Beholder

Likely one of the most famous D&D monsters. Floating orbs of eyes and hate. This is a very extreme class. Get ready for this big ball of fun. .

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The Beholder
Level Proficiency Bonus Features Eye Rays Potent Rays
1st +2 Alien Body, Eye Rays, Potent Rays, Subrace 3 4
2nd +2 Anti-Magic Cone, Subrace Feature 3 6
3rd +2 4 16
4th +2 Ability Score Improvement 4 20
5th +3 Anti-Magic Cone Improvement, Extra Rays 6 32
6th +3 Subrace Feature 6 38
7th +3 8 46
8th +3 Ability Score Improvement 8 54
9th +4 10 72
10th +4 Dream Weaver 10 82
11th +4 Subrace Feature, Extra Rays 10 94
12th +4 Ability Score Improvement 10 94
13th +5 10 108
14th +5 Subrace Feature 10 108
15th +5 10 124
16th +5 Ability Score Improvement 10 124
17th +6 Subrace Feature 10 142
18th +6 Dream Weaver Improvement 10 152
19th +6 Ability Score Improvement 10 164
20th +6 Legendary Creature 10 180

Class Features

As a Beholder, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Beholder level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiencies

Armor: None

Weapons: None

Tools: One of your Choice

Saving Throws: Intelligence, Wisdom, Charisma

Skills: Perception and two others determined by subrace

Equipment

As a higher being that most adventurers you have no need for equipment. Instead you start with 4d4 x 10 gp.

Alien Body

The feature replaces the standard race option you would pick for a normal class.

Ability Score Improvement. Your Intelligence, Wisdom, and Charisma Scores increase by 1.

Age. Beholders are “born” at a mature age since they are born of another Beholder’s dreams. They tend to live to around 100 but tend to try and extend that with magic.

Alignment. Beholders tend towards Lawful Evil but can tend towards other alignments based off where they pop up.

Size. Beholders are usually around 6 to 7 feet in diameter. Your size is large.

Speed. Your hover speed is 20 feet.

Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Natural Armor. You have a scaly hide or carapace. Your AC is 10 + your Dexterity modifier + your Eye Ray ability modifier.

Many Eyes. You can add a +1 for every two eyes you have to your Perception checks based on sight.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 piercing damage. It scales to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Language. You can speak, read, and write Common, Undercommon, and Deep Speech

Eye Rays

At 1st level, you have the ability to fire three Eye Rays of your choice, at least one from your Subrace list. You can fire one ray per turn, at 5th level you can fire two, and at 11th level you can fire three. You gain more rays of your choice at higher levels, as shown in the Eye Rayscolumn of the Beholder table.

Paralyzing Ray. On a failed Wisdom Save, attack rolls against the creature have advantage for the following turn. Potent Ray: the target is paralyzed for one turn per Potent Ray point used.

Fear Ray. On a failed Wisdom Save, the target has disadvantage on attack rolls against you. Potent Ray: the target is afraid of you for one turn per Potent Ray point used.

Slowing Ray. On a failed Dexterity Save, the target’s speed is halved. Potent Ray: the target’s speed is halved, it can’t take reactions, and can only take an action or a bonus action for the duration of one turn per Potent Ray point used.

Enervation Ray. On a failed Constitution Save, the target takes 1d8 Necrotic damage and half on a success. Potent Ray: extra 1d8 Necrotic damage per Potent Ray point used.

Telekinetic Ray. The basic Ray work the same as the spell Mage Hand. Potent Ray: The Ray works the same as the spell Telekinesis, one minute and 100 pounds per Potent Ray point used.

Sleep Ray (5th Level Required). On a failed Constitution Save the target falls prone. Potent Ray: The target falls unconscious for one turn per Potent Ray point used.

Petrification Ray (5th Level Required). On a failed Dexterity Save, the target is considered grappled for one turn. Potent Ray: first round failed save restrained for one Potent Ray point, second round you can spend 10 Potent points to force the target to make another Save and on a failure the target is petrified.

Disintegration Ray (7th Level Required). On a failed Dexterity Save, the target takes 1d8 Necrotic damage and double damage to non-magical structures. Potent Ray: extra 1d8 Necrotic damage per Potent Ray point used.

