Homebrew Beholder-Kin Species Details

Although born of dreams, these beholders loose their ability to dream and make offspring with dreams after their creation. They are similar to warforged as they seek out their purpose given their creation isn't what will lie ahead.

Beholder-Kin Traits

Eye Rays

Eye Rays

Beholders are born with the use of magic via their many eyes. Given that your circumstantial comeuppance is to be evolved to better enjoy the pleasant dreams the beholder that created you dreamed about. Overtime throughout your adventures and your natural life, you will gain use of the magical eyes you creator has bestowed you with. To do so will shoot a beam of magic that takes an action to preform.

At 1st level, you have access to your ancestors Charm Ray and Laser Ray. When you look at a creature with one of your magical eyes and choose the Charm Ray, the targeted creature must succeed on a DC (8 + Proficiency Bonus+ Wisdom Modifier) Wisdom saving throw or be charmed by you for 1 hour, or until you or an ally harms the creature. When you choose the Laser Ray, the targeted creature must succeed on a DC (8 + Proficiency Bonus+ Wisdom Modifier) Dexterity saving throw or take 3d6 fire damage, and half as much on a failed save.

At 3rd level, you have access to your creators telekinetic ray and sleep ray. When you look something with your magical eyes and use your telekinetic ray, if the target is a creature, it must succeed on a DC (8 + Proficiency Bonus+ Wisdom Modifier) Strength saving throw or you move it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the your next turn or until you are incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. When you choose to use your Sleep Ray and look at a creature, the targeted creature must succeed on a DC (8 + Proficiency Bonus+ Wisdom Modifier) Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

At 5th level you have access to your creators Paralyzing Ray and Petrification Ray. When you look a creature with your magical eyes and use your Paralyzing Ray, the targeted creature must succeed on a DC (8 + Proficiency Bonus+ Wisdom Modifier) Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When you choose the Petrification Ray, the targeted creature must make a DC (8 + Proficiency Bonus+ Wisdom Modifier) Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Wisdom is your spellcasting modifier for these racial ability traits. Once you use an Eye Ray effect, you cannot use it again until you take a long rest.

Superior Darkvision

Your eyes are created from the dreams of a beholder and mostly resembles those like a beholders. Thus, you gain the beholders 120ft of darkvision.

Ability Score Increase

Your Charisma, Wisdom, and Intelligence scores increase by 1. You can also choose the optional rules for ability score increases.

Beholder Levitation

Through channeling the link you have with your creator, you can use you parentage to levitate for 1 hour. This functions as the levitate spell. You can do so once per long rest.

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