Eye Mage (5e Class)

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Eye Mage[edit]

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A elf prepares to use her eye, augmented by enchantment. Artist Source

The human's left eye socket flares with fire as a red streak flies from it, exploding around the goblins on impact. She slowly walks towards them, the flame licking the side of her face as she stares down her opponents.

The gnome locks eyes with the orc, and as the gnome's eye turns a light pink, the orc drops his greatsword and just walks away. The gnome closes his eyes and lets out a sigh of relief as the charmed orc gets further and further away.

The old firbolg closes his eyes as he focuses on the human he's interrogating. When he opens them, his right eye looks like a swirling blue void, and the firbolg sees all of the human's deepest hidden secrets.

Eye Mages have gone through a procedure so that they may have the same power as a sorcerer or a wizard, without having to make a deal with some other-worldly patron like a warlock. They all have one eye that is sometimes made of fire, sometimes of lightning, sometimes pink sparkles, and other times is disguised as a normal eye. When they gaze at an ancient stone tablet or at a wall of enemies, their arcane eye sees more than the average individual. Most say that if you can see the eye of an Eye Mage, it's already too late. They're usually right.

Ancient Arcane....[edit]

The origin of the Eye Mages is rather unclear. Many believe that the original Eye Mages may have been similar to the more well-known warlocks. Legend has it that there were some that craved magic, but were rejected by most patrons. They eventually found themselves a new patron to call upon: Mystra, the goddess of magic. The goddess granted these individuals great magic power, but they were told they had to give a sacrifice in return. Since they sought magic without looking ahead to see the costs, Mystra took one of each of their eyes. Many don't believe this legend, since Mystra is not known for wanting blood sacrifices of any sort. Others still believe this legend, since this magic manifested itself in the empty eye socket in the form of an eye, which shows that the goddess was granting mercy through this sacrifice.

....to Simple Science[edit]

Over time, people discovered that becoming an Eye Mage was not all that hard of a process. Almost any magic wielder could easily preform the ritual needed to create the arcane eye. However, as the years went on, it became clear that not just any average Joe could handle losing their eye. Only hardy individuals were capable of going through the procedure, and those that weren't up to snuff often died during the process. Even some that made it through the procedure died later from the toll this power took on their bodies. Since these individuals had no real magic essence of their own, the arcane eye called upon their physical energy to draw power from, and sometimes that was too great a price to pay. Many people stayed away from becoming an Eye Mage, fearing that they wouldn't be strong enough to handle the power. But not all.

Creating an Eye Mage[edit]

When creating an Eye Mage, you have to think about what drove you to go through the procedure. What was the reason you desperately needed this power, even with the possibility of dying in the process? Were there any complications during the process? Does wielding your arcane eye come easy to you, or is it a struggle to cast any spells? Do you see strange things through your arcane eye that you don't see through your physical eye?

Having an arcane eye can earn you some weird looks from strangers. Are you ashamed of your arcane eye? Do you cover it up, or do you show it proudly for all to see? Do you tap into your power only when it's necessary? Are you trying to push this power to its limit, to fully understand this magical gift, no matter the cost?

Quick Build

You can make an Eye Mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Urchin background.

Class Features

As a Eye Mage you gain the following class features.

Hit Points

Hit Dice: 1d6 per Eye Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Eye Mage level after 1st

Proficiencies

Armor: Light and Shields
Weapons: Simple Melee Weapons OR Simple Ranged Weapons. Choose only one.
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Athletics, Intimidation, Medicine, Perception, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) quarterstaff or (b) shortbow and a quiver of 20 arrows
  • (a) explorer's pack or (b) dungeoneer's pack
  • a personal keepsake
  • studded leather and a shield

