Wizard
Base Class: Wizard

The Mage of the Beholders eye is a wizard subclass that has studied and mimicked the magical abilities of the Beholder. The Mage of the Beholders eye has honed their craft and developed Optic Spells that allow them to mimic a Beholder's eye rays, granting them a wider range of spells and abilities to use in combat. They are able to neutralize an enemy's magical abilities with their Nullifying Gaze and can emit a Beholder's Presence to frighten and stun their enemies

Floating Eye

Starting at 2nd level, when you choose this subclass, you gain the ability to cast spells from a selection of eyes that float around you. Each eye has a different spell associated with it, and you can use each eye once per long rest.

 

Choose any three spells from the sorcerer spell list, and associate each spell with one of your eyes. When you use an eye to cast a spell, you must spend a spell slot of the same level or higher as the spell's listed level.

 

The spells you can choose from are:

 

- Charm Person (1st level)

- Magic Missile (1st level)

- Ray of Enfeeblement (2nd level)

- Scorching Ray (2nd level)

- Slow (3rd level)

- Fireball (3rd level)

- Lightning Bolt (3rd level)

 

Third Eye

At 6th level, you gain the ability to mimic the beholder's central eye, which can stun creatures with a glance. You can use your action to activate your central eye, which forces all creatures within 30 feet of you to make a Wisdom saving throw (DC equal to 8 + your Intelligence modifier + your proficiency bonus) or be stunned until the end of their next turn.

 

Once you use this ability, you can't use it again until you finish a short or long rest.

Nullifying Gaze

At 10th level, you gain the ability to create an anti-magic cone, similar to a beholder's. As an action, you can issue a 100-foot cone in front of you that negates all magical effects within it for one minute.

 

Once you use this ability, you can't use it again until you finish a long rest.

Beholder's Presence

At 14th level, you gain the ability to emit an aura similar to a beholder's, which can paralyze creatures. You can use your action to activate this aura, which extends outwards in a 30-foot radius around you. Any creature (other than undead and constructs) in the aura must make a Wisdom saving throw (DC equal to 8 + your Intelligence modifier + your proficiency bonus) or be paralyzed until the end of their next turn.

 

Once you use this ability, you can't use it again until you finish a short or long rest.

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