Ralcos
2014-12-02, 03:55 PM
Here's just an idea that I had, where the Warlock can make a pact to a Beholder Ascended, a god-like being of the Beholder people.
Hopefully, I get it right, AND hopefully you guys'll like it.
Your patron is a Beholder Ascended, a Beholder who as ascended into a god-like status either due to age, arcane power, or just enlightenment of any kind. Worshipped by most Beholders and their slaves (as well as several cults outside of Beholder society), they grant their power as any otherworldly patron.
Famous Beholder Ascended include Xaktillius, the Lord of Order; Makxius, the Lady of Power; and Pokxiuss, Death Tyrant of Death's Enlightnenment.
Expanded Spell List
The Beholder-Ascended 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 Level
Spells
1st
Chromatic Orb, Ray of Sickness
2nd
Levitate, Scorching Ray
3rd
Counterspell, Lightning Bolt
4th
Banishment, Stoneskin
5th
Cone of Cold, Telekinesis
Beholder Presence
Starting at 1st level, your patron modifies your body to resemble more of your "kindred race". You have a Darkvision of 120 feet (if you don't have so already) and automatic Proficiency with the Perception skill, due to your head growing multitudes of eyestalks. If you are already Proficient with Perception, double your Proficiency Bonus when using that skill.
Also, you learn to speak, understand, and be literate in the Undercommon and Deep Speech languages (if you do not already know those languages).
Eye Rays
Starting at 6th level as an Action once per Short Rest, you can use a random Eye Ray as a Beholder. When you use this ability, the ray has a range of 30 feet, targeting one target, rolling a d6 to determine which ray is used. Targets of an Eye Ray can make a saving throw at the end of each of its turns and whenever it takes damage, except for Charm Ray and Sleep Ray which end automatically when the creature takes damage.
1. Charm Ray. Target must make a Wisdom Saving Throw, or be Charmed for 1 minute.
2. Paralyzing Ray. Target must make a Constitution Saving Throw, or be Paralyzed for 1 minute.
3. Fear Ray. Target must make a Wisdom Saving Throw, or be Frightened for 1 minute.
4. Slowing Ray. Target must make a Wisdom Saving Throw, or their Speed is halved for 1 minute. In addition, the target cannot take Reactions, and can only take Actions or Bonus Actions on their turn for 1 minute.
5. Enervation Ray. Target must make a Constitution Saving Throw, taking 3d8 Necrotic damage on a failure.
6. Sleep Ray. Target must make a Wisdom Saving Throw, or fall asleep and remain Unconscious for for 1 minute. This effect ends automatically when another creature takes an Action to wake the target, but this ray cannot effect Constructs or Undead.
Beholder Soul
Starting at 10th level, you can cast an Anti-Magic cone as an Action once per Short Rest.
Your largest eyestalk creates an area of antimagic, as in the Antimagic Field spell, in a 20-foot cone, lasting 1 hour. Once you have chosen a facing for the cone, you can change it during your turn as a Bonus Action. This works against your Eye Rays, as well as the Antimagic field's normal effects.
Improved Eye Rays
Starting at 14th level, you can use your Eye Rays ability twice per Short Rest. In addition, the range for your Eye Rays is increased to 60 feet.
[/LIST]
The following statblock is a Chain Familiar for those Warlocks that chose to make a pact with the Beholder.
Beholderkin
Tiny Aberration, Lawful Evil
Armor Class: 15 (Natural Armor)
Hit Points: 27 (3d8+9)
Speed: 0 ft., fly 20 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
16 (+3)
17 (+3)
14 (+2)
11 (+0)
Skills: Perception +5
Condition Immunities: prone
Senses Darkvision 120 ft., Passive Perception 15
Languages Deep Speech, Undercommon, telepathy 60 ft.
Challenge 1/2 (100 XP)
Actions
Bite.Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) Piercing damage.
Eye Beam.Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 7 (1d10 + 2) Force damage.
