Homebrew Beholderborn Species Details

Long ago, a Beholder somehow got trapped inside a human. Over time, he began to gain more beholder-like features. After a long time, Beholderborn were found all over the world. They appear like humans but with pink skin, and a beholder-like face. They usually are unaware of their powers until a traumatic or stressful event. If the event matters enough to them, they will awaken their powers. Beholderborn are known for being people who are powerful, but are also kind to their friends and comrades. They enjoy adventuring, and if their party is supportive, they may still be able to adventure while their party knows their powers.

Beholderborn Traits

Beholderborn have strong abilities similar to a beholder's. These abilities help in combat, and help protect comrades and friends.

Ability Score Increase

Your wisdom score increases by 2 and your intelligence by 1

Size

You usually stand at 6 feet tall and weigh 120 pounds. Your size is medium.

Tremorsense

You have learned to detect people through the vibrations of their footsteps on the ground. You can detect and precisely locate vibrations, including those of other creatures. You have to be in contact with the source of the vibrations. You can only use tremorsense while on the ground, and you cannot detect flying or incorporeal creatures.

 

Fear of Everything

As a beholderborn, you are scared of lots of things. Similar to beholders, you will go to great lengths to make sure your fears never hurt you. You gain disadvantage on Intimidation checks.

Strong Mind

You have a strong mind similarly to normal beholders. You have resistance to the dominate monster spell. Controlling a beholder or beholderborn is challenging.

 

Antimagic Cone

The beholder's central eye creates an area of antimagic (the antimagic field spell) once per fight, as a bonus action. The field is a 150-foot cone, and you can decide which way the cone faces. The area works against a beholder's eye rays.

Beholder Inheritance

You gain an eye ray of your choice for use at will in battle. When using, an eye ray will appear, as if it were summoned. You may pick one ray of choice. Disintegration Ray - You fire a blast of destructive energy dealing 1d10 force damage on a successful hit. If a creatures hit points are reduced to 0 by this attack, the creature is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. Fear Ray - You awaken the sense of morality in one creature you can see within range. Constructs and Undead are immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. Petrification Ray - You make eye contact with a creature, forcing the target within range to make a Wisdom saving throw. On a failed save, the creature's speed is reduced to 0 and its legs, if any, have turned to stone for 1 minute. Telekinetic Ray - You can mentally hold a creature in place. The creature must make a Wisdom saving throw. On a failed save, the creature is restrained, and using a bonus action you may move them up to 30 feet in any direction. The effect ends at the end of your next turn. Paralyzing Ray - You fire a bolt of lightning from your eye, the creature must make a Dexterity saving throw. On a failed save, the target is paralyzed. The effect ends at the end of your next turn.

Languages

You speak Deep Speech, Common, and one language of choice.

Previous Versions

Name Date Modified Views Adds Version Actions
4/8/2021 1:21:11 AM
2
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes