Base Class: Sorcerer
You posses the blood of a Beholder granting powerful magic.
Eyes of the Beholder
Your eyes become unblinking and endless. You gain darkvision of 120ft if you don't already and your passive perception increases by 5.
Eye Rays
Starting at first level you can summon a series of ethereal eyes which hover around your head as a bonus action. These spectral extensions of your vision last for 1 minute and are able to fire a series of eye rays from each of them. At first level 3 eyes appear, 7 at 6th and 9 at 14th. This ability can be used once per long rest and three times per long rest at level 14.
As an action on your turn you may use the eye rays once. Target a creature you can see within 60 feet and roll 1d4 to determine the effect of the eye ray.
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Roll (1d4) |
Eye Ray |
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1 |
1. Telekinetic Ray. The target must succeed a Strength saving throw (Spell Save DC) or they get pulled up to 30 feet towards you. The target is restrained by the ray’s telekinetic grip until the start of your next turn. |
|
2 |
2. Paralyzing Ray. The targeted creature must succeed a Constitution saving throw (Spell Save DC) 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 |
3. Fear Ray. The targeted creature must succeed a Wisdom saving throw (Spell Save DC) 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 |
4. Nothing. None of your Eye Rays fire. |
Extended Rays
Starting at 6th level, you now summon 7 eyes with your Eye Rays ability and you now roll 1d8 to determine one of the following affects.
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Roll (1d8) |
Eye Ray |
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1 |
1. Telekinetic Ray. The target must succeed a Strength saving throw (Spell Save DC) or they get pulled up to 30 feet towards you. The target is restrained by the ray’s telekinetic grip until the start of your next turn. |
|
2 |
2. Paralyzing Ray. The targeted creature must succeed a Constitution saving throw (Spell Save DC) 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 |
3. Fear Ray. The targeted creature must succeed a Wisdom saving throw (Spell Save DC) 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 |
4. Fear Ray. The targeted creature must succeed a Wisdom saving throw (Spell Save DC) 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. |
|
5 |
5. Slowing Ray. The targeted creature must succeed a Dexterity saving throw (Spell Save DC). 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. |
|
6 |
6. Sleep Ray. The targeted creature must succeed a Wisdom saving throw (Spell Save DC) 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. |
|
7 |
7. Petrification Ray. The targeted creature must make a Dexterity saving throw (Spell Save DC). 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. |
|
8 |
8. Nothing. None of your Eye Rays fire. |
Eyes of Antimagic
As a reaction you may target one creature you can see, until the end of your next turn the creature is unable to cast or concentrate on spells and any magic items they wield loose any magical properties. You may do this once per short rest.
Advanced Rays
At 14th level, you gain an additional two spectral eyes and an additional two eye rays, as well as this you may use your Eye Rays ability three times per long rest.
|
Roll (1d10) |
Eye Ray |
|
1 |
1. Telekinetic Ray. The target must succeed a Strength saving throw (Spell Save DC) or they get pulled up to 30 feet towards you. The target is restrained by the ray’s telekinetic grip until the start of your next turn. |
|
2 |
2. Paralyzing Ray. The targeted creature must succeed a Constitution saving throw (Spell Save DC) 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 |
3. Fear Ray. The targeted creature must succeed a Wisdom saving throw (Spell Save DC) 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 |
4. Fear Ray. The targeted creature must succeed a Wisdom saving throw (Spell Save DC) 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. |
|
5 |
5. Slowing Ray. The targeted creature must succeed a Dexterity saving throw (Spell Save DC). 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. |
|
6 |
6. Sleep Ray. The targeted creature must succeed a Wisdom saving throw (Spell Save DC) 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. |
|
7 |
7. Petrification Ray. The targeted creature must make a Dexterity saving throw (Spell Save DC). 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. |
|
8 |
5. Enervation Ray. The targeted creature must make a Constitution saving throw (Spell Save DC), taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. |
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9 |
9. Death Ray. The targeted creature must succeed a Dexterity saving throw (Spell Save DC) or take 10d10 necrotic damage. The target dies if the ray reduces it to 0 hit points. |
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10 |
10. Nothing. None of your Eye Rays fire. |
Form of the Beholder
Beginning at 18th level, you are able to channel your beholder blood, turning you into a form which is difficult to rival in power. Once per day as an action, for 1 minute your spectral eyes appear, and shift into a material form, your hair grows and stretches out forming the eye stalks for each of your 10 glaring peripheral eyes. Your feet leave the ground as you begin to hover and your teeth grow into sharp needles. Your natural eyes pulse with power as your Beholder Blood flows through you. While in this form you gain the following benefits:
- 40ft flying speed.
- You are immune to being prone.
- You gain resistance to psychic damage.
- The 10 on your Eye Rays ability is replaced with the Annihilate Eye Ray (See Below)
- You may use your Eyes if Antimagic ability every turn until this ability ends.
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Roll (1d10) |
Eye Ray |
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10 |
10. Annihilate. The targeted creature must succeed a Dexterity saving throw (Spell Save DC) with disadvantage. On a failed save the creature takes 12d12+20 necrotic damage, this damage ignores resistances. If the attack leaves the creature on 0 hit points its remains dissipate leaving nothing behind. On a success the creature takes half damage and does not dissipate if killed by the attack. If this ray is used your Form of the Beholder ability ends early. |
Previous Versions
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10/8/2018 12:53:24 PM
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Posted Sep 26, 2022I can tell it's one of my older homebrew's because I would argue +5 passive perception is very broken given all the ways you can currently increase it, and I definitely wouldn't put it in something I released recently.
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Posted Sep 24, 2022This is actually a pretty balanced sorcerer I can't say myself but I will say Sorcerers are pretty overpowered at least for Homebrew standards so I'm not sure how balanced it is but there's a lot of RNG so that has to count for something anyways pretty cool