0% found this document useful (0 votes)
12 views

Beholder Origin

The document describes the origin and abilities of a homebrew D&D subclass called Beholderkin Origin. It provides details on the subclass's spell list, abilities gained at various levels like manifesting spells as rays with disadvantages on saves, gaining flight and hovering, and eventually gaining an ability to create an antimagic cone.

Uploaded by

Simone
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
12 views

Beholder Origin

The document describes the origin and abilities of a homebrew D&D subclass called Beholderkin Origin. It provides details on the subclass's spell list, abilities gained at various levels like manifesting spells as rays with disadvantages on saves, gaining flight and hovering, and eventually gaining an ability to create an antimagic cone.

Uploaded by

Simone
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1

Beholderkin Origin Inner Eye

There have always been mad, reckless mages toying with the Also at 6th level, you begin to internalize the Beholders'
boundaries of life, of species, of realms. Fleshwarpers blend connection to the Far Realm, gaining alien insights - better
the powers of the greatest aberrations into humanoid bodies, hope you can also shut out its demented voices. You gain the
that most malleable of clays. ability to cast augury as a ritual.
Twisted monstrosities made out of a human being fused At 9th level, you can cast divination without spending a
with eyes and the flesh of Beholders are known as Seeing spell slot; however, when you do so you are afflicted with
Ones, and they take many forms - from rambling mad long-term madness (Dungeon Master's Guide, pp. 259-260).
mounds of flesh sprouting a hundred eyestalks, to seductive You must complete a long rest before you do so again.
humanoids whose eyes are on the inside contemplating
secret truths. Hovering Tyrant
Sometimes such creatures are human enough to Beginning at 14th level, arcane power suffuses your body to
intermarry with other humanoids, and their aberrant blood such an extent that you find gravity to be more of a polite
finds its way down the genealogical tree. Sometimes an echo suggestion than a law. As a bonus action, you may rise into
of that blood awakens in a descendant, and they become a the air, gaining a flying speed equal to half your current speed.
sorcerer guided by visions of ephemereal eyes. While you fly through any means, you also hover and are
Or perhaps you are a Witness, beholderkin by bloodright, immune to being knocked prone.
seeking to awaken to the full power of your progenitor. This is You need not be conscious to sustain this effect and can
a dangerous path to tread, for you risk embracing the comfortably sleep in the air. You may end this effect freely to
madness of the cruel, xenophobic Beholders; but it can be a return to the ground.
rewarding one, one that will make you a hero for the ages. If you have a flying speed with the ability to hover but a
special limit on how high you rise, such as from the Witness's
Aberrant Soul racial traits, this feature instead increases your flying speed
The magic that surges within you comes from the deepest by 10 feet and removes this special ceiling, as well as making
Underdark. You can speak, read and write Deep Speech. In you immune to being knocked prone.
addition, you gain the following spells at the listed sorcerer
level. These spells do not count against the number of
sorcerer spells you know.
Beholderkin Bonus Spells
Sorcerer level Spells
1st ray of sickness, charm person
3rd scorching ray, ray of enfeeblement
5th slow, fear
7th arcane eye, Evard's black tentacles
9th telekinesis, hold monster

Phantasmal Eyes
Beginning at 1st level, whenever you cast a spell which has an
area of effect, you may choose to manifest an otherworldly
eye which focusses the spell like a ray, causing it to affect only
a single valid target within its range.
If the spell can be defended against by a saving throw, this
target suffers disadvantage on the first save made against it.
If the spell affects the environment, such as darkness or Eye of the Beholder
Evard's black tentacles, only the selected target is affected by At 18th level, your emulation of the Beholder's powers is
this environment. Others see phantom tentacles pass through complete and supplemented by your own arcane power. With
them and other such disturbing, but harmless effects. a sign of your hand you can evoke the glimmering lens of a
Hatred Orbs Beholder's central eye and radiate from it an aura that
supresses all magic before it.
Beginning at 6th level, you learn to infuse your targeted spells As an action, you may spend 5 Sorcery Points and produce
with cold fury. When you cast a spell which inflicts damage a 90-foot cone of antimagic, as the antimagic field spell. This
and requires a ranged spell attack against its target, it inflicts cone affects whichever direction you're facing, and you may
additional damage equal to your Charisma modifier. change its direction each turn. Sustaining the cone costs 1
This additional damage is inflicted only once against each Sorcery Point every turn.
creature targeted by a given spell. Your magic is affected by the field as normal.

You might also like