Death Ray (9th Level Required). On a failed Dexterity Save, the target takes 1d10 Necrotic damage and when a creature falls to 0 Hits Points from the ray it instantly dies. Potent Ray: extra 1d10 Necrotic damage per Potent Ray point used.

Potent Rays

At 1st level, you gain a pool of eldritch magic that you can expend to increase the power of your Eye Rays. You can increase the damage to a maximum of 10 dice or the duration up to a minute. You can only increase the power of one Eye Ray per turn. All expended points are regained on a long rest

Anti-Magic Cone

At 2nd level, you gain your signature Anti -Magic cone. The cone is 10 feet for every Beholder level you have to a maximum of 150 feet. You can use your reaction to cancel a magic effect by spending a Potent Points equal to 2 times the level of the spell effect.

At 5th level, any spell effect has disadvantage or saving throws have advantage if you are facing the effect.

Dream Weaver

At 10th level, everytime you take a long rest you roll a d100 on the following table.

Dream Weaver Results
Roll Spawned Creature
1-40 Nothing
41-65 Gazer (DC 8)
66-80 Death Kiss (DC 15)
81-90 Beholder of the same Subrace (DC 18)
91-100 Beholder of a different Subrace (DC 21)

After you roll make either a Deception, Persuasion, or Intimidation check. On a success, the creature is neutral toward you and on a failure the creature is hostile towards you. The creature can appear anywhere within a mile of your long rest location.

At 18th level, you do not need to roll you Charisma check for a Gazer or a Death Kiss, they are automatically neutral. You also have advantage on checks against Beholders of the same subrace.

Legendary Creature

At 20th level, you gain three extra reactions to fire an Eye Ray each. Each reaction eye beam can use one Potent point level for free.

Subraces

Beholders range widely in how they work and interact with the world. These are just three of the most common types. These three are the Eye Tyrant, The Eye of the Elements, and the Death Tyrant.

Eye Rays

At 1st level, you have the ability to fire three Eye Rays of your choice, one must be from the following list. Your Eye Ray Saving Throw DC is 8 + your Proficiency Bonus + you Charisma Modifier.

Charm Ray. The basic ray gives you advantage on Charisma checks for one turn. Potent Ray: On a failed Wisdom Save, the target is charmed for one round per Potent Point used.

Illusion Ray. The basic ray mimics the effect of Minor Illusion for sound only. Potent Ray: On a failed Intelligence Save, the creature is effect of the Major Image spell for one round per Potent Point used.

Tyranny Ray. One a failed Charisma Save, the creature is affected by one effect of the Bestow Curse spell. Potent Ray: The target is affected by all the Bestow Curse effects.

Mad Tyranny

At 1st level, you gain proficiency in Insight and one from Intimidation, Persuasion, or Deception.

Anti-Social Cone

At 2nd level, your Anti-Magic Cone also gives disadvantage to Charisma Check to creatures inside the cone.

Mind Shatter

At 6th level, once per long rest you can cause a creature who failed your Saving Throw for your Eye Tyrant Ray to be affected by it until you take a long rest or until you dismiss it as an action.

At 14th level, if you use Mind Shatter on a creature 7 days in a row the effect will last until they die or you use an action to end it. The effect can last to a maximum of a year.

Easy Target

At 11th level, as a bonus action you can determine a creature’s Intelligence, Wisdom, or Charisma Score. You can use this feature of number of time equal to 1 + your Charisma Modifier. You regain expended charges after a long rest.

Tyrant Tactics

At 17th level, any ally attacking a creature within you Anti-Magic Cone has advantage on the attack.

Eye of the Elements

In the official Material there really are only the Eye of Flame and the Eye of Frost but why not all of them. A Thunder Beholder that screams their attacks, a Psychic Beholder like the Mindwitness.

Eye Rays

At 1st level, you have the ability to fire three Eye Rays of your choice, one must be from the following list. Your Eye Ray Saving Throw DC is 8 + your Proficiency Bonus + you Wisdom Modifier.

Also choose a damage type other than piercing, slashing, or bludgeoning. You gain resistance to this damage type for your bite attack and your Eye of the Elements Eye Ray damage.

