Paladin
Base Class: Paladin

Paladins who take this oath walk a tricky path, as they navigate the twisted words of one of the deadliest and most intelligent creatures known to man, the Beholder. Pledging an Oath to the Beholder grants paladins with a superior knowledge of the world around them, in the hopes of becoming an 'all-seeing' warrior for good. But be warned, a Beholder's words can lead a creature down many paths, good and evil.

TENETS OF THE BEHOLDER

Paladins who take the Oath of the Beholder seek to see the world for what it truly is, good or evil.

Vigilance. Always watching, always learning.

Knowledge. Seek a wealth of knowledge from all walks of life.

Independence. Look out for yourself while looking out for others. Sleep with one eye open.

Channel Divinity

When you choose this oath at 3rd level, an eye resembling that of a beholder's opens in the palm of your hand. You gain the following two Channel Divinity options.

Eye Ray. The eye in your hand begins to glow an intense color. As an action, cast a random eye ray from the list below.

1. Charm Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be charmed by you for 1 hour, or until you harm the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 13 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 DC 13 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 DC 13 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 DC 13 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 DC 13 Strength saving throw or you move it up to 30 ft. 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 ft. 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 DC 13 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 DC 13 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 DC 13 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 DC 13 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Eye on the Wall. The eye in your hand closes and reopens on a wall or the ground. As an action, a single eye about the size of a hand opens on a solid surface you can see, within 60 feet of you. You can concentrate to see what the eye sees. The eye has normal and darkvision up to 60ft.

As an action, you can cast a random eye ray from it’s position. The eye closes and reopens on your hand when an eye beam is cast from its position, when you move more than 1 mile away from the eye, or when you choose to close it.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Intelligence

Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus equal to their intelligence modifier when making skill checks based on intelligence.

At 18th level, the range of this aura increases to 30 feet.

Antimagic Eye

Starting at 15th level, as an action, a large eye opens in the middle of your chest, creating an area of antimagic, as in the antimagic field spell, in a 60 foot cone in front of you. You can close the eye as a bonus action.

Legendary Action

At 20th level, you can take 2 legendary actions, using the Eye Ray option below. You can only take one legendary action at a time, and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.

Eye Ray. Cast a random eye ray.

Oath Of The Beholder Image

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