Base Class: Sorcerer
When this curse bestows itself upon you, you have magical eyes that seem to grow out of your back and glow faintly. Your new 'eyestalks' can be called from your body at anytime. Along with those eyes, one seems to grow from your forehead giving you the true essence of a Beholder. The magic of this curse also draws from the magic it was attracted to inside of you, destroying your spell growth in exchange for growth of the curse.
Eye Rays (1st level)
You gain the ability to cast eye rays. When you gain this class, roll 4d8 and gain those rays (ignoring duplicates). Any eye rays you gain can be cast outside of battle at will. Only in combat are they randomized. Your DC for your eye rays is (8 + your proficiency bonus + your Charisma modifier). When you reach 2nd level in this class, you can expend sorcery points to up the DC by 1 for each sorcery point spent. Your eye rays also have a range of 120 feet and can be shot from any eye (including your "third eye" and your "eye" orbs). When you shoot an eye ray, choose a target. That target must make the saving throw, suffering its effects on a fail.
(Keep in mind, you get the amount of spell slots listed at your Sorcerer Level divided by 2 (i.e. a 10th level Sorcerer has the spell slots it would have at 5th level) but you CAN'T learn any sorcerer spells. The only reason you have spell slots is for your Font of Magic or to cast other spells you learn as a Wizard.)
Result | Eye Ray
1 | Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by the beholder for 1d6 minutes, or until the charmer harms the creature.
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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.
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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.
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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.
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5 | 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.
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6 | 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, using Constitution instead of Dexterity. On a success, the effect stalls. 3 successes and the creature is free. On a failure, the creature suffers a debilitating effect.
1 fail | creature's speed is halved
2 fails | creature can only take 1 action OR 1 bonus action, not both. It can't take reactions and the creature has its speed reduced to 5'
3 fails | the creature is petrified for 1 minute or until freed by a greater restoration spell, remove curse spell, or similar magic.
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7 | Disintegration Ray. The target makes a Dexterity saving throw or take 1d8 force damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine gray dust. Damage increases 1d8 every 4 levels above first.
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8 | Telekinesis Ray. If the target is a creature that is of the size category you can manipulate, it must make a Strength saving throw or be moved up to 10 feet in any direction. If it is an object of the size category you can control, you can just move it 10 feet in any direction. You can also exert fine control over objects for simple tasks such as opening a door or pulling a lever/pushing a button. You can manipulate Medium sized things at 1st level. This goes up by one category whenever you gain a Sorcerous Origin Feature. Distance also increases by 10 feet whenever you gain a Sorcerous Origin Feature.
Beholder's Influence (1st level)
Your physical changes are beneficial in scaring off offenders and catching things out of the corners of your eyes. They also come with the downside of losing the ability to wear armor unless it was made for you. In exchange for the armor loss, you get your own armor.
You gain advantage on Charisma (Intimidation) checks using your eyes and Wisdom (Perception) checks relying on sight.
Due to your patches of Beholder skin, you have a natural armor of 12 + Dexterity.
Multiray (6th level)
The power of the Beholder courses through your veins even more. You gain 2 more eye rays (roll on the table, ignoring duplicate rays). You also gain the ability to fire off multiple rays at the cost of your sorcery points. You can expend 3 sorcery points to fire off another eye ray from another eye, to a maximum of 6 points spent, on your turn as a bonus action.
Fever Dream (14th level)
At 14th level you gain the ability to dream things into existence. During a long rest, roll a percentage die and 1d10. The result of the roll determines the effect of your dream on the real world.
You also gain the last two eye rays from the eye ray table. You now only have to expend 1 sorcery point to fire off another ray, max of 2, as your bonus action.
Dream Table:
Result | Effect
1-50 | Nothing
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51-65 | Roll 1d4 + 1. Multiply result by 10. Gain that much gold.
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66-75 | Nothing
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76-90 | Copy of you appears and attacks you. Exp given = half of total that you have gained. If playing without experience, everyone who fought it levels up.
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91-100 | Evolve Curse to Death Tyrant. You gain the Eye Rays: Death Ray and Enervation Ray. Change two of your Eye Ray's to Circle of Death and Finger of Death (CoD deals 8d6 necrotic damage to all creatures within a 30 foot sphere centered on a point within range if they fail Con save: half on success; FoD deals 7d8 + 30 necrotic damage to target. Full on Con save fail: half on success). You now roll d10s instead of d8s to determine Eye Rays. You now add your Int. Mod. or Wis. Mod. to your Eye Ray Save DC. You also have become wiser from your Fever Dream, allowing you to add your Wisdom Modifier to your Natural armor. You become skeletal looking, giving you advantage in Intimidation and Undead have disadvantage attacking you.
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***Death Ray-The target must succeed a Dexterity saving throw or take 10d20 necrotic damage.***
***Enervation Ray-The target must succeed on a Constitution saving throw or take 12d12 necrotic damage***
True Beholder (18th level)
Your curse has allowed you to become the humanoid form of a true Beholder. You can fire 3 rays on your turn as your action without having to expend sorcery points. You can use your reaction to expend 3 sorcery points to fire off another ray at a creature moving through your Eye Ray range. If you have the Death Tyrant Curse, you can spend 5 sorcery points to roll half of the damage dice of a harmful ray and add that to your total. You also gain the Anti-magic cone, emanating in a 100 ft cone from your central eye only when it is opened.
Previous Versions
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