Using This Book
Step into the alien mind of the fearsome ball of eyes, the beholder!
The Tome of Many Eyes is a homebrew supplement that offers new aberrant options for your player character. These options are primarily made for the Dungeons and Dragons 5.5e (2024) ruleset, however there are 2014 ruleset conversions in the back of the supplement (pg. 10).
The contents within this supplement are subject to change as development and playtesting is still ongoing.
What You'll Find Within
Species. A new playable species/race, the Sightseer. A lesser beholder-kin born from a true beholder's dreams of adventure and exploration.
Class. A new class exclusive to the Sightseer, the Beholder class. Grow to your full potential as a true beholder, gaining eldritch powers such as various deadly eye rays. This class comes with two subclasses that represent how your character's experiences and dreams shape your evolution.
Backgrounds. Work in Progress
Magic Items. Work In Progress
Why a Playable Beholder?
Hello, Omnitox here! You may have found this homebrew, taken a look and started wondering?
“Why?”
Well, I'll tell you. I have always loved games where you could play as a creature, from kaiju games to animal sims. So, if the option was available, I would likely take it. D&D does have that in some capacity, but I also love to make homebrew, so I made the options I desired. I thought of which playable monster to make first, and I went with my favourite, the Beholder! The truest yet most demanding method was making a race/class, other methods didn’t feel right. So, we now have The Tome of Many Eyes!
If this goes well, I plan to create more homebrew options like this. I hope you enjoy reading or playing this homebrew! Thanks for checking it out.
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 2-3 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.
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.
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. Additionally, the book Monstrous Arcana: I, Tyrant for DnD 2e also provides more insights into beholders.
Beholder
Beholders are powerful aberrations, infamous for their deadly eye rays and utterly alien behaviour. As a sightseer experiences the world, they undergo a slow transformation into a true beholder.
The beholders’ dreams have the power to alter reality. The topics of these dreams can have an effect on a beholder's being. This phenomenon has spawned a large variety of beholder kin, with their own skills, powers, and eye rays.
Due to the nature of sightseers, they are innately driven to go on adventures and explore. Being a strange orb of eyes, their presence often creates unique obstacles for themselves.
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 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 its size and shape.
Magic Items
When a beholder attunes to a magic item, they must spend their Short Rest resting next to it, their dreams centred around the magic item. After a beholder has successfully formed a bond with the item, its shape is warped by their dreams to be fitted to the shape of the beholder.
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 possessing its own special ray it can unleash. You can take the Magic Action to use an Eye Ray against a target within range. At level 1 you start with four eye rays of your choice from the Eye Rays section (pg. 6-7). Charm Ray, Death Ray, Sleep Ray and Telekinetic Ray are recommended.
When you gain certain Beholder levels, you gain more eye rays of your choice, as shown in the Eye Rays column of the Beholder Features table. Whenever you finish a Long Rest, you can replace one of your Eye Rays with another Eye Ray.
Range. Your Eye Rays have a range of 60 feet. To target something with a ray, you must have a clear path to it, so it cannot be behind Total Cover.
Saving Throws. Most 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 modifier to your eye rays damage rolls.
Empowering Rays. You have a number of Ray Charges determined by your Beholder level, as shown in the Ray Charges column of the Beholder Features table. You can expend these charges to empower an eye ray, granting it enhanced effects, or you may use charges to fuel Beholder features. When you expend an Ray Charge, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended charges. If an empowered effect has a level prerequisite, you must meet it to use it.
