Weird Wanderers: Beholders

by Tortoxicion

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Weird Wanderers: Beholders

Playtest Material

The material in this document is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game development yet. This material is subject to change as development, and playtesting, is still ongoing and will be tweaked as time goes by based on feedback The character options you read here might be more or less powerful than options officially available. If a design survives playtesting, I shall adjust its power to the desirable level before official posting.


I hope you enjoy playing this homebrew.

Sightseer

Sightseers are spherical alien beings with bizarre biology and even stranger minds. These beholder-kin are spawned when a beholder has intense dreams about exploring the world or going on an adventure. These lesser beholders are born smaller and weaker than a true beholder. However, sightseers possess great potential and can grow much stronger. Because of this, they are usually slain by their parent before they can escape their likely death or enslavement. The ambitious ones that do escape set out to live the very dreams that their progenitor had to manifest them.

They all have globular bodies with a gaping mouth filled with sharp teeth and one giant eye. Four to ten eye stalks protrude from the sides and top of their round form. Their flesh manifests in a variety of colors and textures, from spiky and brown, slimy and yellow, or scaly and blue. Their eyes are also unique, with their iris and sclera coming in many colors and their pupils coming in many shapes. Some may have unique features like hair, different colored eyes, or no lips. They often resemble the beholder that created them.

Sightseer Traits


  • Creature Type: Aberration
  • Size: Small (about 1-3 feet tall)
  • Speed: 5 feet

As a Sightseer, you have these special traits.

Darkvision. You have Darkvision with a range of 120 feet.

Eye Stalks. You have Advantage on sight based Wisdom (Perception) checks.

Natural Armor. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Bite. When you use your Unarmed Strike and deal damage, you can choose to bite with your toothy maw. You deal Piercing damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike.

Kinetic Ray. You know the Mage Hand cantrip. You can cast it without Verbal components. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you select the species).

Tiusium Glands. You have a Flying Speed of 25 feet, and can hover. You can’t use this flying speed if you’re wearing medium or heavy armor, or if you exceed your maximum Carry Capacity.

Void Blood. You automatically succeed on saving throws against the effects of extreme cold and heat.

Additional Information

See pages 5—18 in the Volo's Guide to Monsters (2016) book for more information on Beholders. The book also has tables to roll on to help generate your Beholder-Kin's personality and appearance.

Beholder (Class)


Class Description.


Core Beholder Traits
Primary Ability Intelligence
Hit Point Die D8 per Beholder level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 3: Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, or Survival
Weapon Proficiencies Simple weapons
Tool Proficiencies Choose one tool
Armor Training None
Starting Equipment Choose A or B: (A) One tool of your choice, Explorers Pack, and 5 GP; or (B) 45 GP

Becoming a Beholder...

As a Level 1 Character

  • Gain all the traits of the Sightseer species.
  • Gain all the traits in the Core Beholder Traits table.
  • Gain the Beholder’s level 1 features, which are listed in the Beholder Features table.

As a Multiclass Character

  • Only beholder-kin can multiclass into the Beholder class.
  • Gain the following traits from the Core Beholder Traits table: Hit Point Die, and proficiency with one tool of your choice.
  • Gain the Beholder's level 1 features, which are listed in the Beholder Features table.

Equipment for the Beholders

The shape and form of a Beholder is very inhuman, due to this, your ability to handle objects and use equipment is determined by your body's physical limitations. Your starting Equipment is assumed to be tailored to your shape, but for everything else the DM decides whether it’s practical for you to wear or use a piece of equipment based on your size and shape.

Beholder Class Features

As a Beholder, you gain the following class features when you reach the specified Beholder levels. These features are listed in the Beholder Features table.

Level 1: Eye Rays

You have several eye stalks; each stalk possesses its own special ray from its eye. You can take the Magic Action to use one of your Eye Rays. At level 1 you start with four rays of your choice from the Eye Rays section (pg. X), some rays have a level requirment. Confusion Ray, Frost Ray, Sleep Ray and Wounding Ray are recommended. You gain two more at Level 6 and four more at level 14. You ust meet the level requirement to choose an Eye Ray. Whenever you gain a Beholder level, you can replace one of your Eye Rays with another eligible Eye Ray.

