The Beholder

Mad tyrants in dark places, Beholders are magical beings spawned from a confluence of the Far Realm. They sometimes accept lesser beings into their service, bestowing them a sliver of power. These mortals aid the Beholder to whichever goal the being has set for itself. Beholders are extremely paranoid, and fears being supplanted by another, more powerful, Beholder most of all.

Expanded Spell List

1st-level Beholder feature

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 LevelSpells
1Chaos Bolt, Sleep
2Phantasmal Force, Tasha's Mind Whip
3Sending, Slow
4Arcane Eye, Confusion
5Dominate Person, Creation

Eye Rays

1st-level Beholder feature

Your Eldritch Blast takes the form of a spectral eye that shoots a beam of energy at the target. As you level up, more eyes open simultaneously around you.

Once on your turn when you hit a creature with Eldritch Blast, roll a d4. The target takes extra force damage equal to the number rolled, and an effect is applied from the table below. If an effect requires a saving throw, it uses your spell save DC. As you gain levels in this class this die increases, giving you access to more effects. If you deal a critical hit, you roll your Eye Ray die twice and choose which effect happens (the target takes damage from both rolls).

-Eye Ray effect
1Enervating Ray: The target takes 3 (1d6) extra necrotic damage and can't regain hit points until the start of your next turn.
2Slowing Ray: The targets movement speed is halved until the start of your next turn.
3Charming Ray: The target must succeed on a Wisdom saving throw or be Charmed by you until the end of your next turn. If you damage them again before this, the effect ends.
4Fear Ray: The target must succeed on a Wisdom saving throw or be Frightened of you until the end of your next turn.
5Telekinetic Ray: The target must succeed on a Strength saving throw or be pushed 15 feet in a direction of you choice, landing Prone.
6Sleep Ray: The target must make succeed on a Constitution saving throw or fall asleep for 1 minute. Any damage will wake the target, and a creature can use its action to shake it awake.
7Paralyzing Ray: The target must succeed on a Dexterity saving throw or become Paralyzed until the end of your next turn. The target can repeat the save each time it takes damage.
8Disintegration Ray: The target takes double damage from this blast. If this reduces the target to 0 hit points, its body becomes a pile of fine gray dust.
9Petrification Ray: The target must succeed on a Constitution saving throw. On a failed save, they begin to turn to stone and is Restrained. It must repeat the save at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified until freed by Greater Restoration or similar magic.
10Death Ray: The target takes an additional 16 (3d10) necrotic damage. The target dies if this damage reduces them to 0 hit points.

Additionally, if you choose the Pact of the Chain at 3rd level, the Gazer is added to the list of special familiars you can summon.

Glimpses of Antimagic

6th-level Beholder feature

You learn the Dispel Magic spell (does not count towards the number of spells you know), and you can cast it a number of times equal to your proficiency bonus per long rest without spending a spell slot and when you do so you can add your proficiency bonus to any checks you make as part of casting the spell.

Additionally, your Eye Ray die increases to a d6.

Exposure to the Far Realms

10th-level Beholder feature

Through dreams and visions, you have acclimated to the madness of your master, making you numb to more mundane dangers. You become immune to the charmed and frightened conditions.

Additionally, your Eye Ray die increases to a d8, and if you score a critical hit with your Eldritch Blast, you can roll on the Eye Ray table without consuming its use for that turn, even if you already used it.

Unnatural Locomotion

14th-level Beholder feature

You gain a flight speed equal to your walking speed, and you can hover.

Additionally, your Eye Ray die increases to a d10.