Sorcerer
Base Class: Sorcerer

The power of the Beholder flows through you, its alien nature granting you innate abilities. Perhaps through some freak accident, a pulse of the far realm energy attuned you to a powerful Beholder, shifitng your very being. Or perhaps some horrifying magical experiment infused you with the essence of a Beholder. Or maybe even you, or one of your ancestors was exposed to an alien artifact of 'The Great Mother', creator of Beholderkind.

Beholder Physiolgogy, 1st level, Beholderkin feature

This physiology also grants you certain benefits. You have Darkvision out to 60ft. If you already have Darkvision, its range is increased by 30ft. You have advantage on all Perception (Wisdom ) checks involving sight. Your skin also has a hide like quality, granting you +2 natural armor.

Eyes Of The Beholder 1st level, Beholderkin feature

Starting at first level, you have one extra eye, wherever you so choose ( or chosen randomly by a table or DM). The eye functions just like one of your normal eyes. This first eye can cast any of the 1st level spells, on the Eyes Of Beholder chart below without any components.
Any spell you cast with the eye has a range of 60 feet and starts out as a beam. You must be able see the target(s) for your Eye Ray to have an effect, and the eye you are using to cast the spell must not be covered or obscured. Otherwhise, it functions as the spell would normally. You can cast this spell with a spell slot as normal, or use a number of sorcery points equal to the spellsl level to cast it. They do not count toward your known spells and you always have them prepared.
Whenever you gain a level in this class, you can grow a new eye,(up to a maximum of 11) representing a spell that you do not already have an eye for. You can choose any spell from the Eyes Of The Beholder spell list, as long as you have the appropriate spell slot to cast that spell

Random Eye placement table
Roll 1d8
1. Forehead
2. Left hand
3. Right hand
4. Left Shoulder
5. Right Shoulder
6. Back
7. Chest
8. Stomach

Eyes of the Beholder spell list

1st level spells: Charm Person, Cause Fear,Ray Of Sickness, Sleep
2nd level spells: Hold Person, Searing Ray, Ray Of Enfeeblment
3rd level spells: Psionic Blast, Slow, Dispel Magic
4th level spells: Charm Monster, Arcane Eye, Confusion
5th level spells: Telekinesis, Hold Monster, Enervation
6th level spells: Distintergrate, Harm, Flesh to Stone

Beholder's Vision, 6th level, Beholderkin feature

You Darkvision's range is now doubled. You have a +2 bonus to Passive Perception while you can see. You can also now add half your Sorcerer level to any Investigation check involving sight.

Beholder Evolution, 14th level, Beholderkin feature

You grow a new eye, or one of your other eyes mutates, granting additional power. This eye can now use one of the Beholder's most powerful abilities. The Anti magic cone. As an action, you can expend 3 Sorcery points, to create a 60ft cone of antimagic, as if by the Antimagic Field spell, up to 1 minute as long as you maintain concentration. At the start of each of your turns, you can choose which direction the cone is facing.
In addition, when you gain this feature at 14th level, you can now levitate, granting you a fly speed equal to your movement.

Eye Tryant, 18th level Beholderkin feature

When you gain this feature at 18th level, you gain the following benefits.
The range of all your eye rays increases to 100ft
The range of your Antimagic magic cone increases to 80ft
Whenever you use one of your Eyes Of The Beholder spells, roll 1d6. On a result of 5 or 6, your gain one more use of that spell.

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