Range. You Eye Rays have a range of 30 feet. To target something with a ray, you must have a clear path to it, so it can't be behind Total Cover.

Beam Die. Some rays require the use of the Beam Die (or BD for short), This die changes as you gain Beholder levels, as shown in the Beam Die column of the Beholder Features table.

Saving Throws. Some Eye Rays require your target to make a saving throw. The save DC equals 8 plus your Intelligence modifier and Proficiency Bonus.

Damage Modifier. You add your Intelligence, Wisdom, or Charisma to your Eye Rays damage rolls (choose the ability when you gain this feature).

Eye Ray Charges. You have a number of Eye Ray Charges determined by your Beholder level, as shown in the Eye Ray Charges column of the Beholder Features table. You can expend these charges to fire or enhance certain eye rays. When you expend an Eye Ray Charge, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended charges.

Enhancing Eye Rays. You can expend one additional Eye Ray Charge to roll one more Beam Diee for every one additional Eye Ray Charge you expend. Alternatively, you can expend one additional Eye Ray Charge to increase the initial Eye Ray's saving throw DC by +1, every one additional Eye Ray Charge you expend.

Beholder Features
Level Proficiency
Bonus
Features Eye Ray
Charges
Beam
Die
1st +2 Eye Rays, Rancor 3 d6
2nd +2 Expertise, Manifestations 3 d6
3rd +2 Beholder Subclass 3 d6
4th +2 Ability Score Improvement, Benign Visage 4 d6
5th +3 Eye Rays, Sphere of Many Eyes 4 d8
6th +3 ??? 4 d8
7th +3 Subclass Feature 4 d8
8th +3 Ability Score Improvement 5 d8
9th +4 Expertise 5 d8
10th +4 Second Beam 5 d8
11th +4 All Seeing Eye 5 d10
12th +4 Ability Score Improvement 6 d10
13th +5 Eye Rays, Eye Tyrant 6 d10
14th +5 Subclass Feature 6 d10
15th +5 ??? 6 d10
16th +5 Ability Score Improvement 7 d10
17th +6 Antimagic Cone 7 d12
18th +6 Subclass Feature 7 d12
19th +6 Epic Boon 8 d12
20th +6 One Eye to Rule Them All 8 d12

Level 1: Rancor

There can only be one. You have Advantage on attack rolls and saving throws against other beholders.

Level 2: Expertise

You gain Expertise in two of your skill proficiencies of your choice. Arcana and Perception are recommended if you have proficiency in them.

At Beholder level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Level 2: Manifestations

Your dreams warp reality. When you finish a Long Rest, you and your allies within 30 feet of you gain a dream effect. Roll on the Dreams table to determine the effects everyone gains. This effect lasts until they finish another Long Rest.

Dreams
d6 Dream Effects
1 Dreams of Adventure. You gain Heroic Inspiration.
2 Dreams of Battle. You gain +2 bonus to damage dealt with weapons, Unarmed Strikes and spells.
3 Dreams of Cheese. You have Disadvatnage on Charisma (Performance or Persuasion) checks, as you reek of aged cheeses.
4 Dreams of Survival. You automatically succeed on saving throws against the effects of extreme cold and heat. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.
5 Dreams of Wealth. A pile of 2d6 gold pieces appears nearby.
6 Dreams of Wellness. You gain Temporary Hit Points equal to two rolls of your Beam Die.

Level 3: Beholder Subclass

You gain a Beholder subclass of your choice. Eye of Death, Hive Lord, Oculus Mage, Ultimate Orb subclasses. are detailed after this class's description. A subclass is a specialization that grants you features at certain Beholder levels. For the rest of your career, you gain each of your subclass's features that are of your Beholder level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Beholder levels 8, 12, and 16.

