Base Class: Sorcerer
The bloodline of Eye Tyrant Sorcerers is linked directly back to that of Beholders. Gaining powers from their ancestry these sorceres can wield the powers of the beholders. These powers are realized in the strength of their mind, as well as the extra eyes that grow from them, a distinct feature of true beholders. Eye Tyrant Bloodline Sorcerers also tend to be wary of outsiders and are often paranoid. They can believe themselves to be to be the pinnacle of creation and are not afraid to prove this by disposing of threats to their dominion.
Beholder Tongue
You can speak and understand Deep Speech.
Beholder Spells
You learn additional spells when you reach certain levels in this class, as shown on the Beholder Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level
1st: Arms of Hadar, Hideous Laughter
3rd; Alter Self, Enthrall
5th: Fear, Hunger of Hadar
7th: Black Tentacles, Hallucinatory Terrain
9th: Contact Other Plane, Telekinesis
Eye Rays
At 1st level, a tenticle grows out of your upper body and at the end of that tentacle is a third eye that can attack foes with the eye rays of a beholder. You may use an action to shoot one of the rays listed below at a creature you can see within 60 feet of you out of your third eye. When you take this action, roll a D10, the outcome of this roll determines which eye ray is fired. You cannot shoot eye rays if you are blinded. You can used this ability a number of times per day equal to your proficiency bonus. These charges reset after a long rest.
1) Enervation Ray: The target must succeed on a Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. The necrotic damage from this ray increases when your sorcerer level reaches 5th level (6d8), 11th level (8d8).
2) Slowing Ray: The target must succeed on a Constitution saving throw. On a failed save, the target's speed is halved for 1 minute, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
3) Fear Ray: The target must succeed on a Wisdom saving throw or be frightened 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.
4) Telekinetic Ray: The target must succeed on a Strength saving throw. On a failed save, any target weighing 300lbs or less can be moved by the sorcerer up to 30 feet in any direction.
5) Charm Ray: The targeted creature must succeed on a Wisdom saving throw or be charmed by the sorcerer for 1 hour, or until the sorcerer or their allies harms the creature.
6) Petrification Ray: The targeted creature must succeed on a 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 for 1 hour or until freed by the "greater restoration" spell or other magic.
7) Draining Ray: The targeted creature must succeed on a Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much on a successful one. You regain hit points equal to half of the damage dealt. The necrotic damage from this ray increases when your sorcerer level reaches 5th level (4d8), 11th level (6d8).
8) Paralyzing Ray: The targeted creature must succeed on a 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 a success.
9) Disintegration Ray: The targeted creature must succeed on a Dexterity saving throw, taking 27(6d8) Force damage on a failed save. The creature becomes dust if reduced to 0HP. A large or smaller non-magical object is disintegrated in a 10ft cube. The Force damage from this ray increases when your sorcerer level reaches 5th level (8d8), 11th level (10d8).
10) Death Ray: The targeted creature must succeed on a Dexterity saving throw, taking 22 (4d10) necrotic damage. The creature dies if it is reduced to 0HP. The necrotic damage from this ray increases when your sorcerer level reaches 5th level (7d10), 11th level (10d10).
Antimagic Cone
At 6th level, you can used an action project a cone of antimagic out of your third eye. Your third eye projects an area of antimagic, as in the antimagic field spell, in a 10-foot cone. At the start of your turn, you may choose the direction of the cone and whether and whether the eye remains open or closed. While the cone is active and causing antimagic, you cannot cast spells or use your eye rays. The cone lasts for 10minutes. Once used, this ability cannot be used again until after a short rest.
The distance of this Antimagic cone increases when your sorcerer level reaches 11th level (20ft), and 17th level (30ft).
Beholder Embodiment
At 14th level you not longer require the use of your legs. You lose your walking speed and gain a hover and fly speed equal to what your walking speed was.
Transformation of Blood
At 18th level, you can used an action to transform into a Beholder, as though using "Shapechanger". You can remain in this trasnsformative state for 1 hour. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Once this transformation is completed you cannot use it again until you take a long rest. You can spend 10 sorcerery points to regain the use of this transformation without needing a Long Rest.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of a Beholder, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
- When you transform, you assume the Beholders hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in beholder form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of a Beholder. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the the beholders shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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