Base Class: Sorcerer
A person born Gazeless is easy to spot, as their eyes lack pupils, and if they have hair, it is devoid of color. This is not to say their hair is white, but rather clear, like threads of fine glass. A person born Gazeless is often abandoned, or worse, and even if an afflicted person survives to adulthood they are at best avoided, and at worst attacked. Gazeless people generally do not exhibit symptoms of sickness, the stigma is largely cultural. However, some people born this way later exhibit great power, though very few learn to control it, and they often perish. The powers themselves vary person to person, as some Gazeless end up self-immolating completely on accident, while others have been noted to fade in and out of the material plane. There is no one way these powers may manifest, if they do so at all.
Immolation
Echoing the fate of the first Gazeless, you use a bonus action to set yourself on fire, taking 1d4 fire damage on activation. Each creature within 5 feet of you takes 2d4 fire damage at the start of each turn they spend in your radius. This ability stays active for 1 minute or until you drop it voluntarily, are knocked unconscious, are incapacitated, or killed. You can do this twice per short rest.
At the start of each turn roll a Constitution saving throw equal to your Spell Save DC. A failure means your take 1d4 fire at the start of your turn. A success spares you this damage.
Eclipse
1st-Level Gazeless Feature
You are able to cast moonbeam. You can do so once per long rest without using a spell slot, but if you fail a constitution saving throw while trying to maintain concentration, you must roll on the Gazeless Obstinance table
Gazeless Obstinance
When you fail a concentration saving throw, roll a d4 to determine the consequence
| 1 | You lose control of Moonbeam and it moves onto an ally, which it treats as hostile. (ally determined by DM). You can repeat the concentration save on your next turn to try and wrest control back. |
| 2 | You lose concentration like any other spell, and it drops. |
| 3 | You fade out of the material plane until your next turn. Which plane you end up inis up to your DM. |
| 4 | You take the full damage of Moonbeam before the spell drops. |
The Beast Within
6th-Level Gazeless Feature
You can now use a bonus action Once per long rest to change yourself into a more primal and vicious state. There are 3 aspects you can take, each costing 2 Sorcery Points. You can only have one aspect at a time. These aspects last for 1 minute and cannot be dropped prematurely.
Aspect of Wind. You sprout wings and gain +1 to your dexterity score while this is active. This bonus increases to +2 at level 12 and +3 at 18. You have a flying speed of 30ft, on top of your normal movement speed.
Aspect of Water. You gain fins and gills and add +1 to your Constitution modifier while this is active. This bonus increases to +2 at level 12 and +3 at 18. You have a swim speed of 30ft and can breathe underwater for as long as this aspect is active.
Aspect of Earth. Your Charisma Score and your Strength Score swap while this is active, your unarmed attacks do 2d6 + your temporary Strength Score + your Proficiency bonus. This bonus increased by 1d6 at level 12, and another at level 18. Your spellcasting modifier is Strength while this is active.
Controlled Chaos
6th-Level Gazeless Feature
At 6th Level, you begin to exercise more control over your condition. As a bonus action you can spend 1 or more sorcery points to add 1d8 + Sorcery Points spent to the ability check, attack roll, or saving throw of a creature of your choice. You may also use this ability to reduce 1d8 + Sorcery Points spent to a creature of your choice.
Solar Halo
14th-Level Gazeless Sorcery Feature
You have gained a greater understanding of how the eclipse has changed your being. As an Action you can activate your Solar Halo form twice per long rest. You gain a fiery halo that sheds light in a 20ft radius and dim light at 40. You can cast Scorching Ray without using a spell slot at 2nd level as a bonus action by spending a Sorcery point, or at one level higher for each additional Sorcery point spent.
In addition, you can cast Sunbeam without using a spell slot while in this form per long rest, and while your Solar Halo is active. Upcasting costs 1 Sorcery point per level.
This state lasts for one minute or until you dismiss it, or are knocked unconscious, killed, or otherwise incapacitated.
Sun's Radiance
18th-Level Gazeless Sorcery Feature
Once per short rest, as a bonus action, you can regain 1d4 + Your Charisma modifier Sorcery points. The process takes one minute.
Once per Dawn, and while you are in your Solar Halo form, you may cast either Sunburst or Fire Storm as an action without expending a spell slot. Additionally, while in your Solar Halo form, you no longer take damage while using any Class Features that would normally do damage to you.
Previous Versions
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