Level 4: Benign Visage

You may take the Magic Action to disguise yourself into an unassuming humanoid form. You determine the skin color, sex, height, and weight, and species of this disguise. You assume this form every time you use this feature, but none of your game statistics change. Your equipment changes size and shape to match the humanoid form, but you are always at least wearing traveler's clothes.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Eye Ray save DC.

You stay disguised for 1 hour, or until you end it as a Bonus Action, have the Incapacitated condition, take at least 10 damage, or die.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 5: Sphere of Many Eyes

Your body and mind evolves. You gain the following benefits:

  • Bulbous. Your size becomes Medium.
  • Improved Rays. You roll one additional Beam Die when using your Eye Rays.
  • Sharp Teeth. You roll one additional damage die when using your Bite attack.
  • Sharp Sight. The range of your eye rays increase to 60 feet.
  • Thick Skin. You gain a +1 bonus to your Armor Class.

Level 10: Second Beam

When you take the Magic Action to fire a ray, you may use two eye rays in the same action.

Level 11: All Seeing Eye

You gaze beyond the veil. You can cast the Scrying spell, you ignore Verbal and Material components for this spell. Wisdom is the spellcasting ability for this spell.

Once you use this feature, you can't use it again until you finish a Long Rest.

Level 13: Eye Tyrant

You evolve into a true beholder. You gain the following benefits:

  • Voluminous . Your size becomes Large.
  • Greater Rays. You roll one more additional Beam Die when using your eye rays.
  • Sharper Teeth. You roll one more additional damage die when using your Bite attack.
  • Honed Sight. The range of your eye rays increase to 90 feet.
  • Intense Stare. Your Eye Ray's saving throw DC increases by +1.

Level 17: Antimagic Cone

Your main eye can deactivate magic with your uncanny powers. You can take a Bonus Action and expend 3 Eye Ray Charges to emit an antimagic wave in a 60-foot Cone. Until the start of your next turn, that area acts as an Antimagic Field spell, and that area works against your own Eye Rays.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

Level 20: One Eye to Rule Them All

You become the pinnacle of beholder kind. You gain the following benefits.

Hyper Beams. Whenever you roll Initiative and have no Eye Ray Charges left, you regain 1d4 expended uses of it.

Third Beam. When you take the Magic Action to fire a ray, you may use three eye rays in the same action.

Perfect Sight. The range of your eye rays increase to 120 feet.

Eye Rays

Eye Ray options appear in alphabetical order.

Charm Ray


  • Prerequisite: Level 5+
  • Charge Cost: 2

The target must succeed on a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition for 1 hour or until you or your allies damage it. The Charmed creature is Friendly to you. When the effect, the target knows it was Charmed by you.

Confusion Ray


  • Charge Cost: 1

The target must succeed on a Wisdom saving throw. On a failed save it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined (by the GM) creature within range. If the target can't attack, it does nothing on its turn.

Death Ray


  • Prerequisite: Level 13+
  • Charge Cost: 2

The target must make a Dexterity saving throw or take 4(BD) Necrotic damage on a failed save or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.

Disintegration Ray


  • Prerequisite: Level 5+
  • Charge Cost: 2

The target must make a Dexterity saving throw or take 2(BD) Force damage on a failed save or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust.

Fear Ray


  • Prerequisite: Level 5+
  • Charge Cost: 2

The target must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for 1 minute. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the effect ends on that creature.

Frost Ray


  • Charge Cost: 0

The target must succeed on a Dexterity saving throw or take 1(BD) Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

Heat Ray


  • Charge Cost: 0

The target must succeed on a Dexterity saving throw or take 1(BD) Fire damage. A flammable object hit by this ray starts burning if it isn’t being worn or carried.

Lightning Ray


  • Charge Cost: 0

The target must succeed on a Dexterity saving throw or take 1(BD) Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.

Paralyzing Ray


  • Prerequisite: Level 5+
  • Charge Cost: 2

The target must succeed on a Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. At the end of each of its turns, the paralyzed target repeats the save, ending the effect on a success.