Beholder Features
| Level | Proficiency Bonus |
Features | Eye Rays | Ray Charges |
|---|---|---|---|---|
| 1st | +2 | Eye Rays, Rancor, Natural Armor | 4 | 3 |
| 2nd | +2 | Expertise, Manifestations | 4 | 3 |
| 3rd | +2 | Beholder Subclass | 4 | 3 |
| 4th | +2 | Ability Score Improvement, Benign Visage | 4 | 4 |
| 5th | +3 | Sphere of Many Eyes, Restless Eyes | 6 | 4 |
| 6th | +3 | Extra Beams | 6 | 4 |
| 7th | +3 | Subclass Feature | 6 | 4 |
| 8th | +3 | Ability Score Improvement | 6 | 5 |
| 9th | +4 | Expertise | 6 | 5 |
| 10th | +4 | ??? | 8 | 5 |
| 11th | +4 | ??? | 8 | 5 |
| 12th | +4 | Ability Score Improvement | 8 | 6 |
| 13th | +5 | Eye Tyrant | 8 | 6 |
| 14th | +5 | Subclass Feature | 8 | 6 |
| 15th | +5 | Eldritch Poise | 10 | 6 |
| 16th | +5 | Ability Score Improvement | 10 | 7 |
| 17th | +6 | Antimagic Cone | 10 | 7 |
| 18th | +6 | Subclass Feature | 10 | 7 |
| 19th | +6 | Epic Boon | 10 | 8 |
| 20th | +6 | One Eye to Rule Them All | 10 | 8 |
Level 1: Rancor
There can only be one. You have Advantage on attack rolls and saving throws against other beholder-kin.
Level 1: Natural Armor
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers
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 a number of allied creatures equal to your Intelligence modifier plus your Proficiency Bonus, 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 Disadvantage on Charisma (Performance or Persuasion) checks, as you reek of aged cheeses. |
| 4 | Dreams of Comfort. You gain Temporary Hit Points equal to two rolls of your Beam Die. |
| 5 | 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. |
| 6 | Dreams of Wealth. A pile of 2d6 gold pieces appears nearby. |
Level 3: Beholder Subclass
You gain a Beholder subclass of your choice. The Eye of Death, and 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 life, 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 not a real humanoid, 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 Short or Long Rest.
Level 5: Sphere of Many Eyes
Your body and mind evolves. You gain the following benefits:
- Bulbous. Your size becomes Medium.
- Sharper Teeth. You roll one additional damage die when using your Bite attack (2d6).
- Sharp Sight. The range of your eye rays increases to 90 feet.
Level 5: Restless Eyes
You always have one eye open. You can take the Search action as a Bonus Action. Magic can’t put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, resting state. During this time, you appear asleep but remain conscious.
Level 6: Extra Beams
When you take the Magic action to use an Eye Ray, you may fire one additional Eye Ray. At level 12, you can fire two additional eye rays. You can direct the rays at the same target or at different ones.
Level 10:???
Level 11:???
Level 13: Eye Tyrant
You evolve into a true beholder. You gain the following benefits:
- Voluminous . Your size becomes Large.
- Gnashing Fangs. You roll one more additional damage die when using your Bite attack (3d6).
- Honed Sight. The range of your eye rays increases to 120 feet.
Level 15: Eldritch Poise
You possess an eerie confidence. You gain proficiency in Charisma saving throws.
Level 17: Antimagic Cone
Your main eye can deactivate magic with your uncanny powers. You can take a Bonus Action and expend 3 Ray Charges to emit an antimagic wave in a 120-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 Ray Charges left, you regain 1d4+1 expended uses of it.
- Big Bite. You roll one more additional damage die when using your Bite attack (4d6).
- High Velocity. Your Flight speed increases by 15 feet.
Eye Rays
Eye Ray options appear in alphabetical order.
Charm Ray
The target must succeed on a Wisdom saving throw or have the Charmed condition for 1 minute or until your Concentration ends. The target succeeds automatically if it isn’t a Humanoid or if you’re fighting it.
The effect ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the effect ends, the target knows it was Charmed by you.
Empowered: The target has Advantage on the Wisdom saving throw if you or your allies are fighting it, instead of succeeding automatically. The target has the Charmed condition for 1 hour or until you or your allies damage it. At 10th Level, this eye ray can affect a target regardless of creature type.
Death Ray
The target must succeed on a Dexterity saving throw or take 1d8 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Empowered: The target takes half as much damage on a successful Dexterity saving throw, instead of none. The target dies if the ray reduces it to 0 hit points. The damage increases by 1d8 for each Ray Charge expended.
