Monk
Base Class: Monk

You have a special extra eye. Maybe you’ve achieved enlightenment. Maybe you have a Wish.com Eye of Vecna. Maybe you're an angel becoming more biblically accurate. Maybe you’re a macabre being that’s mutating. Maybe you’re part beholder without the cool eye beams. Or maybe, just maybe, you're actually a LIZARD with a parietal eye. 

The point is, you have this strange eye that allows you to see the world in a whole new way. Like literally, you can have x-ray vision if you need it. This eye is also how you can telegraph attacks and also find weakness in literally everything, possibly including a person’s crippling insecurity. Who knew the more eyes the merrier!

Third Eye

3rd-level Warrior of the Third Eye feature

You can use your Third Eye to predict your opponent's next move.

Predict. Creatures have Disadvantage on the first attack roll they make against you on each of their turns. Whenever a creature misses an attack roll against you, you can make an Opportunity Attack against that creature.

Expose. Whenever you hit a creature with an attack granted by your Flurry of Blows, you can cause the next attack roll against that creature to have Advantage after the end of your current turn.

Supreme Witness

3rd-level Warrior of the Third Eye feature

Your eye has given you enhanced senses. You can select one of the following senses. You can select another at 6th, 11th, and 17th level in this class. When you finish a Short or Long rest, and you change which option(s) you’ve selected.

Apprivision

You can see any creature in the Ethereal Plane within 20 feet of you. The range increases by 10 feet when you reach 6th (30 ft), 11th (40 ft) and 17th (50 ft).

Blindsight

You gain Blindsight to a range of 15 feet. The range increases by 15 feet when you reach 6th (30 ft), 11th (45 ft) and 17th (60 ft).

Darkvision

You gain Darkvision to a range of 60 feet. and can see through magical Darkness. The range increases by 30 feet when you reach 6th (90 ft), 11th (120 ft) and 17th (150 ft).

Glasseye

You can see through objects that are up to 1 foot thick within 15 feet of you. The range increases by 10 feet when you reach 6th (25 ft), 11th (30 ft) and 17th (45 ft).

Magic Gaze

You can see a faint aura around any visible creature or object that bears magic within 20 feet of you. The range increases by 10 feet when you reach 6th (30 ft), 11th (40 ft) and 17th (50 ft).

Pathfinder

You can see a direction a creature traveled in the past hour within spaces 20 feet of you, learning the creature type and basic activities it did. The range increases by 10 feet when you reach 6th (30 ft), 11th (40 ft) and 17th (50 ft).

Risk Scan

You sense the exact location of traps, poisons, and contagions within 15 feet of you. The range increases by 15 feet when you reach 6th (30 ft), 11th (45 ft) and 17th (60 ft).

Soul Search

You can sense a creature's true health and emotions within 10 feet of you, learning its Alignment and current Hit points. The range increases by 5 feet when you reach 6th (15 ft), 11th (20 ft) and 17th (25 ft).

Tremorsense

You gain Tremorsense to a range of 30 feet. The range increases by 30 feet when you reach 6th (60 ft), 11th (90 ft) and 17th (120 ft).

Sharp Eye

6th-Level Warrior of the Third Eye feature

You take notice of the often overlooked, gaining the following.

Unsurprised. You have Advantage on Initiative rolls. In addition, you gain Expertise in Wisdom (Perception) checks.

Critical Eye. At the start of your turn, you can spend 1 Focus points to subtract the number needed to roll to score a Critical hit by a number equal to your Wisdom modifier on your next attack roll before the end of the turn (No action).

Cornea Conduit

11th-Level Warrior of the Third Eye feature

You always have that spell and the Arcane Eye and Scrying spells prepared. You can cast these spells without expending a spell slot. Once you cast these spells in this way, you can't cast it again until you finish a Long Rest.

Wisdom is your spellcasting modifier for these spells.

All Seeing

17th-level Warrior of the Third Eye feature

Your eye can provide you with a momentary tactical omniscience.

Eye of Truth. As a Magic action, you can gain Truesight to a range of 60 feet for 1 minute. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish Long rest.

Glaring Weakness. You can find a crucial weakness about your enemies. When you use your Expose feature, you can spend 2 more Focus points to apply one of the following additional effects:

  • Unguard. The creature is Vulnerable to one damage type of your choice that isn’t Psychic or a damage type it’s already Resistant or Immune to until the start of your next turn.
  • Debilitate. The creature has Disadvantage on saving throws made with an Ability of your choice that it isn’t Proficient in until the end of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
4/26/2025 8:55:37 AM
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5.5e
Coming Soon

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