Base Class: Warlock
The Eyes of the Light were once a powerful celestial, who was trapped in the abyss. After years of corruption, they emerged anew. Still desiring to spread their light, but in new darker ways.
Trapped in the abyss, The eyes desire freedom through omni-presence in the material plane. Light sources made in the name of the Eyes act as both it's sight and hearing. It whispers it's thoughts into those that can hear its voice from its lights. Giving them maddening visions and dreams.
The Eyes of the Light can be any celestial or angelic being from the upper planes that was trapped or imprisoned in the lower planes for hundreds or even thousands of years.
Expanded Spell List
The Eyes of the Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st- Inflict Wounds, Sleep
2nd- Pass Without Trace, Calm Emotions
3rd- Daylight, Phantom Steed
4th- Arcane Eye, Phantasmal Killer
5th- Mislead, Dominate Person
Corrupting Light
Starting at 1st level, you have a pool of d4s that you can spend to influence the actions of your enemies. The number of dice in the pool is equal to half your warlock level rounded up.
When a creature within 10 feet of you makes an attack, casts a spell, makes a saving throw, or makes a skill check, you can use your reaction to blind a enemy with your lantern light. Spend one die from your pool and roll it. Reduce their roll by that amount as they reconsider their actions.
At level 10, the d4, changes to a d6.
Your pool regains spent dice when you finish a long rest.
Drive out the Dark
Starting at 6th level, you start to understand the purpose of light and dark, along with the ability to manipulate their function. If you are the sole target of a damaging spell you can use your reaction to change it to a healing spell. Causing you to heal equal to the spells damage as opposed to taking damage. Other negative or positive effects otherwise function as normal.
Once you use their feature you cannot use it again until you finish a long rest
Fear of the Light
Starting at 10th level, you are immune to being feared and have resistance to psychic damage.
Additionally when you take psychic damage you can give any number of creatures you see within 10 feet of you resistance to psychic damage until your next turn.
Show the Truth
Starting at 14th level, when you use your action to cast a spell that creates light, you can cause a creature within 10 feet of the light to make a wisdom saving throw or be banished for what feels like 500 years inside that light. They reappear at the start of your next turn and take 5d10 psychic damage, wracked with madness they are stunned for one round.
You can use this feature twice per long rest.
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