 ft.

  • Heightened Vision: You have advantage on Perception checks that rely on sight.

  • Eye of Insight (1/Short Rest): As a bonus action, choose a creature you can see within 30 ft. Learn one:

    • Its general HP state (uninjured / injured / bloodied / near death)

    • Whether it is under a magical or psionic effect

    • Whether it is deliberately lying. Make a 8+proficiency bonus + spellcastind modifier checkversus the creatures resistance

 

Aberrant Tendrils

You know one cantrip of your choice from the following list:
Mage Hand, Minor Illusion, Thaumaturgy, Mind Sliver

Choose Intelligence, Wisdom, or Charisma as the spellcasting ability for this cantrip.

Psychic Glimmer

Your presence subtly unsettles others. Choose one.

  • You have advantage on Intimidation checks.

  • Creatures have disadvantage on Insight checks made against you.

Unstable Ray

Action: Choose one creature you can see within 60 ft. The target makes a Dexterity saving throw
(DC = 8 + proficiency bonus + your chosen mental ability modifier).

On a failure, choose one effect:

  • Dazing Ray: Disadvantage on the target’s next attack roll

  • Repulsion Ray: Push the target 10 ft directly away from you

  • Enervating Ray: 1d6 + ability modifier psychic damage
    (2d6 at 5th level, 3d6 at 11th, 4d6 at 17th)

Comments

Posts Quoted:
Reply
Clear All Quotes