Base Class: Warlock
Your pact does not draw upon some whimsical god, or divine being, but still a being of great power. Connected to --for better or for worse-- a Beholder, you've learnt very quickly that favor is only granted to the like-minded. Drawing upon your Patron's love of greed, murder, or callousness, you gather strength in ways you can only imagine. Some wish they could never see a Beholder in their lifetime, yet you've gazed upon one and lived to tell the tale. Harnessing the innate magical abilities of your Patron, you're spoilt for choice, as long as you continue making the right ones.
Beholder Sight
The magic of your patron ensures you always have certain magic abilities on hand, yet your patron does no read common tongue or flail their limbs. Instead, at level 3 you are granted a special vision, allowing you enhanced combat prowess and survivability. While you do not sprout eye stalks from your head, you do gain the ability to project beams from your eyes with dangerous effects on your opponents.
You gain your choice of 2 unique eye-rays from the Beholder Eye-Ray table. You may cast eye-ray abilities 1 + Wisdom Modifier number of times per long rest, and it does not consume a spell slot. You can use these abilities while silenced.
Additionally, you gain basic Darkvision if you don't already have it, being able to see in dimly lit areas up to 40ft.
Charm Ray
DC10 Wis, Charmed for 30 Minutes/Until Harmed
Fear Ray
DC10 Wis, Frightened for 1 Minute
Paralyzing Ray
DC10 Con, Paralyzed for 1 Minute
Sleep Ray
DC10 Wis, fall asleep for 1 minute. This effect ends if the target takes damage, or is helped by an ally. No effect on constructs or the undead.
Slowing Ray
DC10 Dex, Half speed, no reactions, must take action OR bonus action, 1 Minute
Telekinetic Ray
DC10 Str, object or creature weighing 200 pounds or less moves 10 ft in any direction. Has fine control over Tiny objects.
Societal Imprints
At level 6, your patron shares with you more knowledge of its society and language. You gain the ability to understand and speak the Beholder's tongue, Quevquel. Your patron will now force you to speak to them in their native tongue. Additionally, you gain advantage on Charisma skill checks when speaking with other Beholders or Beholderkin in their native tongue, and a +2 bonus to all Deception checks.
Command the Inferior
Your Patron favors your new-found strength and grants you the ability to call forth an inferior subject to do your bidding. You can cast Summon Aberration once per short rest without expending a spell slot. You can only summon a Beholderkin if you cast the spell this way. When the creature manifests, it sends out a small burst of magic in a 5 ft circle around itself. Creatures in this burst must make a DC 15 Wisdom save or take 2d4 Psychic damage and become frightened.
Eternal Beholder Sight
You have impressed your patron to the point that they are willing to bestow one of their greatest gifts on you. Upon reaching 14th level, you grow an additional eye on your body. The shape, size, and appearance is up to the player's discretion. This third eye grants you an additional Eye-Ray ability granted from the advanced Eye-Rays table. Additionally, your third eye grants you additional awareness, and you become immune to Surprised.
Death Ray
DC14 Dex, 3d4 Necrotic damage. Dies if reduced to HP:0.
Disintegration Ray
DC14 Dex, 3d4 Force Damage. Creature becomes dust if HP:0.
Petrification Ray
DC14 Dex, creature is restrained. Repeat save at end of next turn or become Petrified.
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