Fighter
Base Class: Fighter

The powerful fey creatures known as Hags are known for taking children for use in their ghastly rituals.  While many of these children are destined for the stewing pot, and some become new hags in turn, still others are imbued with an element of Fey power in order to defend their misbegotten mothers from harm.  These Harriers usually serve the Hags' bidding without question.  Yet when the coven is defeated and they manage to survive, some may find themselves forced to make their own way in the world. 

Eye of the Harrier

3rd-level Hagsired Harrier feature

You can spend one hour and one of your own eyes in order to creature an Eye of the Harrier.  The magic of this process offsets any damage to your ability to see as a result of the loss of this eye.

You may use a bonus action to throw the Eye of the Harrier as if it were a 30ft ranged weapon with which you were proficient.  If the attack misses the eye magically returns to your head. Upon hitting its target the Eye invisibly adheres to the target, allowing you to see everything they can see as if through the Clairvoyance spell.  In addition, the eye provides one of the following effects for as long as it remains there and you are on the same plane of existence as the target:

Harrier's Mark: You deal an extra 1d6 damage whenever you hit the target with a weapon attack.  In addition, you remain aware of their position and are able to see them even when obscured or invisible..

Oppressive Gaze: The target has disadvantage on all ability checks.

As Others See Us: The target is Charmed by you.  If you are in combat with the target or they are aware of your attack roll to use this ability, they may make a Saving Throw against your Spellcasting Ability score in order to avoid the effect.  The effect ends if your eye is no longer attached to them.

The target of this effect is not aware of the eye being attached to them, though if they see you making the attack they may be aware that you have targeted them and attempt to remove the eye.  They may use an action to remove the eye, or it may be removed with Dispel Magic or a similar effect.  If this occurs, the eye returns to your head.  In addition, at any time you may use a bonus action to instantly return the Eye from its target to your head as long as you remain on the same plane of existence.

Uncanny Sight

3rd-level Hagsired Harrier feature

As long as your eye is in your head and not attached to another target it grants magically acute sight.  You have Darkvision of 60 ft, or you add 30 ft to your existing Darkvision.  With this ability you are able to see through both normal and magical darkness.  You also gain advantage on Wisdom(Perception) checks involving sight and you are immune to surprise.

Enervating Eye

7th-level Hagsired Harrier feature

When you use a bonus action to return your eye from a target to your head you extract some of their life force in the process.  The target takes 2d6 Necrotic damage and you gain Temporary Hit points equal to the damage dealt this way.

Eye Will Be With You

10th-level Hagsired Harrier feature

You teleport from your location to that of your eye, appearing within 5 feet of the target to which your eye is attached.  You may only use this feature as long as you are on the same plane of existence as the target.

Double Vision

15th Level Hagsired Harrier Feature

You are able to perform the ritual to create Eyes of the Harrier from each of your eyes, and may attach one or both to a single or a pair of targets at any one time.  You are still able to see normally even if both of your eyes are missing due to this feature.

If Mine Eye Offends

18th-level Hagsired Harrier feature

Instead of returning your eye to your head you may use your bonus action to destroy it in an explosion of Necrotic energy. The target to which your eye is attached must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

When you destroy one of your eyes in this way you may not use it again until you perform the ritual to create a new Eye of the Harrier.

 

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