Petrification Ray


  • Prerequisite: Level 13+
  • Charge Cost: 2

The target must succeed on a Constitution saving throw. On a failed save, the target has the Restrained condition. At the end of its next turns, the restrained target repeats the save. On another failed save, the target is Petrified for 1 minute, or ending the effect on a success.

Psionic Ray


  • Charge Cost: 0

The target must succeed on a Intelligence saving throw or take 1(BD) Psychic damage, and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Regeneration Ray


  • Charge Cost: 2

A creature you target regains a number of Hit Points equal to 1(BD) plus your Charisma modifier.

Sickening Ray


  • Charge Cost: 1

The target must succeed on a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success.

Sleep Ray


  • Charge Cost: 1

The target must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The effect ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the ray's effect.

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this ray.

Slowing Ray


  • Prerequisite: Level 5+
  • Charge Cost: 1

The target must make a Dexterity saving throw or take 1(BD) Necrotic damage on a failed save or half as much damage on a successful one. On a failed, Until the end of the target's next turn, the target's Speed is halved; the target can't take Reactions; and it can take either an Action or a Bonus Action on its turn, not both.

Telekinetic Ray


  • Prerequisite: Level 13+
  • Charge Cost: 1

You can try to move a Huge or smaller creature or object. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the eye eay's range. Objects automatically fail this saving throw if it isn't being worn or carried. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.

If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the Eye Ray's range.

Wounding Ray


  • Charge Cost: 0

The target must succeed on a Dexterity saving throw or take 1(BD) Necrotic damage, and it can’t regain Hit Points until the end of your next turn

Beholder Subclass

A Beholder subclass is a specialization that grants you features at certain levels, as specified in the subclass. This section presents the Eye of Death, Hive Lord, Oculus Mage, Ultimate Orb subclasses.

Eye of Death

Exist Beyond Death


Those who have had recurring dreams that fixate on death, morbid apotheoses, or journeys to realms inhospitable to life. Things such as necromancy or Underdark radiation may contribute toward this transition. Regardless, these beholders begin a slow descent toward undeath, gaining necrotic powers to complement their alien abilities.

Level 3: Soul Eater

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Intelligence modifier plus your Beholder level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Level 7: Necromancer

You harness power from the dark arts. You can cast the Bestow Curse or Speak with Dead spell, you ignore Material components for this spell. Wisdom is the spellcasting ability for this spell.

Once you use this feature, you can't use it again until you finish a Long Rest.

Level 14: Dead Eye

You push past your biological necessities. You gain the following benefits.

Unusual Nature. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.

Waking Dead. You don’t need to sleep, and magic can’t put you to sleep.

Smell of Death. You have Resistance to Necrotic damage.

Level 18: Negative Energy Cone

You can fire a dark eye ray from your central eye. This feature replaces the Antimagic Cone feature. You can take a Bonus Action and expend 3 Eye Ray Charges to emit an necrotic wave in a 60-foot Cone. Creatures in that area can't regain Hit Points until the start of your next turn. An intact Humanoid corpse there instantly rises as a Zombie as you have casted the Animate Dead spell on it. The creature is under your control for 1 minute, after which it falls over, returning to a lifeless corpse.

Level 18: Death Tyrant

Your flesh falls away, leaving behind a skull surrounded by red lights. You gain the following benefits.

Lich. You creature type changes to Undead. You stop aging. You are immune to any effect that would age you, and you can't die from old age.

Dry Bone. You gain Immunity to Posion damage and the Poisoned condition. You also gain Immunity to the Paralyzed and Petrified conditions.

Ultimate Orb

Become the Paragon of Beholders


Those who have vivid dreams of conquering those lesser than them, especially other beholders. These dreams depict the pinnacle of beholder-kind, the Ultimate Orb. Beholders who have these dreams are slowly sculpted into one of the imposing beings from their dreams whether they like it or not.

Level 3: Potent Lasers

Your rays increase in intensity. When you roll damage for an Eye Ray, you can treat any 1 or 2 on a damage die as a 3.

