Warlock
Base Class: Warlock

The Third Eye in myth and legend is said to reveal information, granting someone greater views beyond ordinary sight. Your pact with the Third Eye is not always visible, but can be used to give you a better view of the world around you. 

It can also act as a way to communicate with the gods, allowing your spiritual self to gain connection to those of a higher power. A Pact with the Third Eye is powerful, but may come at a great cost. 

Activate Third Eye

Starting at 1st level, you can activate your own third eye as a bonus action. A spectral eye appears on your forehead, identical to your other eyes, though slightly more translucent. You gain the following benefits: 

  • You can see in darkness and magical darkness for up to 300ft 
  • You have advantage on Insight, Investigation and Perception Checks 
  • You are immune to being charmed or frightened 
  • You gain resistance to Psychic Damage 

This feature lasts for one hour. You can use this feature a number of times equal to your proficiency bonus per long rest. 

Bonus Proficiencies

Also starting at first level, you gain additional proficiencies. You become proficient in Perception and Investigation. 

Absorbing Eye

Starting at 6th level, you have become adept at using it to absorb magic. As a reaction, when you get hit with a spell attack, you can use your reaction to absorb all of the damage you'd take from it, the eye appearing as a shield in front of you, taking the hit instead of you. 

Once you use this feature, you cannot do so again until you finish a short or long rest. 

Protected Mind

Starting at 10th level, you're mind is protected from outside intruders. Your thoughts cannot be read telepathically or by other means unless you allow it, and you cannot be scryed upon by magical means. You are aware when someone is attempting to if they are scrying, but you are unaware of who it is. 

As a reaction, you can send back an image of terror to them if they're either attempting to read your thoughts or scry on you, and they must make a Wisdom Saving Throw, and take 2d8 psychic damage on a failed save or half as much on a successful one. 

Enlightenment

Starting at 14th level, you gain a sense of enlightenment from the eye. You gain a bonus to your initiative equal to your Wisdom Modifier and you gain immunity to Psychic damage. 

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