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Contenido
1 Beholderborn
1.1 Descripción física
1.2 Historia
1.3 Sociedad
1.4 Nombres de Beholderborn
1,5 Rasgos nacidos del espectador
1.5.1 Beholderborn despierto
1,6 Altura y peso aleatorios
1,7 Características sugeridas

Beholderborn
Un soldado observa cómo su pelotón y sus compañeros soldados son
aniquilados por oleadas de flechas en llamas en un campo de batalla.
Grita de rabia y se convierte en un monstruo de poder aterrador mientras
ataca la posición enemiga con un rayo de la muerte.

Un paladín levanta su escudo en defensa de los inocentes mientras los


zombies lo golpean. Se eleva en el aire y grita con el poder de una antigua
maldición. Desintegra filas y filas de muertos vivientes con una ráfaga de
energía radiante de sus ojos. La mirada inocente con asombroso miedo.

Un ladrón sale de la bóveda de una fortaleza con una bolsa llena de oro y
gemas. Petrifica a los guardias donde están mientras sale de la bóveda.

Descripción física

Los beholderborn son una raza aberrante que, en la superficie, parecen


ser humanos normales. Sin embargo, en momentos de estrés emocional
extremo, con una práctica significativa o ante la mención de una
palabra de poder, pueden transformarse en criaturas como
espectadores. En su forma de espectador, la hinchazón de su cuerpo, su
cabello y cuero cabelludo se convierten en tallos de ojos (como una
gorgona) y su piel se vuelve irregular, aceitosa y de color extraño.
Finalmente, sus ojos se fusionan en un gran ojo central que brilla
suavemente con un poder aberrante. De esta forma, flotan del suelo y
disparan energía desde su ahora único ojo y sus muchos tallos oculares.

Historia

Hace mucho tiempo, un espectador retorcido y siniestro had spent his


life learning vile necromancy and the secrets of the darkness and grew
too powerful in the eyes of the gods. The god of order grew worried
about his strength and cursed him to a human body. The beholder had
become weaker, frailer, and unable to sustain his once-powerful magic.
He was horrified, and after many days of mourning his power, he
decided upon his fate: that he would continue his lineage by taking
over a small town to begin his reign anew. However, he was set upon
by the power of love and friendship, which shattered his xenophobic
beliefs, and he grew to care for the people around him. He eventually
integrated into society and mated with a woman that he had fallen in
love with. The Beholder, as he went about his simple life, forgot more
and more that he was ever a beholder or evil. With him consumed with
goodness, the god was pleased. The first beholderborn died and his
story and power dissolved away in the ruins of time. For each new
generation from his lineage, beholder blood runs, allowing them to
connect to their powerful abilities. The beholderborn often appear
human, and may never know they are beholderborn, or even the story
of their heritage, but through studying and some awakening event, they
arise, and attune to their powerful abilities.

Society

Beholderborn roam the Material Plane, often not knowing the power
they possess. Their improved intellect seems to be the only outward
sign of their heritage. Those that are awoken to the power use it in
varied ways. Their knowing that power has inherently evil roots makes
them cautious about its use. Some who discover their powers may
never use it, fearing it, while others may revel in their new found
abilities.

d6 Awakening Event
1 My village was attacked by an enemy, and I awoke during a rage-
filled outburst. (Good)
2 An unknown voice spoke to me in the night and whispered the
dark secrets of my power. (Evil)
3 I was gravely injured in an accident while I was alone, and the
pain awakened my power. (Neutral)
4 While adventuring I came into the presence of an artifact, that
when picked up, awoke my power. (Neutral)
5 While at a tavern, I connect with another beholderborn, and he
taught me of the power I possessed. (Neutral)
6 After I had committed murder, the blood seeped into my hands
and awakened my power. (Chaotic)

Beholderborn Names

Although most beholderborn keep their natural born human names, in


some cases, an awakened Beholderborn will take on a natural beholder
name.

Male: Quaervaxthanus, Thaluul, Manxam, Xaejil, Bairixis, Chelm, Irv,


Eddalx, Nagish, Xeo, Ralakor

Female: Vaxall, Xavlal, Xaejil, Shatevar, Orox, Zalshox, Famax, Khoa

Beholderborn Traits

A race of humanoids descended from the cursed Beholders.


