Warlock
Base Class: Warlock

Beholders are nightmares given flesh, spherical aberrations bristling with eyestalks that unleash rays of raw, unshaped magic. Their central eye suppresses the very weave of magic, while their smaller eyes fracture reality with beams of fear, disintegration, and madness. Born from dreams that warp the waking world, each beholder is a tyrant convinced of its own perfection and threatened by all it perceives.


Though selfish and paranoid, a beholder may bind a warlock to its service when it seeks an agent beyond the reach of its lair. Others are unwilling recipients, chosen after stumbling into the creature’s alien dreamscape and forever changed by its gaze. Such bargains are not offered with benevolence but with the intent to extend the beholder’s influence, creating living instruments to shape the world according to its vision.

You draw your power from a pact with a beholder, or otherwise many eyed being.

N/A

N/A

N/A

N/A

N/A

N/A

Expanded Spell List

1st-level Eyes of the Many feature

Spell Level Spells
1st Sleep, Ray of Sickness
2nd Levitate, Silence
3rd Bestow Curse, Slow
4th Arcane Eye, Greater Invisibility
5th Telekinesis, Dominate Person

 

Ever Watchful & Otherworldly Gaze

1st-level Eyes of the Many feature

Your Patron has granted you proficiency with the Perception, Insight, or Investigation skill. Additionally, the chosen skill can use your Charisma modifier instead of it's usual one, as long as the check is based on sight.


 

Additionally, you can choose to channel the power of your patron's gaze. This is represented as a Ray die, which are d4s. You have a number of these dice equal to your Charisma modifier plus your proficiency bonus.

Once per turn, when you hit a creature with an attack, you can expend and roll a Ray die. The roll determines the additional effect based on the Ray table. You regain all your expended Ray dice when you finish a Short or Long Rest

When you reach certain levels in this class, the Ray die increases to d6s at level 6, d8s at level 10, and d10s at level 14.

Result

Ray

Saving Throw

Effect on Failure

1

Charm Ray

Wisdom

The target can't make more than one weapon attack during a turn, regardless of their class features, spells, or magic items until the start of your next turn. 

2

Slowing Ray

Dexterity

The target's speed is reduced by half until the start of your next turn. 

3

Enervation Ray

Constitution

The target takes an additional 2d8 necrotic damage, half on a successful save. 

4

Telekinetic Ray

Strength

The target is moved up to 15 feet in any direction you choose. 

5

Fear Ray

Wisdom

The target has disadvantage on Intelligence, Wisdom, and Charisma attack rolls, ability checks, and saving throws until the start of your next turn. 

6

Petrification Ray

Dexterity

The target is Restrained until the start of your next turn. 

7

Antimagic Ray

Intelligence

The target is unable to cast spells until the start of your next turn. 

8

Paralyzing Ray

Constitution

The target is Paralyzed until the start of your next turn. 

9

Exposing Ray

Constitution

Any attack that hits the target becomes a critical hit until the start of your next turn.

10

Disintegration Ray

Dexterity

The target takes an additional 5d8 force damage. 



Insight

You gain proficiency in the Insight skill. Insight checks based on sight use your charisma modifier.

Investigation

You gain proficiency in the Investigation skill. You can use your charisma modifier for investigation checks involving sight.

Perception

You gain proficiency in the Perception skill. You can use your charisma modifier to make Perception checks based on sight.

Antimagic Glare & Aberrant Dreams

6th-level Eyes of the Many feature

You learn the spells Dispel Magic and Counterspell. These count as warlock spells and do not count against the number of warlock spells you know. You can cast each of these spells at the level of your pact magic spell slots without expending a spell slot once, regaining the ability to do so when you finish a long rest.


 

Additionally, during sleep on a long rest, you manifest a dream fragment of yourself in an unoccupied space within 5 feet of you. This fragment is a translucent, faded image of yourself.

While active, you can see and hear through your fragment as normal, and can move it up to 20 feet in any direction, but cannot go further than 60 feet from you. The fragment can only interact with objects and do light activity. It uses your bonus for ability checks and saving throw rolls.

The fragment has AC 14, 1 hit point, and immunity to all conditions. It lasts until your long rest ends or is interrupted, it is destroyed, or you become incapacitated.

Eye Twitch

10th-level Eyes of the Many feature

When you score a critical hit with an attack, you can use your Otherworldly Gaze feature without expending a ray die, even if you have already used your Otherworldly Gaze feature this turn.

Reality Ascension

14th-level Eyes of the Many feature

You manifest the reality-bending properties of your patron, undergoing a transformation. You gain the following benefits:

- You gain a flying speed equal to your walking speed and can hover.

- You are immune to the prone condition if you're not willing.

- When you target a creature with your Otherworldly Gaze feature, they take 3d8 additional force damage on a failed saving throw, or half as much on a success.

- You have immunity to the Surprised Condition, and creatures do not gain advantage on attack rolls against you due to being hidden.

Comments

Posts Quoted:
Reply
Clear All Quotes