Base Class: Wizard
Wizards of the Eternal Eye are part of a small but enduring sect that has existed since time immemorial, acquiring and recording information for the good of all sentient creatures - and their own power. Grim and terrifying when seen in person, they are nevertheless effective rulers - or tyrants. As a wizard of the Eternal Eye, you understand that knowledge is everything. If our bodies limit our knowledge, then we must abandon them. When you are finally sworn into the sect at 2nd level, you shall tear your own eyes out and, with a ritual slowly refined over the centuries, allow your spirit to enter them, enhancing your sight and ability to acquire knowledge.
Sight of the Blind
When you are fully sworn into the Order of the Eternal Eye at 2nd level, you chose to undergo a ritual allowing your spirit to enter your disembodied eyes. It allows you to see through them and control them with a form of telekinesis, which is effective up to 50 feet multiplied by your Wizard level. You control the eyes as you would control your own body. Your disembodied eyes have a movement speed of sixty feet and ten hit points. You may only control 2 eyes at 2nd level - this increases to 3, 4, 5, 6 and 7 at levels 7, 9, 11, 14 and 17.
Perceptive Gaze
Starting at 2nd level, you gain proficiency in perception and investigation. Your eyes gain the ability to focus on a creature, analysing it meticulously to the detriment of all else. When a creature that you are focused on attacks you, you may use your reaction to increase your AC by 1d4 plus your Perception modifier against the triggering attack.
Observant Presence
Starting at 6th level, you learn the Possess Eye spell, giving your spirit the ability to inhabit eyes that are not your own. These eyes may be part of another creature or they may have been... separated... from that creature. If the eyes are part of another creature, then you cannot control their movement - only see out of them. If they are not, then you may control the eyes as you control your own - you see through them exactly as their previous owner did, including effects such as darkvision. When you are inhabiting a creature, you know what it is looking at at any given moment, giving you clues as to what it will do, and advantage on Stealth checks against it. You may use a free action to identify what the creature's focus of attention is.
Discordant Watchers
Starting at 10th level, the disembodied eyes that you control can unsettle a creature with their uncanny gaze. When focusing on a creature, your eyes can disrupt a creature's thoughts, temporarily confusing it. You may use an action to unsettle a creature, subtracting 1d6 per eye focusing on it from the creature's next roll, to a maximum of 3d6. The creature also loses concentration on any spells it has cast. Each of your eyes may use this feature once per long rest.
Split Spirit
Over time, your spirit has adapted to being split into shards, often across large distances. You may now control your disembodied eyes from an unlimited distance. Additionally, you may use your action to cast a spell from any eye you are possessing, and you no longer need to use an action to possess another creature's eyes. When you are reduced to 0 health, you do not roll death saving throws - instead, your spirit simply enters your nearest eye, and you may re-possess your old body or find a new body to possess.
Previous Versions
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3/23/2021 8:11:11 PM
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3/25/2021 5:23:55 PM
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3/27/2021 11:31:48 AM
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9/10/2021 5:24:14 PM
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9/11/2021 2:56:54 PM
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