Create Food and Water. The Beholderkin creates food and water to sustain itself for 24 hours.
Hopefully, I get it right, AND hopefully you guys'll like it.
Your patron is a Beholder Ascended, a Beholder who as ascended into a god-like status either due to age, arcane power, or just enlightenment of any kind. Worshipped by most Beholders and their slaves (as well as several cults outside of Beholder society), they grant their power as any otherworldly patron.
Famous Beholder Ascended include Xaktillius, the Lord of Order; Makxius, the Lady of Power; and Pokxiuss, Death Tyrant of Death's Enlightnenment.
Expanded Spell List
The Beholder-Ascended 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 Level
Spells
1st
Chromatic Orb, Ray of Sickness
2nd
Levitate, Scorching Ray
3rd
Counterspell, Lightning Bolt
4th
Banishment, Stoneskin
5th
Cone of Cold, Telekinesis
Beholder Presence
Starting at 1st level, your patron modifies your body to resemble more of your "kindred race". You have a Darkvision of 120 feet (if you don't have so already) and automatic Proficiency with the Perception skill, due to your head growing multitudes of eyestalks. If you are already Proficient with Perception, double your Proficiency Bonus when using that skill.
Also, you learn to speak, understand, and be literate in the Undercommon and Deep Speech languages (if you do not already know those languages).
Eye Rays
Starting at 6th level as an Action once per Short Rest, you can use a random Eye Ray as a Beholder. When you use this ability, the ray has a range of 30 feet, targeting one target, rolling a d6 to determine which ray is used. Targets of an Eye Ray can make a saving throw at the end of each of its turns and whenever it takes damage, except for Charm Ray and Sleep Ray which end automatically when the creature takes damage.
1. Charm Ray. Target must make a Wisdom Saving Throw, or be Charmed for 1 minute.
2. Paralyzing Ray. Target must make a Constitution Saving Throw, or be Paralyzed for 1 minute.
3. Fear Ray. Target must make a Wisdom Saving Throw, or be Frightened for 1 minute.
4. Slowing Ray. Target must make a Wisdom Saving Throw, or their Speed is halved for 1 minute. In addition, the target cannot take Reactions, and can only take Actions or Bonus Actions on their turn for 1 minute.
5. Enervation Ray. Target must make a Constitution Saving Throw, taking 3d8 Necrotic damage on a failure.
6. Sleep Ray. Target must make a Wisdom Saving Throw, or fall asleep and remain Unconscious for for 1 minute. This effect ends automatically when another creature takes an Action to wake the target, but this ray cannot effect Constructs or Undead.
Beholder Soul
Starting at 10th level, you can cast an Anti-Magic cone as an Action once per Short Rest.
Your largest eyestalk creates an area of antimagic, as in the Antimagic Field spell, in a 20-foot cone, lasting 1 hour. Once you have chosen a facing for the cone, you can change it during your turn as a Bonus Action. This works against your Eye Rays, as well as the Antimagic field's normal effects.
Improved Eye Rays
Starting at 14th level, you can use your Eye Rays ability twice per Short Rest. In addition, the range for your Eye Rays is increased to 60 feet.
[/LIST]
The following statblock is a Chain Familiar for those Warlocks that chose to make a pact with the Beholder.
Beholderkin
Tiny Aberration, Lawful Evil
Armor Class: 15 (Natural Armor)
Hit Points: 27 (3d8+9)
Speed: 0 ft., fly 20 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
16 (+3)
17 (+3)
14 (+2)
11 (+0)
Skills: Perception +5
Condition Immunities: prone
Senses Darkvision 120 ft., Passive Perception 15
Languages Deep Speech, Undercommon, telepathy 60 ft.
Challenge 1/2 (100 XP)
Actions
Bite.Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) Piercing damage.
Eye Beam.Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 7 (1d10 + 2) Force damage.
Create Food and Water. The Beholderkin creates food and water to sustain itself for 24 hours.