Beholderkin [New Dawn]

by Rachayz

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Art by: kerembeyit

Beholderkin

A beholder's dreams warp reality around their lairs, and often these warping effects twist them into various forms based on the nature of its dreams. However, sometimes a beholder dreams of those who kill its most powerful threats, those who covet gold often more than it does, those who can slay dragon and demon alike, adventurers. As such, a beholder may manifest or even transform into a beholderkin that resembles a humanoid adventurer. Such beholderkin are born with a passion for adventure and a desire to become as powerful and notable as heroes or villains of old.

Adventurous Purpose. A beholderkin seeks adventure above all else, as its very existence is defined by it. Typically, if a beholderkin is given an option to slay a dragon or delve into a dungeon, it will accept without hesitation.

A New Body. With this new humanoid form, a beholderkin may or may not now have a defined sex. If the beholderkin was born from a fascination with a particular hero or villain, it likely is the same sex and general appearance as them.

In addition, the new beholderkin may not even have memories of its parent or previous life as a beholder, and might believe itself of another race entirely.

Room for Growth. While far weaker than a full beholder at "birth", the adventurous beholderkin sees this as an option to "fit in" with locals, as well as fulfill the adventurous trope of rising from zero to hero. Each magical item, each growth in power, all please an adventurer beholderkin greatly.

Beholderkin Traits

As an adventurous beholderkin, you gain the following traits.

Ability Score Improvement. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Aberration. Your creature type is aberration.

Eye Rays. As an action, you can manifest or hide several spectral eyes which float around your head. While the eyes are manifested, you can use an action to cast a random cantrip from one of the eyes. Roll a d8 and consult the below to determine which cantrip is cast.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

d8 Effect
1 acid splash
2 chill touch
3 eldritch blast
4 fire bolt
5 poison spray*
6 ray of frost
7 shocking grasp*
8 vicious mockery

*When cast with this feature, its range becomes 60 feet.

Float. You can cast the levitate spell once with this trait targeting yourself, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.

Subraces

Just as beholders come in many shapes and sizes, so do the beholderkin they dream of.

Beholder

Your nature is more pure to a monsterous beholder than others, granting you some powers that you or your parent once had.

Dreams of Reality. When you start a long rest, you can choose to have a dream which shapes reality. At the end of this long rest, roll on the dream table below to determine the nature of your dream.

d6 Dream
1 Nightmare. You wake up terrified, having suffered a nightmare. You have advantage on all saving throws against frighten effects until your next long rest, as nothing can compare to the horrors witnessed in your dream.
2 Charming. You had a dream of love, however that might manifest for one such as you. You have advantage on the next number of Charisma checks equal to your Proficiency Bonus you make until your next long rest.
3 Chased. You had a dream where you were being chased by something. Your walking speed increases by 10 feet until your next long rest.
4 Flying. You had a dream where you soared far above the clouds. You gain a 30 foot flying speed until your next long rest.
5 Alone. You dream that nobody wanted to talk to you, and anyone you tried to interact with ignored you like you didn't exist. You are Invisible for 1 hour, or until you attack or cast a spell.
6 Foretold. You had a dream which hints at future events, possibly allowing you to avoid them. Once before your next long rest, when you make an attack roll, ability check, or saving throw, you can choose to remember this dream, granting yourself advantage.

Antimagic Sight. At 5th level, you learn the spell counterspell and can cast it once without expending a spell slot with this trait. You regain the ability to cast it this way when you finish a long rest. This spell uses the same spellcasting ability modifier as your Eye Rays feature.

Death kiss

When you were formed, blood was on the forefront of the beholder's mind, perhaps the gruesome end of a legend, or a critical slice that made a legend.

Electric Blood. When a creature within 5 feet of you deals piercing or slashing damage to you, you can deal 1d4 lightning damage to the attacking creature.

Spectral Tentacles. You know the cantrip mage hand. When you cast this spell, instead of summoning a hand, you summon a spectral tentacle that appears to reach from your body to the location of the hand. You can have up to 4 of these tentacles active at once, and when you use an action to control one of the tentacles, you can choose to control all of the tentacles instead of one.

Storm of Cuts. At 5th level, you learn the spell bloody banquet and can cast it at 3rd level once without expending a spell slot with this trait. When cast in this way, you do not need material components. You regain the ability to cast it this way when you finish a long rest. This spell uses the same spellcasting ability modifier as your Eye Rays feature.

Bloody Banquet

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: S, M (a melee weapon that deals slashing damage worth at least 1gp)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Warlock

You swing the weapon in a sweeping arc, blood forming at the tip of the weapon to cut around you. Creatures of your choice that you can see within 15 feet of you must make a Dexterity saving throw or take 4d6 necrotic damage.

For each small or larger creature that failed the save, you can choose to heal one creature you can see within range. That creature regains 1d6 hit points.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot above 2nd.

Death Tyrant

When you were made, the beholder dreamed of powerful undead, perhaps a lich or a death knight, or maybe a long dead hero who it sought to return to life.

Death Speaker. You can communicate with any undead creature, regardless of if the two of you share a language. If the target undead doesn't know any languages, you can still communicate simple concepts with it.

Grave Sight. At 5th level, you learn the spell summon undead and can cast it once without expending a spell slot with this trait. When cast in this way, you require no material components. You regain the ability to cast it this way when you finish a long rest. This spell uses the same spellcasting ability modifier as your Eye Rays feature.

Undead Form. Unless you choose otherwise, you are considered undead for the purposes of features and spells. In addition, you do not require air, food, drink, or sleep.

 

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