Warlock
Base Class: Warlock

You have made a pact with a powerful aberration, a mighty and maddened eye-tyrant, the bizarre beholder. The xenophobic paranoia of the beholders makes it very rare that they chose to make a pact with any being, much less a humanoid of any variety, those who do meet the requirement being some of the most trusted by the alien being, whether that trust be deserved or not. These legendary aberrations are beings consumed by their pride and avarice, who desire nothing more than the power to acquire more trinkets and curiosities for their alien lairs, and often make pacts with the intention of furthering either or both of those goals. Some notable beholders a warlock could make a pact with include Xanathar, Xabash, Manxam, Glormorglulla, a powerful death tyrant, or even the notorious Large Luigi.

Expanded Spell List

The Beholder lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Beholder Expanded Spells
Spell Level Spells

1st

feather fall, magic missile

2nd

levitate, scorching ray

3rd

lightning bolt, slow

4th

arcane eye, resilient sphere

5th

dominate person, telekinesis

All-Seeing Eye

1st-level Beholder feature

Starting at 1st level, your patron bestows upon you a magical eye that grows out from your body, granting you a portion of your patron's power. You can decide the appearance of the eye, as well as the location from where it grows. The eye is noticeably magical. As a free action, you can open or close your All-Seeing Eye. When the eye is closed, it is indistinguishable from normal skin. When the eye is open, you gain the following benefits:

  • You can use your All-Seeing Eye as a spellcasting focus for your warlock spells. When using your All-Seeing Eye as a spellcasting focus, you must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed or have a gold cost.
  • When you cast a ranged spell using your All-Seeing Eye as the spellcasting focus, the range of the spell doubles.
  • You gain darkvision with a range of 120 ft. This darkvision doesn't see through magical darkness.

One Eye Open

At first level, when you take a long rest, you can keep your All-Seeing Eye open while you sleep, allowing you to maintain awareness of your surrounding even while you are sleeping. In this state, you still appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Aberration's Emissary

6th-level Beholder feature

Starting at 6th level, your patron's influence has empowered and shaped you to fit their own bizarre visage. You develop two additional All-Seeing Eyes and add your proficiency bonus to your perception rolls.

Additionally, as a bonus action, you can give yourself a hovering speed equal to your walking speed. While you are hovering in this way, you become immune to the prone condition by non-magical means.

Beholder's Kin

10th-level Beholder feature

Starting at 10th level you're kinship with your patron has enhanced the power of your spells, your powerful magic spilling out from your All-Seeing Eyes. You develop two additional All-Seeing eyes, granting you additional awareness. While your eyes are open, you cannot be surprised as long as you aren't blinded nor unconscious.

Additionally, when you cast a spell of any level you can fire a ray from one of your All-Seeing Eyes as a part of the same action. The ray has the same effect of the spell cast at its lowest level. If the spell cast is a cantrip, it's cast as if the caster were at their first level.

Eye Tyrant

14th-level Beholder feature

Starting at 14th level, the unbridled power of your aberrant patron flows through your very being, granting yourself the power of the true beholder. You gain three more All-Seeing Eyes. As an action, you can use your All-Seeing Eyes to produce a 120 ft antimagic cone originating from you. The area of this cone is under the effects of the Antimagic Field spell. At the start of your turn, you decide the direction of cone. Your All-Seeing Eyes continue to produce this effect for 1 minute. The effect ends early if you are incapacitated or you choose to end the effect at the beginning of your turn (no action required). You can have only one of these cones active at a time. You can use this ability a number of times equal to your proficiency modifier and regain all uses at the end of a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes