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.īy 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 can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails. 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. Starting at 6th level, your sight as taken on some of the same characteristics of a beholder. The effect ends at the end of your next turn. On a failed save the target is paralyzed. The creature must make a Constitution saving throw. Your eldritch blast contains a numbing energy that can be used to momentarily stop a creature in its tracks. 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 creature must make a Wisdom saving throw. Your eldritch blast can hold a creature in place and make them levitate off the ground. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save the creature's speed is reduced to 0 and its legs, if any, have turned to stone for 1 minute. 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 frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A construct or an undead is immune to this effect. Your eldritch blast ray awaken the sense of primordial fear in target. This abilities damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).įear Ray. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. If a creature's hit points are reduced to 0 by this attack, the creature is disintegrated. Your eldritch blast ray becomes enchanted with destructive energy, making it deal 2d6 additional force damage. Once you use this feature, you can not use it again until you finish a short or long rest.ĭisintegration Ray. The DC for these saving throws is equal to your warlock save DC. When you hit a creature with an eldritch blast ray, as a bonus action, you can enchant the ray with additional effects. It counts as warlock cantrip for you, but it doesn't count against your number of cantrips known.īy entering into a pact with a beholder, you may draw power allowing you to partially mimic the effects of a beholder's eye rays. The following spells are added to the warlock spell list for you.Īt 1st level, you learn the eldritch blast cantrip. The Beholder lets you choose from an expanded list of spells when you learn a warlock spell. 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. 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. 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 you sparked the interest of a beholder in some way. 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.
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