Explosion Ray. You choose a point in range to cause a 5 foot radius exposion forcing a Strength saving or deal 1d6 damage. Potent Ray: the radius increases by 5 feet to a maximum of 20 feet per potent point used, additionally the damage increases by 1d6 per point used.

Element Ray. You force a Dexterity saving throw, on a failed save deal 1d10 damage. Potent Ray: you deal an extra 1d10 for each Potent point used.

Burst Ray. You force a Constitution saving throw, on a failed save you deal 1d8 damage and half on a success. Potent Ray: your ray splits into additional rays that can hit other creatures or the same creature.

Radiant Variant

This type would likely look like an Old Testiment style angel. This is an alternate to the Element Ray

Healing Ray. The basic ray works like the Spare the Dying cantrip. Potent Ray: you heal the target 1d6 hit points per Potent point used

Planes Wanderer

At 1st level, you choose two proficiencies from Nature, Aracna, or Survival.

Amplification Cone

At 2nd level, attacks that deal you damage type made by another creature deal extra damage equal to your Wisdom modifier.

Exuding Aura

At 6th level, as a bonus action you can spend Potent points to exude a 10 foot radius aura that deals 1d8 damage per Potent point used to each creature that enters the aura or starts it's turn in the aura. This effect lasts for one minute or until you dismiss it as a bonus action.

At 14th level, the aura is now a 30 foot radius and you can choose not affect an number of creatures.

Elemental Gift

At 11th level, as a bonus action you can grant resistance or vulnerability to your damage type to one creature in your Anti-Magic Cone for 1 minute or you use this feature again. You can use this feature a number of times equal to 1 + your Wisdom Modifier. You regain expended charges after a long rest.

Elemental Protection

At 17th level, when a creature attempts to make a melee attack against you and misses they must make a Dexterity saving throw or take 3d4 damage.

Death Tyrant

The lich equivalent of a Beholder. They are usually just a floating skull with floating orbs but you could also play Matt Mercer's K'Varn for a more standard look.

Eye Rays

At 1st level, you have the ability to fire three Eye Rays of your choice, one must be from the following list. Your Eye Ray Saving Throw DC is 8 + your Proficiency Bonus + you Intelligence Modifier.

Sickening Ray. You force a Constitution saving throw, on a failed saving throw you deal 1d8 poison damage. Potent Ray: you deal an extra 1d8 for each Potent point used and the creature becomes poisoned for one round per Potent point.

Draining Ray. You force a Consititution saving throw, on a failed saving throw you deal 1d6 Necrotic damage. Potent Ray: you deal an extra 1d6 for each Potent point used and you heal half the damage dealt.

Rotting Ray. You force a Constitution saving throw, on a failed saving throw you deal 1d6 Acid damage. Potent Ray: you deal an extra 1d6 for each Potent point used and if you use 10 Potent points the creature takes slashing damage before the beginning of you next turn the creature will lose a limb.

Undead Overlord

At 1st level, you gain proficiency in either Religion or Stealth. While your hit points are less than half you regain 1 hit point at the end of your turn. you have resistance to poison damage and advantage on svaing throws against the poisoned conditions

Anti-Life Cone

At 2nd level, you gain your Anti-Magic Cone but it can only effect healing effects. Creatures also have disadvanatage on death saving throws.

When a humanoid drops to 0 hit points in your cone, you can use your reaction to spend 3 Potent Points to force the creature to make a Constitution or Charisma saving throw (your choice) to raise them as a Zombie. They follow your orders until you take a long rest, at which point they are destroyed.

Undead Army

At 6th level, Once per long rest when a creature becomes a Zombie from your Anti-Life Cone you can choose to make it follow you indefinitely until it is destroyed.

At 14th level, your Anti-Life Cone can affect non-humanoids by spending 6 Potent Ray Points, and by spending 3 more points for them to make it follow you indefinitley until it is destroyed.

Stealing Word

At 11th level, as a bonus action you can look at a creature with your Anti-Life Cone who has been healed within the last minute to take double the damage it was healed as Necrotic damage and you heal the original ammount. You can use this feature a number of times equal to 1 + your Intelligence Modifier. You regain expended charges after a long rest.

Tyrant Tactics

At 17th level, when a creature dies to your Death Tyrant ray they immediatly die and have disadvantage on their saving throw against becoming undead.