Gazers
Gazers are psionic humanoid beings with heads that resembles that of a Beholder.
Nobody knows where Gazers really come from, and they don't really know either. All that is known about their origins is that they pretty much appear out of thin air with a name already accompanying them. Due to their Extra-Planar nature, most academics have speculated that they have some sort of connection with Great Eldritch Being Cyäegha, the One Who Sees.
However, Gazers were never seen during the Era of Ruin, only Beholders. This has stumped many a scientist. In the past, many have been captured and been subjected to intensive mind reading magic only for researchers to find no new information.
At the moment, Gazers are able to fit into some communities if they are able to convince the townsfolk that they mean no harm. Most of the time, this is a difficult task.
Ability Score Increase. Your Intelligence score increases by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 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.
Eyestalks. You can see in all directions and you cannot be
surprised unless you are incapacitated or blinded. You have
proficiency in the Perception skill.
Languages. You can speak, read, and write Common.
Hit Dice: 1d10 per Gazer level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher levels: 1d10 + your Constitution modifier per Gazer level after 1st Proficiencies
Saving Throws: Intelligence, Wisdom
Skills: Choose one from Investigation, Insight, Perception The DC of your Eye Ray attacks is 8 + your Proficiency bonus + your Intelligence modifier.
Most Eye Ray attacks have effects that affect the target for more than a round, as such, these effects are maintained through concentration.
Each Eye Stalk is associated with an Eye Ray type. If you lose that Eye Stalk or if that Eye Stalk is blinded, you may not cast that Eye Ray type.
Each of your awakened Eye Stalks can maintain their own concentration. With two awakened Eye Stalks, you may have two different Eye Stalk effects active at the same time, however you may never have more than one instance of the same Eye Stalk effect active at once.
You may cancel the effects of your Eye Stalks anytime.
If you lose concentration, all of your Eye Stalks lose concentration at the same time.
You gain the following:
Action - Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for an hour, or until the creature is harmed.
Action - Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs or undead.
Trait - Natural Armor. When unarmored, your AC becomes 12 + your dexterity modifier.
Trait - Poison Resistance. You take half damage from any sources of poison damage.
Action - Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed 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.
Trait - Extended Rays I. Your Eye Rays now have a range of 60 feet.
Action - Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened 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.
Action - Slowing Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success.
Action - Enervation Ray. The targeted creature must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
Action - Telekinetic Ray. If the target is a creature, it must make a Strength saving throw. Upon failure, you may move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. The creature is restrained by your ray's telekinetic grip until the start of your next turn. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your ray's telekinetic grip on the creature by contesting its Strength saving throw with your Eye Ray DC.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You may also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
All Perception Checks you make are done at an Advantage.
All Investigation Checks you make are done at an Advantage.
Your Passive Perception is 25
You automatically critically fail all Insight Checks
You are compelled to Insight Check everything and anything to your group's dismay.
Action - Petrification Ray. The targeted creature must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or similar magic.
Action - Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take l0d6 + 40 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10·foot cube of it. Magic items are unaffected by this spell.
Action - Death Ray. The targeted creature must succeed on a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save or half as much on a successful one. The target dies if the ray reduces it to 0 hit points.
Trait - Extended Rays II. Your Eye Rays now have a range of 120 feet.
Trait - Improved Natural Armor. When unarmored, your AC becomes 14 + your dexterity modifier.
Trait - Flight (hover). You now have a hover speed of 20 feet.
Trait - Warping Nightmares. Immediately after a long rest, choose up to three damage types to gain resistance to. This lasts until your next long rest.
Gazer Traits
As a monstrous race, Gazers are able to develop and upgrade their own innate power rather than their class' power. Upon level up, you may instead choose to add to your Gazer level rather than your class level. Gazers gain the following traits at each Gazer level, as indicated on the table below:Level | Features |
---|---|
0 | ASI, Size, Speed, Darkvision, Eyestalks, Languages, Subrace Feature I |
1 | Hit Points, Proficiencies, Eye Rays |
2 | Improved Darkvision, Paranoia |
3 | Improved Eye Rays I |
4 | ASI |
5 | Improved Eye Rays II |
6 | ASI |
7 | Eye Frenzy I |
8 | ASI |
9 | Improved Eye Rays III |
10 | Extreme Paranoia |
11 | Eye Frenzy II |
12 | ASI |
13 | Improved Eye Rays IV |
14 | ASI |
15 | Improved Eye Rays V |
16 | ASI |
17 | Supreme Paranoia |
18 | Subrace Feature II |
19 | ASI |
20 | Eye Frenzy III |
Subrace Feature I
Choose one of these subraces. You gain the traits listed under your chosen subrace in addition to those listed above.Eye Tyrant
Eye Tyrants share the following racial traits. Antimagic Cone. Once per day when a creature that you can see within 60 ft. attempts to cast a spell, you may use your reaction to attempt to negate the spell. Make an Intelligence check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.Spectator
Spectators share the following racial traits. Spell Reflection. If you have advantage on a saving throw against a spell, or if the spellcaster has disadvantage on a spell attack roll to hit you with the spell, you may disregard that effect to attempt to reflect the spell. If you succeed on the saving throw to resist the spell, or if the spell attack roll misses you, you can choose another creature (including the spellcaster) which you can see within 30 feet of you. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.Gauth
Gauths share the following racial traits. Stunning Gaze. As an action, you can incapacitate a creature that you see within 30 feet of you with a look from your central eye. The creature must make a Wisdom saving throw. On a failed savem the creature becomes incapacitated until the beginning of your next turn. The DC of this saving throw is 8 + your Proficiency bonus + your Intelligence modifier. After you use this ability, you can't use it again until you complete a long rest.Hit Points and Proficiencies
At level 1, you gain the following traits: Hit PointsHit Dice: 1d10 per Gazer level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher levels: 1d10 + your Constitution modifier per Gazer level after 1st Proficiencies
Saving Throws: Intelligence, Wisdom
Skills: Choose one from Investigation, Insight, Perception
Eye Rays
Harnessing your inner power has awakened dormant power in two of your eight Eye Stalks, allowing you to cast Eye Rays. Starting at level 1, as an action you may select a creature that you can see within 30 feet of you as the target for an Eye Ray attack.Improved Darkvision
At level 2, your Darkvision extends to 120 feet.Paranoia
At level 2, you start feeling more and more paranoid. You have a slight suspicion that the world is out to get you. Unconsciously, your body has adapted to fend off any would be assassins that might be out for you. You gain the following:Improved Eye Rays I
Starting from 3rd level, one more of your Eye Stalks have unleashed their dormant power. You gain the following:Improved Eye Rays II
Starting from 5th level, two more of your Eye Stalks have unleashed their dormant power. You gain the following:Eye Frenzy I
Starting from 6th level, whenever you use your action to fire an Eye Ray, you may target another creature within range of your Eye Rays. Fire another ray at the second target. Roll a 1d5 and refer to the list below to determine which type of ray it is. If it lands on the same ray type that you fired on your first attack or a ray that already in use, re-roll the result. At level 9, increase the die to a 1d7. At level 11, increase the die to a 1d9. At level 13, increase the die to a 1d10.- Charm Ray
- Sleep Ray
- Paralysis Ray
- Fear Ray
- Slow Ray
- Enervation Ray
- Telekinetic Ray
- Petrification Ray
- Disintegration Ray
- Death Ray
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