The Beholder Scion
This is a Playtest Version. [2025.01.09]
The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.
A Beholder Scion is a control/utility blaster with "monster metamorph" moments, descended from or touched by the aberrant power of true beholders. This class is designed to be taken either from level 1 (pure Scion) or as a multiclass option.
It uses a single resource pool (Iris Points) so it doesn't stack cleanly with other casters, and it obeys concentration rules when it creates ongoing magical effects. The Scion's power comes from their aberrant heritage, manifesting through reality-warping eye rays and eventual transformation.
Quick Navigation
Class Features
As a Beholder Scion, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Beholder Scion level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Beholder Scion level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose 2 from Arcana, Deception, Insight, Investigation, Perception, Stealth
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar's pack or (b) an explorer's pack
- Leather armor and two daggers
Alternatively: You can ignore the equipment from your class and background and start with 4d4 Ă 10 gp to buy your starting equipment.
Multiclassing
Prerequisite: To qualify for multiclassing into the Beholder Scion class, you must have the following:
- Species: Oculon (or DM approval for other aberrant lineages)
- Ability Score: Intelligence 13 (or Wisdom/Charisma 13 if using that as your Scion spellcasting ability)
Proficiencies Gained: If Beholder Scion isn't your initial class, you gain the following proficiencies when you take your first level as a Beholder Scion:
- Armor: Light armor
- Weapons: Simple weapons
- Skills: Choose 1 from the Beholder Scion skill list
The Beholder Scion
| Scion Level | Proficiency Bonus | Features | Rays Known | Iris Points |
|---|---|---|---|---|
| 1 | +2 | Iris Magic, Eye Rays, Focused Physiology | 2 | 2 |
| 2 | +2 | Paranoid Reflexes | 2 | 3 |
| 3 | +2 | Scion Path (Subclass) | 3 | 4 |
| 4 | +2 | Ability Score Improvement | 3 | 5 |
| 5 | +3 | Twin Focus (empower a ray) | 4 | 6 |
| 6 | +3 | Subclass feature | 4 | 7 |
| 7 | +3 | Improved Ray | 5 | 8 |
| 8 | +3 | Ability Score Improvement | 5 | 9 |
| 9 | +4 | Unblinking Awareness | 6 | 10 |
| 10 | +4 | Subclass feature | 6 | 11 |
| 11 | +4 | Lesser Metamorphosis | 7 | 12 |
| 12 | +4 | Ability Score Improvement | 7 | 13 |
| 13 | +5 | Improved Ray | 8 | 14 |
| 14 | +5 | Beholder Aspect | 8 | 15 |
| 15 | +5 | Subclass feature | 9 | 16 |
| 16 | +5 | Ability Score Improvement | 9 | 17 |
| 17 | +6 | Overbeam | 10 | 18 |
| 18 | +6 | Greater Metamorphosis | 10 | 19 |
| 19 | +6 | Ability Score Improvement | 11 | 20 |
| 20 | +6 | Final Choice: Ascend or Stabilize | 11 | 20 |
Iris Points are your core "fuel." You regain all Iris Points when you finish a long rest.
Level 1: Iris Magic
At 1st level, you have learned to harness the aberrant power within you to warp reality through your gaze. You learn two cantrips of your choice from the Scion spell list.
Scion Spellcasting
Spellcasting Ability: Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for your Scion spells. This choice is made at 1st level and cannot be changed. You use your chosen ability whenever a spell refers to your spellcasting ability.
- Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
- Spell attack modifier = your proficiency bonus + your spellcasting ability modifier
Iris Points (Not Spell Slots): You don't use traditional spell slots. Instead, when you cast a Scion spell of 1st level or higher, you spend Iris Points equal to the spell's level.
- Cantrips cost 0 Iris Points
- If a spell requires concentration, you must concentrate normally
- You must still provide any material components (unless a focus replaces them as usual)
- You regain all expended Iris Points when you finish a long rest
Prepared Spells: After a long rest, you prepare a number of spells from the Scion Spell List equal to your Beholder Scion level + your spellcasting ability modifier (minimum of 1 spell). You can change your prepared spells whenever you finish a long rest.