Disintegration Ray
The target must succeed on a Dexterity saving throw or take 1d8 Force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Empowered: The target takes half as much damage on a successful Dexterity saving throw, instead of none. The damage increases by 1d8 for each Ray Charge expended. At 10th Level, If the target is an object, it automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this eye ray.
Fear Ray
The target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until your Concentration ends.
Empowered (5th Level): A Frightened target drops whatever it is holding. While frightened by this eye ray, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.
Freeze Ray
The target must succeed on a Dexterity saving throw or take 1d8 Cold damage, and its Speed is reduced by 10 feet until the end of your next turn.
Empowered: The target takes half as much damage on a successful Dexterity saving throw, instead of none. The damage increases by 1d8 for each Ray Charge expended.
Heat Ray
The target must succeed on a Dexterity saving throw or take 1d8 Fire damage. A flammable object hit by this ray starts burning if it isn’t being worn or carried.
Empowered: The target takes half as much damage on a successful Dexterity saving throw, instead of none. The damage increases by 1d8 for each Ray Charge expended.
Paralyzing Ray
The target must succeed on a Constitution saving throw or have the Stunned condition until the end of your next turn.
Empowered (10th Level). The target is Paralyzed, instead of Stunned, 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.
Petrification Ray
The target must succeed on a Wisdom saving throw or have the Restrained condition 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.
Empowered (10th Level): On a failed save, the creature is Petrified for 1 hour, or until freed by the greater restoration spell or other magic.
Psionic Ray
The target must succeed on a Intelligence saving throw or take 1d8 Psychic damage, and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Empowered: The target takes half as much damage on a successful Intelligence saving throw, instead of none. The damage increases by 1d8 for each Ray Charge expended.
Regeneration Ray
A creature you target gains Advantage on Constitution checks and Constitution saving throws until the end of your next turn.
Empowered: The target regains a number of hit points equal to 1d8 + your Intelligence modifier. The Healing increases by 1d8 for each additional Ray Charge expended.
Sickening Ray
The target must succeed on a Constitution saving throw or take 1d8 Poison damage, and have the Poisoned condition until the end of your next turn.
Empowered: The target takes half as much damage on a successful Constitution saving throw, instead of none. The target is Poisoned for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the condition on itself on a success. The damage increases by 1d8 for each Ray Charge expended.
Sleep Ray
The target must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn.
Creatures that don’t sleep or that have Immunity to the Exhaustion condition automatically succeed on saves against this eye ray.
Empowered: At the end of the Incapacitated target's next turn, it must repeat the save. If the target fails the second save, the target has the Unconscious condition for 1 minute. 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 eye ray's effect.
Slowing Ray
The target must succeed on a Wisdom saving throw or have its speed halved for 1 minute or until your Concentration ends.
Empowered (5th Level): A Slowed target can't take reactions, and it can take either an action or a bonus action on its turn, not both.
Sonic Ray
The target must succeed on a Constitution saving throw or take 1d8 Thunder damage, and have the Deafened condition until the end of your next turn.
Empowered: The target takes half as much damage on a successful Dexterity saving throw, instead of none. The damage increases by 1d8 for each Ray Charge expended.
Telekinetic Ray
When you use this eye ray, you can exert fine control on objects, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. This eye ray can only interact with creatures and objects within the eye ray’s range. The eye ray can’t activate magic items, or carry more than (five times your Intelligence modifier) pounds.
If the target is a creature, the target must succeed on a Strength saving throw or be moved 10 feet in any direction of your choice.
Empowered (10th Level): If the target is a creature and fails the save, you can move it up to 30 feet in any direction within range. 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 eye ray on it again and it fails the save.
If the target is an object and isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range. 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 range.
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, and 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 Summon Undead spell, you ignore Material components for this spell. Intelligence 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.
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 Ray Charges to emit a 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 glowing orbs. You gain the following benefits.
Lich. Your 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 Poison damage and the Poisoned condition. You also gain Immunity to the Paralyzed and Petrified conditions.
Undying. You can add your Intelligence modifier to your Death Saving Throws.
