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The Beholder

Your patron is an ever watchful beholder, filled with malice and an often insane drive towards dominating all those it considers below it, which is everyone, especially other beholders. While it might share its power with you in an attempt to further its own goals, it despises you and mistrusts you as much as you it. 

Expanded Spell List

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.
Beholder Expanded Spells
Spell Level  Spells
1st  ray of sickness, sleep
2nd  scorching ray, see invisibility
3rd  blink, clairvoyance
4th  arcane eye, phantasmal killer
5th  dominate person, telekinesis

Eye of the Beholder

Starting at 1st level, you can treat your eyes as an arcane focus, and you can ignore any somatic component of spells you cast.   Additionally, when you cast a spell that does not have a range of self, you can have it originate at a point within sight. Once you use this feature, you can't use it again until you finish a long rest.

Partners Through Prejudice

Starting at 6th level, you can attempt to bring an insubordinate and lesser creature momentarily on your side. As a reaction, when a creature you can see targets you with an attack, you can force it to make a Wisdom saving throw against your warlock spell save DC. If the creature fails its saving throw, you can choose a new target within range, and the creature is charmed by you until the end of your next turn. This feature has no effect on humanoids.   Once you use this feature, you can't use it again until you finish a short or long rest.

Confirmed Suspicions

Starting at 10th level, you have resistance to all damage when you haven't taken a turn in combat yet.

Extraneous Ego

Starting at 14th level, you can conjure a manifestation of your dream self while in the grip of sleep. When you would be rendered unconscious as a result of being reduced to 0 hit points, you can choose to craft yourself a new body within 15 feet of you identical to the original that lasts for 1 minute, or until it is reduced to 0 hit points or dies.   At the end of the duration, or if you become conscious, your clone vanishes and you regain hit points equal to its current hit points. The clone is under your control, has none of your gear, has a number of hit points equal to half its maximum, and takes your place in the initiative order.   While you remain unconscious you do not make death saving throws for your original body, but you fail them from taking damage as normal. If you would die while your clone is still present, your clone becomes your new body permanently. Once you have used this feature, you can't use it again until you finish a long rest.
Variant: Gazer Familiar
Along with the special forms listed within the Pact of the Chain feature in the Player's Handbook, a DM can allow a player access to the gazer, a creature described in Volo's Guide to Monsters (Page 126).

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