Spell Level Limit
You can't cast or prepare spells above your maximum spell level, shown below:
| Scion Level | Max Spell Level |
|---|---|
| 1-2 | 1st |
| 3-4 | 2nd |
| 5-8 | 3rd |
| 9-12 | 4th |
| 13-20 | 5th |
Multiclass Note: Scion spellcasting never adds to another class's spell slots. Iris Points are a separate resource. If a feature refers to "a spell slot," Iris Points don't count.
Scion Spell List
Here is the spell list available to Beholder Scion characters. The list is organized by spell level, not character level.
Level 1: Eye Rays
At 1st level, you gain the ability to channel the signature Eye Rays of a beholder. You can use the Magic action (Action) to fire one Eye Ray you know at a target you can see within 60 feet (unless stated otherwise). Each ray costs 1 Iris Point (unless stated otherwise).
Ray Save DC
Ray Save DC = 8 + Proficiency Bonus + your Scion spellcasting modifier (Intelligence)
Eye Rays Known
You start with two Eye Rays of your choice from the Eye Ray list below. You learn additional Eye Rays as you level up, as shown in the Beholder Scion table.
Usage Limits
One Ray per Turn: A creature can be affected by only one of your Eye Rays on a given turn.
Available Eye Rays
The following Eye Rays are available to Beholder Scions:
Wounding Ray (Damage) - 1 IP
Con save. Fail: 1d10 necrotic; success: half. Scaling: 2d10 at Scion 5, 3d10 at Scion 11, 4d10 at Scion 17.
Disrupting Ray (Debuff) - 1 IP
Cha save. Fail: the target has disadvantage on the next d20 Test it makes before the end of its next turn.
Fear Ray (Control) - 1 IP
Wis save. Fail: Frightened of you until the end of your next turn.
Telekinetic Ray (Control/Utility) - 1 IP
Str save. Fail: you move the creature or unattended object 10 feet in a direction you choose (no vertical movement unless you have Improved Ray).
Restraining Ray (Control) - 2 IP
Str save. Fail: target's speed becomes 0 until the end of its next turn. If the target is already at speed 0 from this ray, you can instead make it Restrained until the end of its next turn.
Illusion Ray (Utility) - 2 IP, Concentration
You create an illusion equivalent to Silent Image (10-foot cube) for up to 1 minute (concentration). Investigation to disbelieve vs your Ray DC.
Draining Ray (Damage/Sustain) - 2 IP
Con save. Fail: 1d8 necrotic, and you regain hp equal to half the damage dealt; success: half damage, no healing. Scaling: 2d8 at Scion 5, 3d8 at Scion 11, 4d8 at Scion 17.
Manifestation Ray (Utility) - 3 IP, Concentration
Conjure a simple nonmagical object in a 5-foot cube for up to 10 minutes (concentration). It can't be a weapon that deals more than 1 damage, can't be worth more than 5 gp, and can't create complex mechanisms.
Calcifying Ray (High Control) - 3 IP
Dex save. Fail: target is Restrained until the end of its next turn. If it fails this save while already restrained by this ray, its speed becomes 0 for 1 minute (save ends at end of each of its turns).
Level 1: Focused Physiology
Also at 1st level, your aberrant heritage manifests physically. Your body adapts to facilitate your ocular powers:
- You grow 1-3 additional eyestalks (purely cosmetic, player's choice).
- You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
- You can use an eyestalk to make somatic components for spells and Eye Rays even while your hands are full or restrained.
Level 2: Paranoid Reflexes
At 2nd level, your supernatural awareness grants you uncanny defensive reflexes. You can add your Intelligence modifier to your initiative rolls.
Level 3: Scion Path
At 3rd level, you choose a path that reflects the aspect of beholder nature you embody. Choose from the Path of the Tyrant, Path of the Lens, or Path of the Maw.
Your choice grants you features at 3rd level and again at 6th, 10th, and 15th levels.
Path Descriptions
- Path of the Tyrant - Leans into fear, immobilization, and anti-caster pressure
- Path of the Lens - Leans into illusion, utility, disguises, sensory tricks, and conjured tools
- Path of the Maw - Leans into damage, draining, and survivability
Detailed subclass features are described later in this document.
