Bard
Base Class: Bard

You have learned that along with being watched you also love watching others and you have become quite capable at it.

Impeccable Vision

3rd-level College of Eyes feature

You gain advantage on Perception and Investigation checks for sight based checks.

Gazer Familiar

3rd-level College of Eyes feature

You’ve begun to dream aberrant dreams of the glory of eyes. One such dream starred a gazer that you dreamed into existence. You gain a Gazer Familiar that you may summon as an action to a space within 30ft. It can remain summoned for a maximum total hours a day equal to your proficiency. It lasts until it hits 0 hit points or you dismiss it as an action.

You may use an action to direct it to launch a single eye ray of your choice at a target in range or you may direct it to take any other action as a free action though it can’t take the [attack]Attack[/attack] action. If you don’t direct it, it will take the Dodge action. If you drop to 0 hit points it can take any actions without direction including the [attack]Attack[/attack] action.

When you summon this familiar, it gains a bonus to it’s Ac equal to your proficiency bonus and a bonus to its HP equal to twice your level.

if your familiar drops to 0 hit points you can’t use this feature again until you’ve finished a long rest.

Ocular Powers

3rd-level College of Eyes feature

You channel your dreams of ocular perfection through you and your allies. You can use a bonus action to expend one use of your Bardic Inspiration and roll on the Ocular Powers table using your Bardic Inspiration die to determine which power your dreams will manifest. You retain the power in mind until you bestow its effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the power’s effect. Once you do so, you can’t bestow the power’s effect again until you roll it again.

You can retain only one of these powers in mind at a time, and rolling on the Ocular Power table immediately ends the effect of the previous power. If the power requires a saving throw, the DC equals your spell save DC.

Ocular Powers
BARDIC INSP. DIE POWER SEEN IN DREAMS
1 Charming Glance. A creature of the target’s choice it can see within 30 feet of it must make a Wisdom saving throw. On a failed save, it is charmed by the target until the end of its next turn. Doesn’t affect blinded targets.
2 Frightful Glare. A creature of the target’s choice it can see within 30 feet of it must make a Wisdom saving throw. On a failed save, it is frightened by the target until the end of its next turn. Doesn’t affect blinded targets.
3 Slowed Vision. The target must succeed on a Wisdom saving throw or have their vision slowed, Roll your Bardic Inspiration die and subtract it from their attacks until the end of their next turn. Doesn’t affect blinded targets.
4 Visual Acuity. For the next minute, the target has can Roll your Bardic Inspiration die when they make an attack roll or Dexterity saving throw and add it to the result.
5 Stolen Sight. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. Doesn’t affect blinded targets.
6 Warp Sight.The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
7 Icy Glare. The target glares coldly in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking ice damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
8 Hidden From Sight. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature’s next turn.
9 Disintegration Ray. The target must make a Dexterity saving throw, taking force damage equal to four rolls of your Bardic Inspiration die on a failure. If this damage reduces the target to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this Ray disintegrates a 10-foot cube of it.
10 Petrifying Gaze. The target must make a Dexterity saving throw, or be  petrified until the end of its next turn. While petrified in this way, the target is vulnerable to thunder damage.
11 Death Ray. The target must make a Dexterity saving throw, taking necrotic damage equal to 5 rolls of your Bardic Inspiration die on a failure. If this damage reduces the target to 0 hit points it dies.
12 Antimagic Stare. The target must succeed on a Dexterity saving throw or have a 5ft antimagic field until the end of their next turn.

Wide Eyed

6th-level College of Eyes feature

You gain a bonus to your inspiration equal to your Charisma modifier. Additionally when as part of rolling initiative you may roll on the Ocular Powers table without expending a Bardic Inspiration die.

 

Dreams of the Eye Tyrant

14th-level College of Eyes feature

You now have the ability to push the Powers Seen in Dreams toward certain powers. Whenever you roll on the Ocular Powers table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Previous Versions

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5/8/2022 5:05:16 PM
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