Sorcerous Origin - Beholderkin


Beholders believe that they represent true perfection, beings who have no equal, and there are - among the throngs of the masses - inevitably some mortal humanoids who agree. Some of these mortals end up with a fraction of a beholder's blood in their veins; sometimes by choice, sometimes by force. Others seek to take a beholder's power for themselves, stealing away a beholder's eyes and forcibly implanting them into their skin, taking on their ocular abilities.

These beholderkin sorcerers inevitably manifest nightmarish traits as a result of their changes. Roll on the following table or choose one of the options when you take this origin.

Beholderkin Manifestations
d6 Manifestation
1 Your skin becomes leathery.
2 Your natural eyes become empty, appearing to hold a starry sky within.
3 Your teeth grow long and spiked, as a beholder's are
4 Your natural eyes extend out of your face on eyestalks.
5 Your limbs become more tentacle-like, bending in odd or unnatural ways.
6 A thousand tiny eyes (that blink, though offer no additional benefit or hindrance) appear all over your body.

Implanted Eye

Starting at 1st level, an eye manifests at some point on your body - typically on the forehead though it can appear anywhere - a hand, an arm, the chest. Sometimes this appears on the skin, though it can be attached to an independent tentacle.

While uncovered, this eye can cast a spell (without providing any components) by firing a ray. When cast from the eye, the spell bypasses the normal area and range of the spell, and instead targets only a single creature you can see within 120ft. Spells that require concentration cast by the eye still require it as normal.

The spells it cast are as follows, based upon your sorcerer level:-

  • Charm Person (1st)
  • Sleep (3rd, as if from a 2nd level spell slot)
  • Fear (5th)
  • Slow (7th)
  • Inflict Wounds (9th, as if from a 5th level spell slot)
  • Telekinesis (11th)
  • Flesh to Stone (13th)
  • Disintegrate (15th)
  • Finger of Death (17th)
  • Dominate Monster (19th)

When you cast a spell from the eye, it must rest until the end of your next turn and cannot cast a second spell consecutively. Each spellray can only be used once, refreshing on a long rest. From 11th level, when you complete a short rest you regain one expended spellray, determned at random.

Once you are at 6 levels higher than the eye's spell requirement, you can then choose to cast it as a bonus action instead of an action. For example, a 9th level sorcerer can use its Charm Person and Sleep rays as bonus actions instead of actions; this still has the normal restriction on spells being cast as a bonus action limiting the spells you can cast as an action.

Magical Manipulator

Also at 1st level, you learn how to cast the Mage Hand spell as a bonus action without verbal components. The hand is invisible, and can be controlled as a bonus action instead of an action. In addition to its normal uses, you can use it to Shove a medium or smaller creature. The target must succeed on a Strength saving throw or be pushed back 5ft by the hand. The distance shoved increases as by 5ft when you reach 5th, 11th, and 17th levels in this class, to a maximum of 20ft. From 11th level, you can also shove Large or smaller creatures with this hand.

Alert Eyes

From 6th level your Implanted Eye helps to guard you. While it is uncovered you gain the following benefits:-

  • You gain Darkvision out to 60ft, or you increase its range by 30ft if you already had this.
  • No longer be Surprised
  • You have advantage on Perception checks that require sight.
  • It watches for you while you sleep; sleeping no longer affects your perception (or lack thereof).

Perfect Vision

From 14th level you gain truesight out to 20ft, so long as your Implanted Eye is uncovered.

Antimagic Eye

From 18th level you can twist your Implanted Eye's magic to negate all magic within its gaze. As a bonus action on your turn you can activate your eye's 30ft long anti-magic cone. When you first use this, and at the start of each of your turns, you decide which way the cone faces. The area covered is affected as if it were in an anti-magic field (as the spell). While your Antimagic Eye is active, you cannot cast any spells from your Implanted Eye feature.

You can activate this once, refreshing on a long rest. It lasts for 1 minute. Once you've expended this, you can activate it again by expending 10 sorcery points.