Set item layout:

The Eye of the Beholder

wondrous item, rare (requires attunement by a spellcaster)

The Eye of the Beholder
Illustration: Midjourney

A small round glass orb filled with a swirling mist that seems to change colors depending on the angle of the light. When held up to the eye, the mist clears revealing a single unblinking eye that stares back at the user.

Eye of Infiltration

You can use an action to peer through the eye and see as if you were located where it is. During this time, you are deaf and blind with regard to your own senses. You can use a bonus action to make the eye levitate up to 30 feet away from you. You can use another bonus action to make it return to your hand. The eye has an AC of 10 and 10 hit points. If it is destroyed, it reappears in your hand at the end of your next turn.

Eye of Influence

You can use an action to cast one of the following spells from the eye, using your spell save DC and spellcasting ability modifier: Charm Person (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The humanoid target must succeed on a Wis. save or be charmed by the caster (+1 creature/lvl).

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, Detect Thoughts (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster detects the superficial thoughts of a creature within 30 ft, and the deepest if the target misses a Wis. save.

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, or Suggestion (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.

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. Once you use this feature, you can't use it again until the next dawn.
You can communicate telepathically through the eye with any creature charmed by it.

Eye of Power

You can use an action to fire one of the following eye rays at a target you can see within 120 feet of the eye, using your spell save DC and spellcasting ability modifier: fear, petrification, death or telekinesis. To determine which ray you use, roll a d4 and consult the table below. Once you use this feature, you can't use it again until you finish a short or long rest.
d4Eye RayEffect
1Fear RayThe 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.
2Petrification RayThe 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 (abjuration)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.

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spell or other magic.
3Death RayThe targeted creature must succeed on a Dexterity saving throw or take 55 () necrotic damage. The target dies if the ray reduces it to 0 hit points.
4Telekinesis RayIf the target is a creature, it must succeed on a Strength saving throw or the be moved up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn or until the you are incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

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