Warlock : Beholder

by Carreau

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Warlock : Beholder

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 expended spells
Spell level Spells
1st Ray of Sickness, Chaos Bolt
2nd Aganazzar's Scorcher, Levitate
3rd Lightning Bolt, Glyph of Warding
4th Arcane Eye, Confusion
5th Telekinesis, Legend Lore

Aberrant Sight

When you choose this subclass at 1st level, your patron share its aberrant sight with you. You make wisdom (perception) and intelligence (investigation) checks based on sight with advantage. In addition, you gain Blindsight with a range equal to 5 times your proficiency bonus (in feet).

Eye Rays

At 6th level, your patron show you how to project eldritch rays from your open eyes. When you target a creature for the first time of the turn with the Eldritch Blast cantrip, you can choose to replace one of your beams by an Eye Ray. When you do so, roll a d6, and see its effect on the Eye Ray Table below. That effect replace the ones of the Eldritch beam.

Eye Ray Table
d6 Type Effect
1 Telekinetic Ray The target must succeed a Strength saving throw or you can move it 20 feet in any direction.
2 Death Ray The target must succeed a Dexterity saving throw or take 1d12 necrotic damage, and if it reduces its hit points to 0, the target is reduced into a small pile of dust.
3 Paralyzing Ray The target must succeed a Dexterity saving throw or be restrained until the start of your next turn.
4 Fear Ray The target must succeed a Wisdom saving throw or be frightened by you until the start of your next turn.
5 Frost Ray The target must succeed a Constitution saving throw or take 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
6 Charming Ray The target must succeed a Wisdom saving throw or be charmed by you until the start of your next turn.

If you target two or more creatures with different beams from your Eldritch Blast on a same turn, you can replace one beam by an eye ray for each creature you target (each eye ray must target a different creature).

When a creature must make a saving throw because of this feature, the DC is equal to your spell save DC.

Reality Warp

Starting at 10th level, your mind became so potent that even your dreams can alter the reality around you. At the end of each long rest, you can cast either the spell Creation or the spell Hallucinatory Terrain as an action without expending a spell slot. You ignore any somatic, verbal or material component when you cast one of those spells that way.

Antimagic Gaze

Starting at 14th level, as an action, your eyes can create an area of antimagic, as in the Antimagic Field spell, in a 60-foot cone. That area lasts until the start of your next turn, and also works on your own spells, items and features magical effects. On your following turns, you can extend the duration of the antimagic cone for one more round as an action. (you can extend its duration multiple times, and each time you do so, you can reorient it in the direction of your choice). While your Antimagic Gaze is active, you can't cast spells that require you to see your target.

Once your antimagic cone ends, you can't create an other one until you finish a long rest, unless you expend a 5th level spell slot.

Art Credit : Wizards of the Coast

Homebrew lovingly made by LeRoiDeCarreau

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