Sorcerer
Base Class: Sorcerer

These sorcerers can trace their origin to the aberrations known as beholders, and are capable of using some amount of power from it. The bloodline of the beholder typically manifests on the sorcerer's mind and body, growing extra eyes and the sense of constant paranoia common among beholders, among other odd and dangerous transformations.

Aberrant Bloodline

Your ancestor is a being who eyes possess all different kind of magic's. At 1st level, and again when you reach 3rd, 5th, 7th, and 9th level in this class, you can choose a spell that is listed below. A spell you choose must be of a level you can cast, as shown on the Sorcerer table.

The chosen spells count as your bonus spells for this sorcerous origin.

Sorcerer Level

Spells

1st

arms of hadar, hideous laughter

3rd

alter self, enthrall

5th

fear, hunger of hadar

7th

black tentacles, hallucinatory terrain

9th

contact other plane, telekinesis

 In addition, you can speak and understand Deep Speech.

Eye Rays

At 1st level, you grow a third eye on your forehead that can attack foes with the eye rays of a beholder. Whenever an eye ray calls for a saving throw, use your spell save DC. You may use an action to shoot one of the rays listed below at a creature you can see within 60 feet of you out of your third eye. You cannot use the same eye ray two times in a row. You cannot shoot eye rays if you are blinded. You can used this ability up to three times, before needing either a short rest's.

-Wounding Ray: The target must succeed on a Dexerity saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much on a successful one. The necrotic damage from this ray increases when your sorcerer level reaches 5th level (3d10), 11th level (4d10), and 17th level (5d10).
-Slowing Ray: The target must succeed on a Constitution saving throw. On a failed save, the target's speed is halved for 1 minute, 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 a success.
-Fear Ray: The target 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.
-Telekinetic Ray: The target must succeed on a Strength saving throw or the sorcerer moves it up to 30 feet in any direction.

Antimagic Cone

At 6th level, you can used an action project a cone of antimagic out of your third eye. Your third eye projects an area of antimagic, as in the antimagic field spell, in a 30-foot cone. At the start of your turn, you may choose the direction of the cone and whether it will cause effects or not. While the cone is active and causing antimagic, you cannot cast spells. Once used, you need to get a short rest to regain it back.

Additional Rays

At 14th level, you gain further ability to wield a Beholder's eye rays. You may use these additional rays up to only three times only, afterward need either short or long rest.

-Charm Ray: The targeted creature must succeed on a Wisdom saving throw or be charmed by the sorcerer for 1 hour, or until the sorcerer harms the creature.
-Petrification Ray: The targeted creature must succeed on 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. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the "greater restoration"  spell or other magic.
-Draining Ray: The targeted creature must succeed on a Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. You regain hit points equal to half of the damage dealt.
-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 a success.

True Beholder

At 18th level, you can used an action to transform into a true Beholder, as though using "Shapechanger", though only last up to an hour. You possess all the traits of a Beholder, expect retaining your hit points (which are restore fully by the transformation), Intelligence, Wisdom and Charisma. You gain a flying speed of 20 feet and can hover. Once your health is reduce to zero, you transform back into your original form and are consider unconscious. In addition, you may spend 4 sorcery points to use an eye ray from your Additional Rays abilities, even if you have already used that eye ray and have not yet taken a long rest. Afterward, you would need to spend a long rest to used the transformation again.

Beholder Bloodline Image

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