Warlock
Base Class: Warlock

Your patron is a mysterious one, a beholder. Perhaps the beholder is using you to help it gain some greater accomplishment. Or maybe it doesn't even know that it gifted you this power as it happened in a dream Nevertheless, this patron has gifted you powers that now allow you to reach into the madness of the beholder and use it to your gain. Most that accept this pact willingly know of the great risk that accompanies it, and the beholders that gift this power willingly do so because they believe they can control you. 

Expanded Spell List

Beholden Expanded Spells
SPELL LEVEL SPELLS

1st

command, sleep

2nd

blindness/deafness, silence

3rd

clairvoyance, slow

4th

arcane eye, black tentacles

5th

modify memory, telekinesis

Bonus Proficiency

Due to your pact with the beholder, your sense of perception has improved. You become proficient in perception

Eye Rays

Your connection to the beholder has gifted you the ability to use eye rays to a limited degree. Choose 3 eye rays which are detailed under "Eye Rays" below. These eye rays may be used as an action. Once you use an eye ray, you cannot use it again until you finish a long rest. You have two uses of this feature and you gain an additional use of eye rays at levels 6, 10, and 14. You regain all expended uses of eye rays when you finish a long rest. The range of all of your eye rays are 30 feet. This range increases to 60 feet at level 10.

You gain additional Eye Rays at certain levels. 3 Eye Rays at level 6, 2 Eye Rays at level 10, and one Eye Ray at level 14.

Banishing Ray

(Prerequisite level 10)

A creature targeted by this eye ray must make a charisma saving throw against your Warlock spell save DC or be sent to another plane of existence. The effect ends early if you lose your concentration (As if concentrating on a spell). If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

Blinding Ray

You shoot a beam of pure light from your eyes towards a creature of your choice. The targeted creature must make a constitution saving throw against you Warlock spell save DC or be blinded for 1 minute. The creature can repeat this saving throw at the end of each of their turns.

Charm Ray

The targeted creature must succeed on a charisma saving throw against your Warlock spell save DC. If they failed, they are charmed by you for one minute or until you or your allies harm the creature.

Control Ray

(Prerequisite level 6)

A creature targeted by this spell must succeed on a charisma saving throw against your Warlock spell save DC or be charmed by you for 1 minute. While charmed in this way, you can use your bonus action to force the creature to move up to it's speed and make one melee attack against a creature in range. The creature can repeat the saving throw at the end of each of it's turns, ending the effect on a success.

Death Ray

(Prerequisite level 10)

You shoot a beam of pure necrotic energy at a creature withing range. The target must succeed on a constitution saving throw against your Warlock spell save DC or take 8d8 + 30 necrotic damage. If reduced to 0 HP by this beam, the target is instantly killed and it cannot be revived except by means of true Resurrection or a wish spell.

Disintigration Ray

(Prerequisite level 10)

A thin green light shoots from your eyes towards a target of your choice. The target must succeed on a dexterity saving throw against your Warlock spell save DC or take 10d6 + 20 force damage. If the target is reduced to 0 HP by this ray, it is reduced to a pile of ash. This ray also automatically disintegrates  any large or smaller non magical object or an object made of magical force such as wall of force. If the object is huge or larger, it automatically  disintegrates a 10 ft cube portion of it. Magic items are unaffected by this ray.

Enervation Ray

(Prerequisite Level 6)

You shoot a beam of black energy towards a target in range. The targeted creature must make a Constitution saving throw against your Warlock spell save DC or take 8d8 Necrotic damage, or half as much on a success.

Fear Ray

You launch a beam of translucent energy towards a creature that you can see. The targeted creature must make a Wisdom saving throw against your Warlock spell save DC or become frightened of you for 1 minute. At the end of each of the creatures turns, it can repeat the saving throw ending the effect on a success.

Hexing Ray

A creature targeted by this spell must succeed on a charisma saving throw or be cursed by you for 1 minute. While cursed in this way, the target has disadvantage on all saving throws against spells you cast and has disadvantage on attack roles made against you. You also have advantage on all attack roles made against the target.

Paralyzing Ray

(Prerequisite level 6)

The target of your ray must succeed on a constitution saving throw against your Warlock spell save DC or become paralyzed for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the paralysis on a success.

Petrification Ray

(Prerequisite level 14)

You shoot a beam of white energy from your eyes towards a target you can see. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. This effect ends prematurely if your concentration is broken (as if concentrating on a spell)

A creature restrained by this ray must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this ray three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this effect for the entire possible duration, the creature is turned to stone until the effect is removed by means of a greater restoration spell or other magic.

Sleep Ray

You shoot a beam of magical energy, forcing the foe to feel drowsy. The targeted creature must make a wisdom saving throw against your Warlock spell save DC or fall asleep and remain unconscious for 1 minute. The target awakes if it takes damage or another creature uses its action to awake it. This ray has no effects on constructs or undead

Slowing Ray

You shoot a beam from your eye of pure lethargic energy. The target of your ray must succeed on a Dexterity saving throw against your Warlock spell save DC. On a failure, the target's speed is halved for 1 minute or until you lose your concentration (as if concentrating on a spell). In addition, the creature cannot take reactions and it can either take an action or bonus action on it's turn, but not both. The creature can repeat the saving throw at the end of each of it's turns, ending the effect on a success.

One Eye Open

Starting at level 6, your connection with a beholder has led to you becoming more perceptive to threats. Both your passive perception and your initiative modifier increase by an amount equal to your charisma modifier (Minimum of 1).

Antimagic Sight

Starting at 10th level, your sight has taken on some of the same characteristics of a beholder. When you or a friendly creature that you can see within 30 feet of you makes a Charisma, Wisdom, or Intelligence saving throw against magic, you can use your reaction to grant them advantage on the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.

The Eye of the Beholder

Starting at level 14, your connection to your beholder patron has grown so great that you can now call on it's power in a more direct way. 
As a bonus action, you can summon an Eye of the Beholder. The Eye of the Beholder lasts for 10 minutes , until destroyed, or until it is dispelled and takes the appearance of an eye stalk of your beholder patron.  The eye has an AC of 10 and HP equal to your warlock level + your charisma modifier. Upon creation it shoots an eye ray of your choice from the list of eye rays you have known. In addition, as a bonus action on each of your turns, you can move the eye 20 feet and have it shoot another eye ray that you know. Once the Eye of the Beholder uses an eye ray, it cannot use that ray again until it is summoned again. The eye rays that the Eye of the Beholder uses do not count against your uses of said eye rays. 

In addition, you can use your action to see through the eye ray, when doing this, you are blinded and deafened and can only see through the Eye of the Beholder.

Once you summon the Eye of the Beholder, you cannot summon it again until you take a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes