Warlock
Base Class: Warlock

The origins of your power are uncertain. Passed onto you from another wielder of the Eye, this magic adapts to who you are as a person, and manifests abilities based on your traits, desires, and fears. Granting you great power, it also comes with a set of drawbacks should you overexert your power. 

The Eye

The spark of magic infested into you has integrated with who you are as a person. When you use your magic, it manifests in your eye as a particular mark. Your power is unique to you, and no others who obtain a power will ever have one matching yours. You choose one mark from the list below, which gives you benefits as you level up.

Eye of Command. You know and can cast Command once without using a spell slot, casting it as if it was cast using your highest Warlock spell slot. Once cast, you cannot do so again until you finish a short rest. When you cast Command, you can use up to five words instead of one.

Eye of Mind. You know and can cast Detect Thoughts once without using a spell slot; once cast, you cannot do so again until you finish a short rest. When you cast Detect Thoughts, a creature you probe into the mind of is only aware that someone is in their mind if they succeed on their Wisdom saving throw. Additionally, the range of this spell is tripled.

Eye of Memory. You know and can cast Phantasmal Force once without using a spell slot; once cast, you cannot do so again until you finish a short rest. When you cast this spell, the illusion can fit in the space of a 20-foot cube. Additionally, you gain some insight into your target's mind when you use this ability, and you can craft the illusion specifically with them in mind. You can choose to make the illusion a general concept: the target’s worst fear, their closest friend, their favorite food, or more, with limitations based on how much insight you are able to gain on your target (DM’s choice).

Eye of Might. You know and can cast Divine Favor once without using a spell slot; once cast, you cannot do so again until you finish a short rest. When you cast Divine Favor in this way, using this feature and no spell slot, it does not take concentration for you to maintain it.

Eye of Time. You know and can cast Hold Person once without using a spell slot, casting it as a 2nd level spell or as if it was cast using your highest Warlock spell slot, whichever is higher. When you cast Hold Person on a creature, there is no visual effect and the creature becomes frozen in place. That creature becomes completely unaware of the passage of time, becoming Blind and Deaf for the duration of the spell. Once the spell ends, they are not aware of any events that transpired while the spell took effect. 

Eye of Identity. You know and can cast Disguise Self once without using a spell slot; once cast, you cannot do so again until you finish a short rest. When you cast Disguise Self, you can choose to base your disguise on a person you have heard speak. When you do, you can speak with that creature’s voice, and adopt their mannerisms unerringly, preventing other creatures from realizing you are not who you say you are, and only accrue further inspection if someone becomes aware of the illusion or if you make a grave mistake.

Mind Strain

At 6th level, you can strain your mind when you use your ability. You can use any of the abilities below. When you use one of these abilities, you take 1d6 psychic damage. This damage can’t be reduced in any way. You can only use one of these abilities a turn.

  • When you cast a spell you earned from this subclass, you can double the duration.
  • You can cast a spell you earned from this subclass without a spell slot.
  • When you cast a spell you earned from this subclass, you can cause one target to roll it’s saving throw against the spell with disadvantage.
  • When concentrating on a spell from this subclass, you can reroll a concentration check you just failed. You can only use this ability once a round.

When you use any of these abilities a second time, the damage you take increases by one damage dice, and increases each time you use it, up to d12. Each time you use an ability after you have reached d12 in damage, you gain a level of exhaustion alongside the damage you take. The damage dice resets to d6 once you finish a long rest.

Growing Power

At 10th level, your eye has become stronger over repeated use, and it’s abilities expand greater than before. 

Eye of Command. You know and can cast Geas once without using a spell slot; once cast, you cannot do so again until you finish a short rest. When you cast Geas in this way, using no other feature or spell slot, you can instead cast this spell as a 30-foot cone originating from you. This spell does not work on creatures that are not looking at you or are blinded.

Eye of Mind. Detect Thoughts is permanently active for you, and it does not take any action for you to focus on the thoughts of a creature. You can also probe into a creature's mind using a bonus action rather than an action.

Eye of Memory. You know and can cast Modify Memory once without using a spell slot; once cast, you cannot do so again until you finish a short rest. When you cast Modify Memory, you can choose to use the spell's normal effect, or have their memory be instantaneously modified without vocal input. You describe how their memories are modified. If you choose to modify their memories instantaneously, the creature does not roll with advantage if you are fighting it. If you choose to use the normal duration for Modify Memory, you can modify up to two separate memories, and your ability to alter memories is so powerful that creatures' personalities might change in minor ways based on memories you’ve altered.

Eye of Might. You know and can cast Tenser’s Transformation once without using a spell slot; once cast, you cannot do so again until you finish a short rest. You can choose to have the duration of this spell be 1 minute. If you do so, it does not take concentration to maintain.

Eye of Time. You know and can choose to cast Hold Monster instead of Hold Person using your 1st level ability, and you can cast either spell a total of two times, and then you cannot do so again until you finish a short rest. You can use all the same benefits that Hold Person has from your 1st level feature with Hold Monster. Additionally, when you cast either spell, you can choose to instead make it target all creatures in a 20-foot radius sphere originating from a point of your choice within 60 feet of you.

Eye of Identity. You can cast Disguise Self twice instead of once before you finish a short rest. When you cast Disguise Self, your illusions are so powerful that other creatures fail to notice when it does not hold up to physical inspection, excusing or completely missing when objects pass through your illusion. When you imitate another creature, you look so completely like them that when other creatures attempt to determine that you are not who you say you are roll with disadvantage. Additionally, this spell lasts until dispelled.

Imparting Power

At 14th level, you can briefly grant another individual the use of your own power. As a bonus action, you can use a spell slot and give another creature the ability to cast one of your own spells within the next week, using your own spellcasting modifier and without using any spell slot. They follow all other rules for casting the spell.

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