Level 4: Ability Score Improvement
At 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Alternatively, you can choose a feat instead of taking this ability score increase (if your DM allows feats).
You gain additional Ability Score Improvements at levels 8, 12, 16, and 19.
Level 5: Twin Focus
At 5th level, you learn to enhance your Eye Rays with additional effects. When you use an Eye Ray, you can spend +1 Iris Point to add one of the following riders to that ray:
- Piercing Gaze: Ignore half cover when making the ray attack or forcing the save.
- Lingering Beam: If the target failed its save against a damage-dealing ray, it takes extra damage equal to your Proficiency Bonus.
- Cracking Pressure: The target can't take reactions until the start of its next turn.
Level 6: Scion Path Feature
At 6th level, you gain a feature from your chosen Scion Path.
Level 7: Improved Ray
At 7th level, one of your Eye Rays becomes more powerful. Choose one upgrade from the following options:
- Increase your Telekinetic Ray move distance to 20 feet, and you may move the target vertically.
- Increase your Illusion Ray size to a 20-foot cube.
- Increase your Wounding Ray range to 90 feet.
At 13th level, you can choose a second upgrade from this list.
Level 8: Ability Score Improvement
See Level 4: Ability Score Improvement for details.
Level 9: Unblinking Awareness
At 9th level, your supernatural senses sharpen dramatically. You gain advantage on Perception checks that rely on sight, and you can't be surprised while you are conscious and able to see.
Level 10: Scion Path Feature
At 10th level, you gain a feature from your chosen Scion Path.
Level 11: Lesser Metamorphosis
At 11th level, you can briefly transform into a more beholder-like form. As a bonus action, you can spend 2 Iris Points to enter a partial transformation for 1 minute. While transformed:
- Your hover cap is removedâyou gain a true fly speed equal to your hover speed.
- You gain advantage on Perception checks.
- You can't be surprised while conscious.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 4 Iris Points to use it again before then.
Level 12: Ability Score Improvement
See Level 4: Ability Score Improvement for details.
Level 13: Improved Ray (Second Choice)
At 13th level, you can choose a second upgrade from the Improved Ray list (Level 7). You cannot choose the same upgrade twice.
Level 14: Beholder Aspect
At 14th level, you can briefly assume a terrifying, semi-beholder form. As an action, you can spend 5 Iris Points to assume this form for 1 minute. While in this form:
- You gain a fly speed of 30 feet.
- When you take the Magic action to use an Eye Ray, you may also make one Mage Hand interaction (open/close, draw/stow, pour, lift, etc.) as part of the same action.
- You can use Spell Reflection once per round without spending your reaction (still limited to once per round).
Level 15: Scion Path Feature
At 15th level, you gain a feature from your chosen Scion Path.
Level 16: Ability Score Improvement
See Level 4: Ability Score Improvement for details.
Level 17: Overbeam
At 17th level, you can unleash multiple Eye Rays in rapid succession. Once per long rest, when you use an Eye Ray, you may fire a second different Eye Ray as part of the same action by spending that second ray's Iris Point cost.
Level 18: Greater Metamorphosis
At 18th level, your Lesser Metamorphosis feature improves. When you use Lesser Metamorphosis, you can instead choose to enter a Greater Metamorphosis for 1 minute. In addition to the benefits of Lesser Metamorphosis, you also gain:
- Your Eye Rays cost 1 fewer Iris Point (minimum 1).
- You can use two different Eye Rays when you take the Magic action (pay each ray's cost separately).
Once you use Greater Metamorphosis, you can't use it again until you finish a long rest, unless you spend 6 Iris Points to use it again before then.
Level 19: Ability Score Improvement
See Level 4: Ability Score Improvement for details.
Level 20: Final Choice
At 20th level, you reach a critical junction in your aberrant evolution. You must choose to either embrace your beholder nature fully or resist the transformation and maintain your humanoid identity.
This is your "evolve or don't" hard fork. Choose one: Ascend or Stabilize.
