Eye Tyrant Bloodline

The Dreams of Beholderkin hold the power to shape reality itself. It is common knowledge that this is how beholders are born often devouring the one who brought them into this world as their first of many terrible actions. However it is not always a beholder that is conjured forth from the dreams of these ocular antimgaical abberations either you or an ancestor of yours was brought into the world through this manner somehow your bloodline made it out of the beholder's lair and into the world.

Ocular Anti-Magic

Starting at 1st level, you gain Resistance to damage and advantage on saving throws against spells and other magical effects if you can see the caster of the spell or source of the magic effect. At 6th level this trait improves allowing you to automatically succeed once per short rest when you cast counterspell. At level 18 this trait improves again allowing you to cast dispel magic at 9th level at will without expending a spell slot.

Telepathic Awakening

At 6th level, you gain the ability to cast levitate at will without consuming a spell slot. In addition you gain immunity to the prone condition. At level 18 this trait improves letting you cast the telekinesis spell once per long rest without expending a spell slot.

Blooming Eyestalks

Starting at 14th level, Eyestalks begin to sprout forth from your body giving you the ability to, as a reaction, expend up to 4 sorcery points rolling that many d6 firing random eyerays at a number of creatures you can see up to the amount of sorcery points you expended within 100ft, at level 18 this die increases to a d8.

Eye Rays

Charm Ray. The targeted creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 hour, or until you harm the creature. A creature that succeeds this saving throw or is freed from the charm is immune to this ray for 24 hours. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw against your spell save DC 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. Fear Ray. The targeted creature must succeed on a Wisdom saving throw against your spell save DC 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. Slowing Ray. The targeted creature must succeed on a Dexterity saving throw against your spell save DC. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Enervation Ray. The targeted creature must make a Constitution saving throw against your spell save DC, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw against your spell save DC 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 and undead. Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw against your spell save DC or take 23 (5d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 35 (7d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.