Ability Score Increase. Your Intelligence score increases by 2 and your
Charisma score increases by 1.
Age. A beholderborn matures at the same rate as humans do and live
up to 130 years of age.
Alignment. Often of a neutral alignment, beholderborn are generally
wizards and sorcerers, but some have more extreme tendencies.
Size. Beholderborn vary in weight and height in the same way humans
do. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aberrant Nature. Your creature type is considered to be both
aberration and humanoid.
Awakened Beholderborn. Speak to your Dungeon Master whether you
have awakened before your adventure starts or if you will at some
point during your adventure gaining the traits listed in Awakened
Beholderborn.
Languages. You can speak, read and write Common, and one language
of your choice.

Awakened Beholderborn

Beholder Form. As a bonus action, a beholderborn can switch its form


to resemble a beholder. Its eyes become one, their body bloats in size,
their teeth sharpen to a point, with various eyestalks protruding from
their significantly larger head. While in this form, a beholderborn has
disadvantage on all Charisma based skill checks except Intimidation
and gains the following racial traits: This effect ends if a beholderborn
falls unconscious or if they end it as an action.
Hover. While in beholder form, you hover up to 5 feet off the ground
and you are immune to being knocked prone.
Beholder Eye. While in beholder form, you can draw out the power of
the beholders most well-known weapon, its eye beam. Roll a d6 and
target a creature you can see within 60 feet of you. The DC for this
saving throw is equal to 8 + your proficiency bonus + your Intelligence
modifier.
Aberrant Langauge. Once awakened, you find you have the natural
ability to speak Deep Speech, the language of aberrant creatures.

d6 Eye Ray Table


1 Disintegration Ray. You fire a blast of destructive energy. Make
a ranged spell attack, dealing 1d10 force damage on a successful
hit. If a creatures hit points are reduced to 0 by this attack, the
creature is disintegrated. A disintegrated creature and
everything it is wearing and carrying, except magic items, are
reduced to a pile of fine grey dust. This abilities damage
increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).
2 Fear Ray. You awaken the sense of mortality in one creature you
can see within range. Constructs and undead are 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. You make eye contact with a creature, forcing
the target within range to 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. You can mentally hold a creature in place. 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. You fire a bolt of lightning from your eye, the
creature must make a Dexterity 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.

Random Height and Weight

Base Height Base Weight


Height Modifier* Weight Modifier**
4′ 8″ +2d10 110 lb. × (2d4) lb.

*Height = base height + height modifier


**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics

When creating a Beholderborn character, you can use the following


table of traits, ideals, bonds and flaws to help flesh out your character.
Use these tables in addition to or in place of your background's
characteristics.

d8 Personality Trait
1 I Sometimes think that I am a flawed abomination.
2 I am always polite and respectful.
3 I can stare down a hell hound without twitching.
4 I frequently dream of Beholders and I am certain they're trying
to manipulate me.
5 I eat like a pig and have bad manners.
6 Even though my history is twisted, I am willing to do good and
what is right.
7 I help the people that help me-because few people are willing to
come near me.
8 I feel more comfortable traveling alone than with others.

d6 Ideal
1 Although I am perfect as I am, I can always strive to be more.
(Neutral)
2 Beholderborn are superior to other humanoids and one day will
rule. (Evil)
3 Life is like the winds of fall, you must follow were it leads you.
(Chaotic)
4 The path to power is through knowledge. (Neutral)
5 As powerful beings our job is to protect others. (Good)
6 Emotions must not cloud are sense of what is good or true.
(Lawful)

d6 Bond
1 I miss the kinship of my identical twin, who disappeared years
ago.
2 I owe a debt I cannot repay to the person that took pity and
raised me.
3 No one else should have to endure the struggle and pain I've
been through.
4 I idolize a hero from stories and measure my deeds against
theirs.
5 Despite my best efforts, I am unreliable to my friends.
6 My acquaintances are all spying on me and one day I will
destroy them.

d6 Flaw
1 I sometimes forget that others don't have access to my
knowledge.
2 I frequently have terrifying dreams.
3 I usually ignore advice from my friends.
4 I am very quick to take offense.
5 I enjoy taunting my rivals and angering them.
6 My pride will probably lead to my destruction.

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