Homebrew Watcher Species Details
A Watcher is a lesser beholder that might come into being when a beholder has a vivid nightmare about existence as a sociable creature that relays on others. After which they transform into a Watcher, a creature in constant need to be apart of something greater, they normally join cities, towns, villages, or even adventuring parties. Watchers on average are completely docile to anyone who's not hostile towards them. Although this is commonly known their is still suspicion about the aberration, fearing it could revert by to its beholder tendencies. Watchers are vary in skin color but on average share the same color as other beholds. Watchers, like beholders, have one central eye in their head, but that's were the similarities end. Watchers share a bipedal humanoid shape like a human with three fingers and a thumb instead of four like a human. Additionally the eye stalks have lost the eyes, slimming down into tendrils that hang off the head of a watcher resembling that of hair on a human.
Watcher Traits
Your Watcher character has the following racial traits.Alignment
Watchers tend toward neutral good alignments.
Age
Watcher mature and age at about the same rate as humans.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common, Undercommon and Deep Speech.
Ability Score Increase
Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Your creature type is both Humanoid and Aberration.
If an effect works on at least one of a creature’s types, that effect can work on that creature. For example, if you are both a Humanoid and an Undead, cure wounds works on you, since the spell works on a Humanoid.
Size
Watchers are similar in size to an average humanoid. Your size is Medium.
Here’s how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d10
Height = 4 feet + 6 inches + your size modifier in inches
Weight in pounds = 180 + (2d6 × your size modifier)
Darkvision
You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Watcher's Awareness
You gain proficiency in perception.
Eye Rays
As an Action, you can unleash a random ray attack from your eye. Choose one target you can see within 90 feet then roll 1d10 and apply the following effect to the target. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.
- Magic Suppression Ray. The targeted creature must succeed on a Dexterity saving throw or have one of its magic items lose all magical properties until the start of your next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
- Dazing Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed until the start of the your next turn. While the target is charmed in this way, its speed is halved.
- Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened until the start of the your next turn.
- Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a Strength saving throw or be moved up to 30 feet directly away from the you or towards you.
- Frost Ray. The targeted creature must succeed on a Dexterity saving throw or take 1d10 + Con Mod cold damage. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.
- Fire Ray. The targeted creature must succeed on a Dexterity saving throw or take 1d10 + Con Mod fire damage. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.
- Wounding Ray. The targeted creature must succeed on a Constitution saving throw or take 1d8 + Con Mod necrotic damage. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.
- Psychic Ray. The targeted creature must succeed on a Intelligence saving throw or take 1d8 + Con Mod psychic damage. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.
- Aversion Ray. The targeted creature must succeed on a Charisma saving throw or have disadvantage on attack rolls until the start of your next turn.
- Stunning Ray. The targeted creature must succeed on a Constitution saving throw or be stunned until the start of your next turn.
Previous Versions
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4/6/2021 7:40:07 AM
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Coming Soon
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