The Beholden, Variant (5e Subclass)

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Beholden Warlock[edit]

Warlock Subclass

You are a warlock who has made a pact with a beholder, a creature of supreme intellect who is famous for being paranoid and widely known to control an array of magical eye stalks that shoot devastating rays of energy. Entering into such a pact is deemed very risky to the fact that beholders typically only enter pacts with those who they think they can control or those who they believe will help them further their goals, but regardless you sparked the interest of a beholder in some way.

Those who enter into pacts with beholders typically hold some sort of goal or purpose in mind when deciding to enter into such a dangerous pact. Some wish to court the favor of the beholder and gain something in return, some aspire to acquire the power the beholder has, among various other reasons.

Expanded Spell List[edit]

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.

Spell Level Spells
1st ray of sickness, color spray
2nd scorching ray, ray of enfeeblement
3rd bestow curse, lightning bolt
4th confusion, black tentacles
5th telekinesis, geas

Beholding Eye[edit]

At 1st level, you learn the eldritch blast cantrip. It counts as warlock cantrip for you, but it doesn't count against your number of cantrips known and can cast it through your eyes without using vocal or somatic components. Additionally, if you chose the Pact of the Chain your familiar can take the shape of a Gazer[1].

Mini Ray[edit]

By entering into a pact with a beholder, you may draw power allowing you to partially mimic the effects of a beholder's eye rays. When you hit a creature with an eldritch blast ray, as a bonus action, you can enchant the ray with additional effects. Roll a d6 on the Mini Ray Table. The DC for these saving throws is equal to your warlock save DC. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

d6 Mini Ray Table
1 Disintegration Ray. Your eldritch blast ray becomes enchanted with destructive energy, making it deal 2d6 additional force damage. If a creature's hit points are reduced to 0 by this attack, the creature is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. This abilities damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
2 Fear Ray. Your eldritch blast ray awaken the sense of primordial fear in target. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 Petrification Ray. Your eldritch blast can partially mimic the effects of a petrification ray by a beholder, allowing you to partially turn a creature to stone. The creature must make a Charisma saving throw. On a failed save the creature is restrained as it partially turns to stone 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 Telekinetic Ray. Your eldritch blast can hold a creature in place and make them levitate off the ground. The creature must make a Strength saving throw. On a failed save, the creature is restrained and using a bonus action you may move them up to 30 feet in any direction. The effect ends at the end of your next turn.
5 Paralyzing Ray. Your eldritch blast contains a numbing energy that can be used to momentarily stop a creature in its tracks. The creature must make a Constitution saving throw. On a failed save the target is paralyzed. The effect ends at the end of your next turn.
6 You may pick an eye ray of your choice.

Antimagic Sight[edit]

Starting at 6th level, your sight as taken on some of the same characteristics of 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 choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails. At 12th level, your sight is further amplified, if the triggering spell deals damage to the creature, they gain resistance to the initial damage of that spell.

Hover[edit]

Starting at 10th level, your pact has granted you the power to float a few feet off the ground, making you immune to being knocked prone and increasing your movement speed by 10 feet. Additionally, if you chose the Ascendant Step eldritch invocation the spell allows you to move up to 20 feet in any direction, instead of just vertically.

Warped Mind[edit]

By 14th level, your mind feels as if it has become as sharp as a whip; however, you feel a growing sense of anxiety within you, almost as if your mind is taking on the characteristics of a beholder's, granting you the following benefits.

  • You gain proficiency in Intelligence saving throws and if you already have this proficiency, you instead gain proficiency with another saving throw of your choice.
  • When a creature forces you to make a Wisdom, Intelligence, or Charisma saving throw or whenever a creature that you can see damages you, as a reaction, you may plant an image of horror into the target's mind. The affected creature must make a Wisdom saving throw. On a failed save the target take 4d10 psychic damage and become paralyzed until the start of its next turn. On a successful save, a creature takes half damage and suffers no paralysis. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

Unique Eldritch Invocations[edit]

Antimagic Cone (Prerequisite: Beholder Patron, 15th level)

As an action you project an area of antimagic, as in 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 the cone is active. You cannot use your eye rays or cast spells while the cone is active.

Dream Come True (Prerequisite: Beholder Patron, 17th level)

As an action you attempt to use the connection to your patron to alter their dream and to shape reality. Make a charisma saving throw with a DC equal to your level. If you fail the saving throw nothing happens and the action is spent, you regain the use of this ability after a long rest. If you succeed you can cast wish as part of the action without suffering the negative drawbacks. Once you successfully use this ability, you cannot use it again for 4d6+4 days.

Dreamlike Reality (Prerequisite: Beholder Patron, 12th level) You can cast mirage arcane without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

Eldritch Beam (Prerequisite: Beholder Patron, eldritch blast)

As an action, you can shoot a singular concentrated ray that is 30 feet long and 5 feet wide in a direction of your choice. Each creature in range must make a dexterity saving throw. A target takes 1d10 force damage on a failed save, or half as much damage on a successful one. This feature's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Other invocations that apply effects to your eldritch blast also apply to your Eldritch Beam.

Eye Ray (Prerequisite: Beholder Patron, 9th level)

You can shoot one the beholder's eye rays[2] as an action at a creature of your choice within 120 feet of you using a pact magic spell slot.

Paranoid (Prerequisite: Beholder Patron)

You can cast alarm at will, without expending a spell slot.

True Magic (Prerequisite: Beholder Patron, 12th level)

When you cast a spell that uses a 1st level or higher spell slot, add 1 additional damage die to the damage the spell deals on a hit.

References[edit]

  1. D&D 5e VGM pp.126
  2. D&D 5e Monster Manual pp. 29
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