Level 3: Alien Mind

Your strange mind is hard to understand. You have Advantage on saving throws you make to avoid or end the Charmed and Frightened conditions, as well as Advantage on saving throws against effects meant to alter your memory or emotions.

Level 7: Surprise Beam

You can fire any Eye Ray of your choice if you meet its level requirement, ignoring the initial Beam Charge cost.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Level 14: Aggressive Rays

You lash out with eye rays. When you take damage from a creature that is within 30 feet of you, you can take a Reaction to take the Magic action and fire one Eye Ray.

Level 18: Subjugate

Assert your will onto another by casting a commanding beam from your central eye. You can cast the Dominate Monster spell. Wisdom is the spellcasting ability for this spell.

Creatures charmed in this way gain a damage bonus equal to your Wisdom Modifier with their weapon, Unarmed Strike, or spell attacks.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

More to Come...

- More Subclasses
  • Hive Lord
  • Oculus Mage
  • Sentinal Sphere
  • The Overseer
- More Eye Rays
  • Projector Ray
  • Shield Ray
  • Shrink Ray
  • Starlight Ray
- Beholder Magic Items
  • Aberrant Lens
  • Beholder Armor
  • Orb Saddle
  • Tyrant Eye Stalk

Optional Rule: Random Eye Rays

You may want to add a more chaotic element to your beholder character by firing different rays at random. Number each of your Eye Rays; the number of Eye Rays you have determines the die size. For example, at level 5 you will have six Eye Rays and will roll a d6. When you take the Magic action to use an Eye Ray you will roll that die, and it will determine what ray is used.

Converting for 2014 Rules

If you plan on using these player options in a game that is using the 2014 rules of Dungeons & Dragons 5th edition, then you will need to convert certain things to better fit that version.

Sightseer Race

The sightseers instead gain the traits below.

Sightseer Traits

Beholder-kin spawn with similar traits due to being manifested by a beholder's dreams.

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Sightseers normally spawn fully grown. Like most beholders, they can live up to over 150 years.

Alignment. Their alignment can be fickle due to their alien minds and irrational emotions. Sightseers are typically any chaotic alignment.

Size. Sightseers main body can measure around 1 to 3 feet in height, your size is Small.

Speed. Your base walking speed is 5 feet.

Far Realm. You are an Aberration.

Darkvision. Due to your aberrant origin, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Eye Stalks. You have Advantage on sight-based Wisdom (Perception) checks.

Natural Armor. When you aren’t wearing armor, your base AC is 13 + your Wisdom modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Bite. Your toothy maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Kinetic Ray. You know the Mage Hand cantrip. Wisdom is your spellcasting ability for these spells. When you cast it with this trait, they don't require verbal components.

Tiusium Glands. You have a Flying Speed of 25 feet, and can hover. You can’t use this flying speed if you’re wearing medium or heavy armor, or if you exceed your maximum Carry Capacity.

Void Blood. You automatically succeed on saving throws against the effects of extreme cold and heat enviornments.

Languages. You can speak, read, and write Common, Deep Speech, and Undercommon.

Beholder Class

Starting equipment and the Ability Score Improvement will need to be changed. The Epic Boon feature will be removed.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather armor or (b) a dagger
  • (a) Alchemist's supplies (b) Cook's utensils, or (c) Tinker's tools
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • a Magnifying glass

Starting Wealth

This table helps you determine starting wealth based on your class and background as described in the Player’s Handbook (p. 143).

Starting Wealth by Class
Class Funds
Beholder 2d4 x 5 gp

Ability Score Improvement

When you reach 4th level, and again a t 8th, 1 2th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Credits

This homebrew supplement was mainly inspired by Creature Cohorts: Beholder by Mister_Thr33 and Savage Species by Wizards of the Coast

Art


Created by Omnitox (u/Tortoxicion)

© 2026


Version 0.1


Last updated 2026-02-10


The Weird Wanderers: Beholders is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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