Beholderkin Origin

There have always been mad, reckless mages toying with the boundaries of life, of species, of realms. Fleshwarpers blend the powers of the greatest aberrations into humanoid bodies, that most malleable of clays.

Twisted monstrosities made out of a human being fused with eyes and the flesh of Beholders are known as Seeing Ones, and they take many forms - from rambling mad mounds of flesh sprouting a hundred eyestalks, to seductive humanoids whose eyes are on the inside contemplating secret truths.

Sometimes such creatures are human enough to intermarry with other humanoids, and their aberrant blood finds its way down the genealogical tree. Sometimes an echo of that blood awakens in a descendant, and they become a sorcerer guided by visions of ephemereal eyes.

Or perhaps you are a Witness, beholderkin by bloodright, seeking to awaken to the full power of your progenitor. This is a dangerous path to tread, for you risk embracing the madness of the cruel, xenophobic Beholders; but it can be a rewarding one, one that will make you a hero for the ages.

Aberrant Soul

The magic that surges within you comes from the deepest Underdark. You can speak, read and write Deep Speech. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.

Beholderkin Bonus Spells
Sorcerer level Spells
1st ray of sickness, charm person
3rd scorching ray, ray of enfeeblement
5th slow, fear
7th arcane eye, Evard's black tentacles
9th telekinesis, hold monster

Phantasmal Eyes

Beginning at 1st level, whenever you cast a spell which has an area of effect, you may choose to manifest an otherworldly eye which focusses the spell like a ray, causing it to affect only a single valid target within its range.

If the spell can be defended against by a saving throw, this target suffers disadvantage on the first save made against it.

If the spell affects the environment, such as darkness or Evard's black tentacles, only the selected target is affected by this environment. Others see phantom tentacles pass through them and other such disturbing, but harmless effects.

Hatred Orbs

Beginning at 6th level, you learn to infuse your targeted spells with cold fury. When you cast a spell which inflicts damage and requires a ranged spell attack against its target, it inflicts additional damage equal to your Charisma modifier.

This additional damage is inflicted only once against each creature targeted by a given spell.


Inner Eye

Also at 6th level, you begin to internalize the Beholders' connection to the Far Realm, gaining alien insights - better hope you can also shut out its demented voices. You gain the ability to cast augury as a ritual.

At 9th level, you can cast divination without spending a spell slot; however, when you do so you are afflicted with long-term madness (Dungeon Master's Guide, pp. 259-260). You must complete a long rest before you do so again.

Hovering Tyrant

Beginning at 14th level, arcane power suffuses your body to such an extent that you find gravity to be more of a polite suggestion than a law. As a bonus action, you may rise into the air, gaining a flying speed equal to half your current speed. While you fly through any means, you also hover and are immune to being knocked prone.

You need not be conscious to sustain this effect and can comfortably sleep in the air. You may end this effect freely to return to the ground.

If you have a flying speed with the ability to hover but a special limit on how high you rise, such as from the Witness's racial traits, this feature instead increases your flying speed by 10 feet and removes this special ceiling, as well as making you immune to being knocked prone.

Eye of the Beholder

At 18th level, your emulation of the Beholder's powers is complete and supplemented by your own arcane power. With a sign of your hand you can evoke the glimmering lens of a Beholder's central eye and radiate from it an aura that supresses all magic before it.

As an action, you may spend 5 Sorcery Points and produce a 90-foot cone of antimagic, as the antimagic field spell. This cone affects whichever direction you're facing, and you may change its direction each turn. Sustaining the cone costs 1 Sorcery Point every turn.

Your magic is affected by the field as normal.