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: Mind Over Matter
Through sheer will you overcome the odds. lf you fail a saving throw, you can choose to succeed instead.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 14: Subjugate
You've developed the ability to Invade the minds of another. You can cast the Dominate Monster spell. Intelligence is the spellcasting ability for this spell.
Creatures charmed in this way gain a damage bonus equal to your Intelligence Modifier with their weapon, Unarmed Strike, or spell attacks.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 18: Vicious Beam
When threatened you may rain down a storm of rays. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to take the Magic action to use one eye ray, and you can't use it on the same turn that you take your normal reaction.
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, and 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 round bodies can measure around 2 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.
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.
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 environments.
Languages. You can speak, read, and write Common, Deep Speech, and Undercommon.
Beholder Class
Starting equipment and Ability Score Improvement will be changed. The Epic Boon feature is removed.
Quick Build
You can make a beholder quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the urchin background.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (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 (pg. 143).
Starting Wealth by Class
| Class | Funds |
|---|---|
| Beholder | 2d4 x 5 gp |
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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.
Optional Rules
Here are optional rulings for the beholder player options that the player and GM may decide to use.
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 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.
Size Changes
At 5th and 13th Level, when the class feature says you increase your size category, you may instead decide to not change your size.
More to Come...
- More Subclasses
- Hive Lord
- Oculus Mage
- Sentinel Sphere
- Abyssal Eye
- More Eye Rays
- Displacement Ray
- Projector Ray
- Shield Ray
- Shrink Ray
- Beholder Magic Items
- Aberrant Lens
- Beholder Armor
- Grafted Eye Stalk
- Tyrant Eye Stalk
Credits
This homebrew supplement was mainly inspired by Creature Cohorts: Beholder by Mister_Thr33 and Savage Species by Wizards of the Coast
Art Credit
- Front Cover ABSTRACT BEHOLDER by Davish jpg
- Page 1 The Laughing Beholder by Ralph Horsley
- Page 2 I Think We're Lost by Arts Angel
- Page 5 Classic Beholder by Tom Babbey
- Page 7 Hive of the Eye Tyrant by Tony DiTerlizzi
- Page 8 Ghastly Death Tyrant by Peter Poach
- Page 9 Spectator - Baldur's Gate 3 by Stanislav Novarenko
- Page 10 Albino gazer by Marika Foxtail
- Page 11 Baby Beholder by Rudy Siswanto
- Back Cover Character art by Dmitry Drago
Created by Omnitox (u/Tortoxicion)
Version 0.4
Last updated 2026-07-07
The Tome of Many Eyes is an 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.
Changelog
Version 0.1
- Initial release
Version 0.2
- Added art.
- Updated document layout and appearance.
- Grammar fixes.
Version 0.3
- Changed ability used in the Necromancer and Subjugate features.
- Can change Eye Rays on a Long Rest instead of a level up.
- Removed 'Enhancing Eye Rays' section from the Eye Rays feature.
- Added Magic Item addendum.
- The Natural Armor trait uses Wisdom instead of Dexterity
- Grammar fixes.
Version 0.4
- Revamped the Eye Ray feature and all features related to it.
- Removed the Natural Armor and Kinetic Ray traits from the Sightseer species.
- Added Natural Armor feature to Beholder class
- Removed the All Seeing Eye feature.
- Removed the AC bonus from Sphere of Many Eyes.
- Removed the DC bonus from Eye Tyrant
- Increased Antimagic Cone's range from 60ft to 120ft.
- Increased base eye rays range from 30ft to 60ft.
- Ultimate Orb: Moved Subjugate from level 18 to 14.
- Ultimate Orb: Added Vicious Beam.
- Ultimate Orb: Replaced Surprise Beam with Mind over Matter.
- Grammar fixes.
Beauty is in the Eye of a Beholder
The Tome of Many Eyes provides new and strange character options for players. This contains the essential information and mechanics such as special species and class with two subclasses, and over 20 different eye rays. Inside this homebrew supplement is all you need to spark your imagination to create your own unique beholder-kin character, to rain down deadly rays upon your foes.
I hope you enjoy, there's more updates and additions to come!
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