Base Class: Sorcerer
Whether it be from the dream of a beholder, the influence of a local one, the influence of the far realms, or just some experiment gone wrong, you have been changed, your mind and body warped, changed to house the mind and paranoia of a Beholder, alien amongst even the aberrations. This alien influence has changed your body to house more eyes than normal. These eyes are where most of your spells will come from, as well as where your strength is housed. Some beholderkin have further mutations, the mind of the beholder blood rejecting the humanoid form it's contained in. These can manifest as any of the following:
- Extra eyes on the face or body.
- Warped facial features.
- Sharp or Jagged Teeth.
- Absence of select facial features, excluding the eyes.
- Small eyestalks in or around the face.
- Tendrils grow from some area of face.
- Your eyes fuse on your head, leaving you with one central eye.
- Your irises are in strange or abnormal shapes, having one or more pupils.
Paranoid Perception
At first level when taking this subclass, you gain proficiency in the perception skill. If you already have this, you may gain proficiency in one other skill.
Resilient Mind
At 4th level, your mind hardens to invasions and attacks, giving you resistance to psychic damage. In addition, your mind is clouded with thoughts of horror and danger, which makes you immune to magic that allows other creatures to read your thoughts. Finally, creatures can communicate telepathically with you only if you allow it.
Paranoia
At 14th level, you begin to never trust the safety of your home or anywhere, always sure there's someone around every corner, always fearing step you take is known. As a result, you are immune to the surprised condition.
Eye Beams
At 14th level, your beholder granted strength has nearly climbed to the peak, giving you access to the eye rays of a beholder. At the start of each day, these powers fluctuate and change, setting on one strength till you long rest again. Roll a d20 on the eye ray table to see which eye ray you will be able to use for that day. The ray can be fired a number of times equal to your proficiency bonus, regaining expended uses on a long rest. Any spell save that may be needed for the eye ray uses your spellcasting modifier.
Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or you harm the creature.
Fear Ray. The targeted creature 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.
Enervation Ray. The targeted creature must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one.
Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 5d8 force damage. If this reduces the creature to 0 hit points, they turn into a fine grey dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Telekinesis ray. If the target is a creature, it must succeed on a Strength saving throw or be moved it up to 30 feet away from the sorcerer.
Slow ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for until the end of it's next turn. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both.
Roll:
1-4: Charm Ray
5-8: Fear Ray
9-12: Enervation Ray
13-15: Telekinesis Ray
17-18: Disintegration Ray
19-20: Slow Ray
Destroy the Weave
At 18th level, you gain further control of your beholder abilities, gaining access to a minor form of a beholders antimagic cone. The spell Antimagic Field is added to your spell list, and you can cast it once a day without expending a spell slot by instead expending 6 sorcery points.
I Planned for This!
Once you reach level 18 in this subclass, your paranoia has reached an all time high, getting to the point where you think of nearly every scenario before it happens. Every long rest, you may negate the adv a creature has on you during an attack, a number of times equal to your proficiency bonus.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/8/2023 5:12:36 AM
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25
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V 1.0
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Coming Soon
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