Deviant
He seemed normal at first, except for the large tentacles sprouting from his back, of course. It was only when his third eye opened that I knew something was definitely wrong.
Children of the Far Realms
Deviants are humanoids who have been corrupted by the Far Realms, and have developed deviant, unnatural traits because of this. Roll on or choose an option from the Deviant Origins table to determine how your character gained their lineage.
Deviant Orgins
d4 | Aberrant Nature |
---|---|
1 | You have a mindflayer tadpole in your brain. |
2 | You are the child of a humanoid and an aberration. |
33 | You were born in the Far Realms. |
4 | You consumed the flesh of an aberration. |
Deviant Traits
Your Deviant has the following traits.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
Languages. You can speak, read, and write Common and Deep Speech. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Creature Type. You are an Aberration.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficency in two skills of your choice.
Darkvision. 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 discern colors in that darkness as shades of gray.
Deviant Mutations. Your body has mutated. You choose one deviant mutation now and one at 5th level.
- Tentacles. You grow four long slimy tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they deal 1d6 + your Strength modifier bludgeoning damage. Immediately after hitting, you can try to grapple the target as a bonus action. These tentacles are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
- Telepathy. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
- Void resistance. You gain resistance to either cold, force or psychic damage.
- Eye of the Beholder (5th level). You have the eye of a beholder, this appears in a place on your body of your choosing, or even on an eye stalk connected to you. Whenever you take the Attack action during your turn, you can fire a ray of energy with this eye in place of one of those attacks. If you do, choose a creature that you can see within 30 feet of you and roll 1d4 on the Rays of the Beholder table below, the creature suffers the described effects. The DC of any saving throw your eye force a creature to make is equal to 8 + your proficiency bonus + your Constitution modifier. You can activate your eye a number of times equal to your proficiency bonus, after which you can't do so again until you finish a long rest.
- Mind of the Flayer (5th level). You know the mind sliver cantrip. Additionally, you can cast the detect thoughts spell once and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
- Void step (5th level). As a bonus action, you can teleport to an unoccupied space you can see within 15 feet of you. You can use this feature a number of times equal to your proficiency bonus, after which you must finish a long rest to use it again.
Art created using Midjourney AI
Rays of the Beholder
d4 | Ray |
---|---|
1 | Fear ray. The target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. |
2 | Slowing ray. The target must succeed on a Constitution saving throw or take 1d8 + your proficiency bonus cold damage and have its movement speed halved until the end of its next turn. |
3 | Telekinetic ray. The target must succeed on a Strength saving throw or you can move it up to 30 feet in any direction that is horizontal to you. |
4 | Death ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 1d12 + your proficiency bonus necrotic damage. The target dies if the ray reduces it to 0 hit points. |