Pact of the Beholder | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Pact of the Beholder

You are a warlock who has made a pact with a beholder, a creature of supreme intellect who is famous for being paranoid and widely known to control an array of magical eye stalks that shoot devesting rays of energy. Entering into such a pact is deemed very risky to the fact that beholders typically only enter pacts with those who they think they can control or those who they believe will help them further their goals, but regardless of you sparked the interest of a beholder in some way. Those who enter into pacts with beholders typically hold some sort of goal or purpose in mind when deciding to enter into such a dangerous pact. Some wish to court the favor of the beholder and gain something in return, some aspire to acquire the power the beholder has, among various other reasons.    

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.
Level Spells
1st Color Spray, Ray of Sickness,
2nd Levitate, Scorching Ray
3rd Fly, Lightning Bolt
4th Black Tentacles, Confusion
5th Legend Lore, Telekinesis
 

Bonus Cantrip

At 1st level, you learn the Eldritch Blast cantrip. It counts as warlock cantrip for you, but it doesn't count against your number of cantrips known.    

Mini Ray

By entering into a pact with a beholder, you may draw power allowing you to partially mimic the effects of a beholder's eye rays. When you hit a creature with an eldritch blast ray, as a bonus action, you can enchant the ray with additional effects. Roll a d6 on the Mini Ray Table. The DC for these saving throws is equal to your warlock save DC. Once you use this feature, you cannot use it again until you finish a short or long rest.
d6 Mini-Rays
1 Disintegration Ray: Your eldritch blast ray becomes enchanted with destructive energy, making it deal 2d6 additional force damage. If a creature's hit points are reduced to 0 by this attack, the creature is disintegrated. A disintegrated creature and everything it are wearing and carrying, except magic items, are reduced to a pile of fine grey dust. These abilities damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
2 Fear Ray: Your eldritch blast ray awakens the sense of primordial fear in target. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 Petrification Ray: Your eldritch blast can partially mimic the effects of a petrification ray by a beholder, allowing you to partially turn a creature to stone. The creature must make a Wisdom saving throw. On a failed save the creature's speed is reduced to 0 and its legs, if any, have turned to stone for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 Telekinetic Ray: Your eldritch blast can hold a creature in place and make them levitate off the ground. The creature must make a Wisdom saving throw. On a failed save, the creature is restrained and using a bonus action you may move them up to 30 feet in any direction. The effect ends at the end of your next turn.
5 Paralyzing Ray: Your eldritch blast contains a numbing energy that can be used to momentarily stop a creature in its tracks. The creature must make a Constitution saving throw. On a failed save the target is paralyzed. The effect ends at the end of your next turn.
6 You may pick an eye ray of your choice.
 

Antimagic Sight

Starting at 6th level, your sight as taken on some of the same characteristics of a beholder. When you or a friendly creature that you can see within 30 feet of you makes a Charisma, Intelligence, or Wisdom saving throw against magic, you can use your reaction to grant them advantage on the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.    

Hover

Starting at 10th level, your pact has granted you the power to float a few feet off the ground, making you immune to being knocked prone and increasing your movement speed by 10 feet.    

Warped Mind

By 14th level, your mind feels as if it has become as sharp as a whip; however, you feel a growing sense of anxiety within you, almost as if your mind is taking on the characteristics of a beholder's, granting you the following benefits.
  • You gain proficiency in Intelligence saving throws and if you already have this proficiency, you instead gain proficiency with another saving throw of your choice.
  • When a creature forces you to make a Wisdom, Intelligence, or Charisma saving throw or whenever a creature that you can see damages you, as a reaction, you may plant an image of horror into the target's mind. The affected creature must make a Wisdom saving throw against your warlock save DC to take half of the 4d10 psychic damage and not be paralyzed until the start of the affected creature's next turn. You may use this feature twice and you regain all uses of this feature when you finish a short or long rest.

  • Created by

    Lord Mcberry.

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