Homebrew Eyeling Species Details

 Eyelings are twins of watchers every watcher is born with an eyeling to match. Eyelings tend to be chaotic little balls of energy. An eyeling without a watcher is not a common occurrence as if a watcher dies its eyeling dies too. An eyeling often becomes watcherless because of their watcher going missing or the eyeling being stolen. An eyeling is a small floating eyeball that resembles a human eye and the iris can be any color except white or black. 

Eyeling Traits

Your eyeling has the following racial traits

Speed

Your base walking speed is 30 feet.

Alignment

Watchers tend toward neutral good alignments.

Age

Eyelings don't age

Languages

You can speak, read, and write Common, Undercommon and Deep Speech 
You can also understand allsee a non verbal unwritten language only watchers can understand
Each watcher can grant one person or creature an understanding of allsee for as long as the watcher is alive (can never be changed or forgotten)
Because you have no mouth you speak telepathically 

Ability Score Increase

Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

Creature Type

Your creature type is both Humanoid and Aberration.

I see everything

All your sight is blindsight

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.

  1. 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.
  2. 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.
  3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened until the start of the your next turn.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Stunning Ray. The targeted creature must succeed on a Constitution saving throw or be stunned until the start of your next turn.
 

Comments

Posts Quoted:
Reply
Clear All Quotes