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 |
|
3rd |
|
5th |
|
7th |
|
9th |
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.
this is great though a good idea would be to increase the damage and effects of eye rays at higher levels even more as most level 17 players would rather cast a lv 3 fireball than deal 5d10 damage. also it would be sad if a sorcerer couldn't use any more eye rays after they run out, especially if the entire subclass is based around them.
Hey quick question. I am very new to this game and if I choose this bloodline will the spells here count as known spells or will i have my known spell + one of these on appropriate level?
I've actually been thinking about gifting some of my players extra abilities as they progress through the game and defeat harder and harder monsters. This gives me some fantastic ideas, thanks my dude.
It's a sorcerer. Make the eye rays work on sorcerer points. That fixes most of it as you'll have 3 rays max at level 3 with some fudging for more. Adjust some damage values here and there and it's actually not half bad. I'd also change the ending ability but I'm not sure how at the moment so maybe I'll revisit with a solution at a later date
Honestly, while this is cool, I'm not sure it could ever be balanced. Eye rays just might be too overpowered for a player character. I'm not entirely sure what you could do to fix it, maybe change the eye rays into bonuses for spells related to the eye rays?
Hey quick question how did you insert the table for the magic spell listing I've looked all up and down but can't figure it out.
> what about making each kind of ray 1/LR? Would that be enough to balance them?
Possibly, but then you've got a glass cannon of a sorcerer that, as soon as they use their dailies, is functionally useless.
> Equal to half of the damage dealt" would still be 1, rounded up, wouldn't it? Considering minus hitpoint only count for determining permadeath, for all other intents and purposes, you are just at 0, are you not?
It's been a few months. The wordage on that ability looks fine. I'm not sure what I was thinking would break the balance back then.
what about making each kind of ray 1/LR? Would that be enough to balance them?
Equal to half of the damage dealt" would still be 1, rounded up, wouldnt it? Considering minus hitpoint only count for determining permadeath, for all other intents and purposes, you are just at 0, are you not?
EXTREMELY COOL, but way too overpowered for a Sorcerer Origin. It also needs some grammar edits.
Aberrant Bloodline: Fantastic spells and flavor, keep as-is.
Eye Rays: The range is pretty insane for the effects of this at 3rd level. I'd take it down to about 30 at 3rd level, extending to 60 ft. at like 10th. I'm going to address the rays individually:
Antimagic Cone: This ability is probably the most egregious issue. A free antimagic field spell at 6th level will make any combat with an enemy spellcaster absolutely trivial. With your current wording, while something like a Lich--for example--is within 30 feet of this sorcerer, it goes from a CR 21 to something like a CR 15.
tl;dr: You've given the character an improved version of an 8th-level spell at 6th level.
Additional Rays: Cool, more rays. These still suffer from being objectively too powerful for a player character. You essentially have:
All of these rays you've added need more fleshing out and to be brought down in power level to something realistic.
True Beholder: This may actually be the most balanced feature, even though it's the most absurd. Haha. Going unconscious after this is going to get REALLY old to your party, really fast. You steal the spotlight with this crazy strong feature, then become something they have to take care of afterwords. It's going to be frustrating and un-fun after like 2 uses.