Ascend (Beholder Apotheosis)
You embrace your aberrant nature completely, ascending to a near-divine beholder state. Your mind transcends mortal limitations and becomes a glorified idealâthe ultimate culmination of deity-like consciousness.
Apotheosis Form: Once per long rest, you can assume a near-true Beholder form for 10 minutes. While in this form:
- You cannot cast Scion spells; you may only use Eye Rays and Mage Hands.
- Your Eye Rays cost 1 fewer Iris Point (minimum 1).
- You can use Overbeam (Level 17 feature) without suffering any negative consequences (still once per long rest).
- You gain a fly speed of 40 feet with perfect maneuverability.
Price of Ascension: After the Apotheosis Form ends, you gain 1 level of Exhaustion (using 2024-style exhaustion rules).
Stabilize (Remain Humanoid)
You resist full transformation, maintaining your humanoid identity and sanity. Your mind refuses apotheosis, instead perfecting the balance between mortal and aberration.
Stabilization Benefits: You gain the following permanent benefits:
- Your Iris Points maximum increases by +5 (to a total of 25).
- When you roll initiative, you regain Iris Points equal to your Proficiency Bonus.
- Your concentration can't be broken by damage unless the damage from a single source exceeds 25.
- You gain resistance to psychic damage.
Scion Paths (Subclasses)
Path of the Tyrant
Control subclass that leans into fear, immobilization, and anti-caster pressure.
3rd Level: Tyrant's Dictum
When a creature fails a save against your ray, you can impose one:
- It can't take reactions until the start of its next turn, or
- It must move 10 feet in a direction of your choice (no hazards forced).
6th Level: Punish Defiance
When a creature succeeds on a saving throw against your ray, you may spend 1 Iris Point to deal force damage equal to your Proficiency Bonus.
10th Level: Dread Geometry
Your Fear Ray can target two creatures within 10 feet of each other (same cost). You must spend +1 Iris Point to do so.
15th Level: Tyrant's Surveillance
You gain truesight 30 ft while in Lesser/Greater Metamorphosis.
Path of the Lens
Illusion/utility subclass focused on disguises, sensory tricks, and conjured tools.
3rd Level: Projected Persona
As a Bonus Action, you can spend 1 Iris Point to create an illusory humanoid guise that overlays you from the neck down (or fully covers you if you're already disguising your eye via a hood/veil/props). This functions like Disguise Self, except:
- It can include minor moving details (breathing, blinking, subtle cloth motion).
- Creatures attempting to pierce it make an Intelligence (Investigation) check against your Ray Save DC.
- It lasts 1 hour, or until you dismiss it (no concentration).
6th Level: Split-Sight Recon
Your paranoia becomes a tool.
- You gain proficiency in Perception or Investigation (your choice). If you already have it, you gain expertise (double proficiency).
- In addition, you can spend 1 Iris Point to take the Search action as a Bonus Action (once per turn). When you do, you can Search using either Perception or Investigation.
10th Level: Refraction Step
When you are hit by an attack, you can use your Reaction and spend 2 Iris Points to teleport up to 15 feet to an unoccupied space you can see, causing the attack to miss you. You must use this before the damage is rolled.
15th Level: Lens Overload
When you use your Illusion Ray, you can spend an additional 2 Iris Points to create two illusions instead of one. Each illusion must be within 60 feet of you but can be in different locations. You concentrate on both simultaneously.
Path of the Maw
Damage/drain subclass focused on necrotic beams and survivability.
3rd Level: Vampiric Efficiency
When you deal necrotic damage with an Eye Ray, you regain hit points equal to your Proficiency Bonus (this replaces any healing the ray already provides, choosing whichever is higher).
6th Level: Death's Eye
Your necrotic rays bypass resistance to necrotic damage. If a creature is immune to necrotic damage, it instead has resistance against your necrotic rays.
10th Level: Consuming Gaze
When you reduce a creature to 0 hit points with an Eye Ray, you regain Iris Points equal to half your Proficiency Bonus (rounded up).
15th Level: Ravening Aperture
Once per turn when you deal necrotic damage with an Eye Ray, you can force the target to make a Constitution saving throw against your Ray Save DC. On a failure, the target's hit point maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the target finishes a long rest.