Sorcerer
Base Class: Sorcerer

A beholder's dreams are a curious thing. Unlike the average mortal creature, a beholder's dreams while sleeping manifest in the real world, It is how they even reproduce. birthing into existence a reality of what  their dream-scape makes for them. More often this synthesis spawns a new beholder, but sometimes, the beholder will instead dream of being one of these inscrutable mortals. For that eventuality, the beholder born is brought into existence.  A facsimile of a humanoid, but the alien mind of a beholder within.  

Eye of the Beholder

Starting at 1st level, you have darkvision with a range of 120 feet. In addition you also have advantage on Wisdom (Perception) checks when using vision.

When you reach 3rd level in this class, you learn the Levitate spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot.

Alien Gaze

Starting at 1st level, your alien like gaze forces out a wave of immutable energy in a cone up to 30 ft away from you. When a creature who is facing you is subjected to the effects of this gaze, they must make a Wisdom saving throw.On failure, The creatures are stunned until the end of your next turn. On a success, the creature is not effected. You can’t use this feature again until you finish a long rest.

Eye Rays

At 6th level, you gain the ability to call forth a set of four eye stalks, complete with lesser versions of your progenitor's eye beams to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon your eye stalks to target one creature you can see within 120 feet of you. The Eye stalks uses the gazer statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The Eye beam uses your spell casting dc to determine the success of the save if there is one.
  • The eye beam is chosen randomly by rolling a d4. This eye ray may still use an eye ray that the target is immune to.
  • You can expend an additional 3 sorcery points to make an additional eye ray.
  • You can expend 2 additional sorcery points on the eye ray to force the foe to roll the save with disadvantage. This feature cannot be used if the foe has Legendary Actions/Resistances.

 

Aberrant Blood

At 14th level, you begin to manifest more of your aberrant heritage. When you are the victim of a melee attack, You deal 1d10 + your proficiency modifier in lighting damage to the attacking creature. In addition to this feature, you also augment your prior two traits. Your Alien Gaze effect now creates the effect of Antimagic field that is centered on any creature who fails the save. Also the eye ray effect now uses the Gauth Statistics for the effect, and you now use a d6 to randomly determine your eye ray.

Beholder Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a beholder form. In this form, you have an anti-magic cone out to 120 feet that you can activate at will as a bonus action. you have no ground movement speed, and can float via levitation, You can move 20ft like this. In addition you grow 10 tentacles, each with an eye at the end, that allow you to cast the following eye beams. You cannot chose which beam is fired as your mind is not acclimated to this form. Roll 1d10 to determine which ray is fired. As an action, you can also spend an additional 3 sorcery points to roll a d4, You can fire up to an additional 4 eye rays as per the result. 

Spell Reflection. If you makes a successful saving throw against a spell, or a spell attack misses it, as a reaction you can choose another creature (including the spellcaster) you can see within 30 feet of it. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Antimagic Cone.  Your central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, you decide which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.

Eye Rays. You shoot one of the following magical eye rays at random), choosing one you can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you or your party harms the creature.

2. 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 itself on a success.

3. 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.

4. Slowing Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, 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 itself on a success.

5. Enervation Ray. The targeted creature must make a Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a Strength saving throw or you can move it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of 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.

7. Sleep Ray. The targeted creature must succeed on a 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.

8. Petrification Ray. The targeted creature must make 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 until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray 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 Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.