Base Class: Warlock
Few monsters strike such fear into the hearts of adventurers and dungeon delvers than the Beholder; an unpredictable and tyrannical aberration. Intensely paranoid and prideful, a beholder can spend decades perfecting and designing a perfect dungeon, establishing a chain of lackeys, and filling their inner chambers with lavish decorations and deadly traps only to restart or flee in fear of a compromised lair and conspiring subordinates.
Beholders powerful enough to bestow power are few and far between, as are long-lasting relationships between a beholder and humanoid, so an exceedingly bizarre set of circumstances must have been reached in order for you to gain your patron. Perhaps you long-ago encountered one as a baby and were raised by it before being setting out into the world on your own as an agent of your patron. You may yourself have been born through one the potent dreams of a beholder and kept alive to play a part in the meticulously laid plans of your patron.
Whatever your origins, you have use the power of this aberrant being to great effect, firing beams of random and destructive energy from your enchanted eyes, dispelling and blocking powerful spells with your gaze alone, and foiling even the best made plans by always remaining a few steps ahead.
As a final note, your prolonged exposure to beholder magic may have warped your perception of the world or some aspect of your personality in a way similar to your patron. At your option, you can pick from or roll a d6 on the Beholder Warlock Quirks table to create a quirk for your character.
1. You often have vivid dreams and nightmares reflecting your emotions, fears, and ambitions. Like a Beholder, these dreams carry ripples into the real world. For example, if you miss a lost druid companion, you may wake up to the sound of a lone songbird which is nowhere to be found, or if you suspect an "ally" is plotting to betray you, they may awake next to you with an unsheathed knife in their hands.
2. You are constantly paranoid and never fully trust others. Dolling out trust is nothing but a device to manipulate the weak mined.
3. You are blindly arrogant and have an insatiable ego and love of flattery. Why wouldn't you though, if anyone else were so wonderful they'd feel the same way!
4. Your thirst for knowledge drives you to endanger yourself and others, and you sooner die than share your secrets with anyone once you've found them.
5. Your actions are sometimes erratic and random due to a mild insanity developed after years exposed to a beholder face-to-face. You use leaps of logic and wild improbabilities to justify actions. The ends always justify the means.
6. You refuse to accept blame and will always resorts to deflecting it, no matter the situation. Even in the most obvious cases of a failure being your fault, it somehow always falls to misfortune, a bystander, or a misunderstanding (not on your part) to explain away the blunder.
Expanded Spell List
The Beholder lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Beholder Expanded Spells
1st Level Spells - Colour Spray, Sleep
2nd Level Spells - Levitate, Find Traps
3rd Level Spells - Clairvoyance, Sending
4th Level Spells - Arcane Eye, Private Sanctum
5th Level Spells - Telekinesis, Mislead
Beholden and Awakened
Starting at 1st level, thanks to the unique traits of your patron, you gain a fragment of the abilities granted by their bizarre physiology and access to the alien language spoken by beholders and other aberrations.
You are proficient in the Perception skill, and the ability to speak, read, and write in Deep Speech.
Eyes of the Beholder
At 1st level, like the dangerous eyes of your patron, your eyes are enchanted granting you extraordinary abilities. Select one or both of your eyes. Unless you are blinded, your enchanted eye(s) can be used as arcane foci and to fulfill the somatic components of your spells. You also gain darkvision to a range of 120 feet.
Eye Beams
Starting at 6th level, you gain the ability to fire Eye Beams with varying effects. After you take the Cast a Spell or Attack action, you may use your bonus action to fire a random eye beam. Roll a d6 and consult the following table to determine the effect of an additional beam to be fired at a target of your choice within 60 ft. The saving throws are made against your Warlock spell save DC. You may use this feature a number of times equal to your proficiency bonus, and regain all uses after a short rest.
- Charming Beam - The target makes a Charisma saving throw. If it fails, it is charmed by you until the end of it's next turn or until you harm it.
- Telekinetic Beam - The target makes a Strength saving throw. If the target is an object weighing less than 300 pounds, it automatically fails the saving throw. If the target fails and the target is moved up to 10 ft. in a direction of your choice.
- Enervating Beam - The target makes a Constitution saving throw. If it fails, it takes 1d10 necrotic damage, or half as much on a success.
- Slowing Beam - The target makes a Wisdom saving throw. If it fails, it's movement speed is reduced by 10 feet and it can't take reactions until the end of it's next turn.
- Disorienting Beam - The target makes a Intelligence saving throw. If it fails, it has disadvantage on the next attack roll or ability check it makes before the end of its next turn.
- Death Beam - The target makes a Dexterity saving throw. If it fails, the target takes 1d10 force damage plus your Charisma modifier.
Anti-Magic Sight
Starting at 10th level, your sight as taken on some of the same properties of projected anti-magic as a beholder. When you or a friendly creature that you can see within 30 feet of you makes a Charisma, Intelligence, or Wisdom saving throw against magic, you can use your reaction to grant them advantage on the saving throw. You can use this ability a number of times equal to your Charisma modifier, and regain all uses after a long rest. You must use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.
Abberent Embrace
Starting at 14th level, your connection with your patron has grown so strong that you can temporarily channel the terrifying true power of a beholder. Once per long rest as an action, you may roll 3d10 (rerolling duplicates) to fire 3 enhanced eye beams at targets of your choice within 60 ft. The enhanced eye beams use your spell save DC, and have the same effects as those fired by an actual beholder.
As an optional rule, continuous use of this ability may wear on a mortal mind, as glimpses into the far realm to permeate into dreams and visions, and the paranoid and tyrannical nature of a Beholder begins to take root. The user may begin to fear or grow suspicious of their patron or trusted allies, or any of the other quirks noted at the beginning of this subclass. Additionally, when this ability is used, the user may undergo a brief transformation. Three huge eyes may extend out of your skull on long stalks to fire the enhanced beams before withering and falling away, or perhaps your teeth grow sharp and jagged and a pointed elongated tongue whips about in a hysterical laugh as a target is reduced to ash by one of your rays. Whatever the nature of the change, you begin to briefly but eerily resemble your patron both in personality and in form.
Previous Versions
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