Base Class: Paladin
Paladins often take oaths to deities and entities of sacred and devout nature. Some even forego their pious devotion to harness the powers of vengeance or conquest. The Oath of Beholding is a rare and otherworldly one. More akin to patron for warlocks, the paladins who subscribe themselves to the eldritch horrors known as Beholders and their ilk are usually wicked or are otherwise persuaded/convinced into their service. Although not the traditional route most paladins choose to take: taking an oath to a Beholder offers unique and horrifying abilities to otherwise holy combatants.
Uncanny Influence
If you do not speak them already, you gain the ability to speak and understand both Undercommon and Deep Speech. Additionally, you gain advantage on CHA checks when speaking to aberrations.
Additionally, you now have access to a variety of spells from the Warlock Casting Table.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Beholding Sight. As a bonus action action, you can call upon the eldritch sight of a beholder. For the next 10 minutes, you have Darkvision and Truesight up to 30ft.
Anti-Magic Cone. As an action, you can suppress the magic of spell-users within your line of sight for 1 minute. Using your Channel Divinity, any creature within a 30ft cone of your line of sight cannot cast spells, summon creatures, and magic weapons become mundane.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Beholding Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Cycloptic Rays
By 7th level, your service to beholding has granted you the ability to use the eye-beams of a Beholder. Twice per long rest, you may use your action to roll a d10. Depending on the number rolled, a ray of power shoots from one of your eyes and causes the corresponding effect.
Cycloptic Rays
| D10 | CYCLOPTIC RAY |
|---|---|
| 1 | Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by you for 1 hour, or until you harm the creature. |
| 2 | Paralyzing Ray. The targeted creature must succeed on a DC 16 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 itself on a success. |
| 3 | Fear Ray. The targeted creature must succeed on a DC 16 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. |
| 4 | Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. 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. |
| 5 | Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. |
| 6 | Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or until you are incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. |
| 7 | Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw 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. |
| 8 | Petrification Ray. The targeted creature must make a DC 16 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 1d4 hours. |
| 9 | Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 8d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. |
| 10 | Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 8d10 necrotic damage. The target dies if the ray reduces it to 0 hit points. |
All-Seeing Eyes
Starting at 15th level, your ability to see through the eyes of a beholder has enabled you to influence the weave itself. When your Beholding Sight (Channel Divinity) is active, you may cast detect magic at will and dispel magic once without using a spell slot. These spells are usable even if they are not known to the paladin.
Chaotic Tyrant
At 20th level, you can control the abhorrent energies that surround you and manifest them into the vestiges of a Beholder. As an action, you may choose one of the following benefits:
- The walls around you sprout grotesque appendages for the next minute. Any creature, including one on the Ethereal Plane, that is hostile to you and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
- Eyestalks sprout from your body for the next 10 minutes. As a bonus action, you may target a creature within 30ft of you and roll a d10. The number rolled will cause the corresponding ray from the Cycloptic Rays table to burst from one of the eyestalks.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments