Eye of the Beholder (5e Equipment)
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Wondrous Item, rarity varies This ornate medallion is set with the eye of a beholder. The eye has 4 charges and as an action, you can spend a charge to fire a ray from the eye. Ten varieties of this eye exist, corresponding with and having rarity according to the ten different eye stalks of a beholder. The effect of the ray is determined by which variety of the eye you have. The eye regains 1d4 charges every day at dawn. |
Type of Eye | Effect | Rarity |
---|---|---|
Charming | The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by you for 1 hour, or until the you harm the creature. | Rare |
Fear | 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. | Rare |
Sleep | 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. | Rare |
Slowing | 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. | Rare |
Enervation | The targeted creature mu st make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. | Very rare |
Paralyzing | 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. | Very rare |
Telekinetic | If the target is a creature, it must succeed on a DC 16 Strength saving throw or you move it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the your next turn. 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. | Very rare |
Death | The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. | Legendary |
Disintegration | If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. | Legendary |
Petrification | 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 mu st repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. | Legendary |
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