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Warlock : Beholder

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 expended spells
Spell level Spells
1st Ray of Sickness, Chaos Bolt
2nd Aganazzar's Scorcher, Levitate
3rd Lightning Bolt, Glyph of Warding
4th Arcane Eye, Confusion
5th Telekinesis, Legend Lore

Aberrant Sight
When you choose this subclass at 1st level, your patron share
its aberrant sight with you. You make wisdom (perception)
and intelligence (investigation) checks based on sight with
advantage. In addition, you gain Blindsight with a range equal
to 5 times your proficiency bonus (in feet).
Eye Rays
At 6th level, your patron show you how to project eldritch rays
from your open eyes. When you target a creature for the first
time of the turn with the Eldritch Blast cantrip, you can
choose to replace one of your beams by an Eye Ray. When
you do so, roll a d6, and see its effect on the Eye Ray Table
below. That effect replace the ones of the Eldritch beam.
Eye Ray Table
d6 Type Effect
The target must succeed a Strength saving
Telekinetic
1 throw or you can move it 20 feet in any
Ray
direction.
The target must succeed a Dexterity saving
throw or take 1d12 necrotic damage, and if
2 Death Ray
it reduces its hit points to 0, the target is
reduced into a small pile of dust.
The target must succeed a Dexterity saving
Paralyzing
3 throw or be restrained until the start of your
Ray
next turn.
The target must succeed a Wisdom saving
4 Fear Ray throw or be frightened by you until the start
of your next turn.
The target must succeed a Constitution
saving throw or take 1d8 cold damage and
5 Frost Ray
its speed is reduced by 10 feet until the
start of your next turn.
The target must succeed a Wisdom saving
Charming
6 throw or be charmed by you until the start
Ray
of your next turn.
If you target two or more creatures with different beams from
your Eldritch Blast on a same turn, you can replace one beam
by an eye ray for each creature you target (each eye ray must
target a different creature).
When a creature must make a saving throw because of this
feature, the DC is equal to your spell save DC.

Reality Warp
Starting at 10th level, your mind became so potent that even
your dreams can alter the reality around you. At the end of
each long rest, you can cast either the spell Creation or the
spell Hallucinatory Terrain as an action without expending a
spell slot. You ignore any somatic, verbal or material
component when you cast one of those spells that way. Homebrew lovingly made
by LeRoiDeCarreau
Antimagic Gaze
Starting at 14th level, as an action, your eyes can create an You enjoyed that content and you want more ? You can find
area of antimagic, as in the Antimagic Field spell, in a 60- all of my homebrews and more on my Patreon !
foot cone.
That area lasts until the start of your next turn, and
also works on your own spells, items and features magical Patreon.com/LeRoiDeCarreau
effects. On your following turns, you can extend the duration
of the antimagic cone for one more round as an action. (you
can extend its duration multiple times, and each time you do Backers get access to many perks, including :
so, you can reorient it in the direction of your choice). While
your Antimagic Gaze is active, you can't cast spells that an early access to all my work,
require you to see your target. exclusive contents,
polls to decide what will be developed next,
Once your antimagic cone ends, you can't create an other one ... and much more !
until you finish a long rest, unless you expend a 5th level spell
slot.
You can also contact me on Reddit, as I love discussing
anything dnd related, so it will be a pleasure to chat with you !
Art Credit : Wizards of the Coast

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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