Base Class: Rogue
Carnacki, Van Helsing, Dresden, and Constantine...just some of the most famous spook hunters. Get ready for some Third Eye hijinks.
Third Eye
Starting at 3rd level, your third eye opens and can sense any aberrations, fiends, or undead near you.
As a bonus action, you can open your third eye to detect such forces. Until the end of your next turn, you know the location of any aberration, fiend, or undead within 60 feet of you. You know the type (aberration, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to your proficiency bonus (PB). When you finish a short or long rest, you regain all expended uses.
Psionic Eye
Starting at 3rd level, once per turn as an action you can emit a psionic blast from your third eye at a single target. On a hit, this special ranged spell attack deals force damage equal to 1d10 + your Intelligence modifier.
At Higher Levels. This attack does an additional 1d10 of damage: 9th level (2d10), 13th level (3d10), and 17th level (4d10).
Eye of Time
Upon reaching 9th level, choose a point in time I'll not which your third eye can gaze: Past, Present, or Future.
Past. Your third eye gazes into the past of nearby allies, partially restoring their bodies. As an action, you can restore hit points equal to half your Rouge level (rounded down) multiplied by your Intelligence modifier to every friendly creature within 20 feet of you.
Present. Your third eye gazes into the present of nearby allies, opening their senses to any immediate dangers. Until the start of your next turn, every friendly creature within 20 feet of you has advantage on saving throws.
Future. Your third eye gazes into the future of nearby allies, emblazoning their spirits with a valorous aura. Until the beginning of your next turn, every friendly creature within 20 feet of you has advantage on attack roles.
You can use this ability twice per long rest.
Eye of the Future
Future. Your third eye gazes into the future of nearby allies, emblazoning their spirits with a valorous aura. Until the beginning of your next turn, every friendly creature within 20 feet of you has advantage on attack roles.
You can use this ability twice per long rest.
Eye of the Past
Past. Your third eye gazes into the past of nearby allies, partially restoring their bodies and souls. As an action, you can restore hit points equal to half your Rouge level (rounded down) multiplied by your Intelligence modifier to every friendly creature within 20 feet of you.
You can use this ability twice per long rest.
Eye of the Present
Present. Your third eye gazes into the present of nearby allies, opening their senses to any immediate dangers. Until the start of your next turn, every friendly creature within 20 feet of you has advantage on saving throws.
You can use this ability twice per long rest.
Eye of Reality
Starting at 13th level, your Third Eye gains the ability to see things as they actually are as with the True Seeing spell. As a bonus action, for one hour you gain truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
You can use this feature once per long rest.
Eye of Imprisonment
Starting at 17th level, you discover that your third eye can shackle occult entities and trap them in a magical container.
As an action you can attempt to imprison one aberration, fiend, or undead creature, which you can see within 30 feet, in a magical container (you choose the container's appearance). If the aberration, fiend, or undead creature is under half health, you automatically succeed at imprisoning the creature. Otherwise, the creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). If the creature succeeds, you cannot use this ability again for seven days. If the creature fails, you imprison the creature and you cannot use this ability again until your magical container is emptied, which can be done in one of two ways:
- You can release the imprisoned creature.
- You can wait seven days, after which time the imprisoned creature is banished to its native plane. If you are on the creature's native plane at the end of the seventh day, then the creature fades from existence.
Previous Versions
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Coming Soon
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