Base Class: Warlock
The Great Eye is not a god — it is a memory of one.
Once radiant and terrible, its light was extinguished and its name erased from all histories. Yet its gaze endures, smoldering in the dark between worlds, waiting for servants bold or desperate enough to meet its stare. Those who form a pact with the Great Eye awaken a fragment of its vision — a furnace of will that sees all weakness and demands obedience.
As its Warlock, you are both vessel and witness: your eyes gleam like embers in the dark, your voice carries a subtle weight that makes others falter, and when you speak of order or fire, the world seems to listen. The Great Eye does not ask for worship — only that you see as it sees: that chaos is weakness, and through the flame, all things are made pure.
Whether you serve it to gain power, to learn its forgotten truth, or because you could not resist its gaze, one thing is certain — the Eye never closes.
Level 3: Ember of the Great Eye
The Great Eye opens within your soul, revealing truths through flame and shadow.
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Searing Insight. When you hit a creature with an attack or a Warlock spell, you can cause it to take extra fire or psychic damage (your choice) equal to your Charisma modifier.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. -
Signs of the Pact. Your eyes reflect firelight even in darkness. Those who meet your gaze for long feel as though they are being judged.
Level 3: Great Eye Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Eye Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Burning Hands, Command, Detect Thoughts, Suggestion |
| 5 | Fireball, Bestow Curse |
| 7 | Dominate Beast, Wall of Fire |
| 9 | Flame Strike, Dominate Person |
Level 6: Flame of Command
The Great Eye’s will flows through you like molten iron, binding others to your purpose.
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When a creature fails a saving throw against one of your Warlock spells, you can deal extra fire or psychic damage equal to your Warlock level.
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Additionally, you gain resistance to fire damage.
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When you cast a spell that charms or dominates a creature, your eyes ignite with unseen light — creatures within 10 feet of you that can see you must succeed on a Wisdom saving throw (DC equal to your spell save DC) or become frightened of you until the end of your next turn. You can use this part of the feature once per turn.
Level 10: Ever-Watching Flame
Your patron grants you a shard of its unending sight.
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You gain truesight for 10 feet. (Everything is on fire)
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You cannot be surprised while you are conscious.
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Once per long rest, when a creature you can see makes an attack roll or saving throw, you can impose disadvantage on the roll — the Eye turns toward them.
When you use this feature, faint smoke rises from your eyes, as though your vision is burning through reality.
Level 14: The Fire That Sees
You channel the direct gaze of your patron, manifesting an eye of flame that burns through reality itself.
As an action, you unleash the Eye’s searing ray at a creature you can see within 120 feet. The target must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 8d10 fire or psychic damage (your choice). On a successful save, it takes half as much damage.
When you use this feature, you can choose to see through the Eye’s vision until the start of your next turn. During that time, you have truesight out to 30 feet, but you are blinded to your normal sight.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
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