Beholder Bloodline (5e Subclass)

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Beholder Bloodline[edit]

Sorcerer Subclass

The blood of the beholders flows through your veins. Perhaps you were the result of an experiment to create a hybrid between a humanoid and one of these aberrations, or the blood of your ancestors mixed with that of a beholder. As a result, your mind and body have changed, granting you some of the beholder's power.

Beholder Bloodline Bonus Spells

Your alien blood has granted you access to new spells.

Sorcerer Level Spells
1st arms of hadar, hideous laughter
3rd alter self, enthrall
5th fear, hunger of hadar
7th black tentacles, hallucinatory terrain
9th contact other plane, telekinesis
Eye Rays

At 1st level, you grow a third eye on your forehead that can attack foes with the eye rays of a beholder. Whenever an eye ray calls for a saving throw, use your spell save DC. You may use an action to shoot one of the rays listed below at a creature you can see within 60 feet of you out of your third eye. You cannot use the same eye ray two times in a row. You cannot shoot eye rays if you are blinded. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses of it when you finish a short or long rest.

Wounding Ray. The target must succeed on a Dexterity saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much on a successful one. The necrotic damage from this ray increases when your sorcerer level reaches 5th level (3d10), 11th level (4d10), and 17th level (5d10).
Slowing Ray. The target must succeed on a Constitution saving throw. On a failed save, the target's speed is halved for 1 minute, 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 a success.
Fear Ray. The target must succeed on a 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.
Telekinetic Ray. The target must succeed on a Strength saving throw or the sorcerer moves it up to 30 feet in any direction.

In addition, you can speak and understand Deep Speech.

Antimagic Cone

At 6th level, you can project a cone of antimagic energy out of your third eye. Your third eye projects an area of antimagic, similar to the antimagic field spell, in a 30-foot cone. At the start of your turn, you may choose the direction of the cone and whether it will cause the effects or not. You cannot use your eye rays or cast spells while the cone is active.

Additional Rays

At 14th level, you gain further ability to wield a beholder's eye rays. You may use these additional rays with your Eye Rays ability.

Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by the sorcerer for 1 hour, or until the sorcerer harms the creature.
Petrification Ray. The targeted creature must succeed on a 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 1 hour or until freed by the greater restoration spell or other magic.
Draining Ray. The targeted creature must succeed on a Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. You regain hit points equal to half of the damage dealt.
Paralyzing Ray. The targeted creature must succeed on a 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 a success.

True Beholder

At 18th level, your body has become more like a true beholder. You gain the aberration type, a flying speed of 20 feet, and can hover. In addition, you may spend 4 sorcery points to use an eye ray from your Additional Rays abilities, even if you have already used that eye ray and have not yet taken a long rest.


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