Table: The Eye Mage

Level Proficiency
Bonus
Features Changing Eye Charges Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, The Changing Eye 1 3 2
2nd +2 Arcane Eye Form 2 3 3
3rd +2 3 4 4 2
4th +2 Ability Score Improvement 4 4 4 3
5th +3 5 4 4 3 2
6th +3 Arcane Eye Subclass Feature 6 4 4 3 3
7th +3 7 4 4 3 3 1
8th +3 Ability Score Improvement 8 4 4 3 3 2
9th +4 9 5 4 3 3 3 1
10th +4 Arcane Eye Subclass Feature 10 5 4 3 3 3 2
11th +4 11 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 5 4 3 3 3 2 1
13th +5 13 5 4 3 3 3 2 1 1
14th +5 Changing Eye Improvement 14 5 4 3 3 3 2 1 1
15th +5 15 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 5 4 3 3 3 2 1 1 1
17th +6 17 6 4 3 3 3 2 1 1 1 1
18th +6 Arcane Eye Subclass Feature 18 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 4 3 3 3 3 2 1 1 1
20th +6 Eye Capture 20 6 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Through a magical surgery, you have gained an arcane eye, which grants you magical abilites that's fueled by your own physical essence. This eye is pure magic essence, and is where all of your spells come from.

Cantrips

At 1st level, you know 3 cantrips of your choice from the Eye Mage spell list. You learn additional Eye Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eye Mage table.

Spell Slots

The Eye Mage table shows how many spell slots you have to cast your Eye Mage spells of 1st level and higher. To cast one of these Eye Mage spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know a number of spells from the Eye Mage spell list equal to your Constitution Modifier + your Eye Mage level (minimum of 1).

If your Constitution modifier ever increases by any means, during a long rest, if your Constitution modifier isn't returned to its original value once the rest is complete, you may add a number of spells to your known spells equal to the increase. If your Constitution modifier is ever decreased by any means, the next time you take a long rest, if your Constitution modifier isn't returned to its original value once the rest is completed, you must drop a number of spells from your known spells equal to the decrease.

Additionally, whenever you take a long rest, you can choose any number of the Eye Mage spells you know and replace them with other spells from the Eye Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your Eye Mage spells, since your arcane eye draws on your physical essence for its power. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an Eye Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constituion modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

Your arcane eye acts as your arcane focus. If a creature attempts to cast the spell dispel magic on your eye, they must make an ability check using their spell casting ability modifier against your spell save DC. If they succeed, your arcane eye becomes weakened and you will no longer be able to cast spells that have material component without the actual materials, nor will you be able to use your Changing Eye feature. Your eye will return to normal after 24 hours, or you can use your action to try to reactivate your arcane eye. Make a Constitution Saving throw. If that number is greater than the number that weakened your eye, your arcane eye will flare back to full life.

If you enter an area that has an anti-magic field of some sort, a similar effect would occur, except you cannot try to reactivate your arcane eye within the anti-magic field. It immediately flares back up once you exit the area.

The Changing Eye[edit]

Your arcane eye gains certain traits when you cast certain spells. Every time you cast an Eye Mage spell, your arcane eye will change based on the school of magic of said spell, the eye always changes for this, but you must use a Changing Eye Charge to use the eyes form's feature. You have a number of Changing Eye Charges equal to your Eye Mage level, which can be seen on the Changing Eye Charges column of the Eye Mage table. If you want to use the upgraded version of the ability, you must use 3 charges. You regain all of your expended charges after completing a long rest.

Once you complete a long rest, your arcane eye is only a glowing white dot where your pupil would normally be. Once you cast an Eye Mage spell, however, the arcane eye will take the respective form and gain its abilities. Here are those abilities:


Abjuration

The eye takes on a bright blue hue, the pupil looking like a shield.

You can use your reaction to protect a creature or object takes that you can see (including you) from harm. As a reaction when a creature you can see takes damage, you give it resistance to all damage, including the triggering damage, until the start of the creatures next turn.

Upgrade: The target can make an appropriate saving throw in relation to the attack equal to the first DC of the effect that caused it to take damage. For example, if the creature was hit by Fireball they can make an extra Dexterity saving throw because of this ability or if it was hit with a "Cone of cold" it makes an extra Constitution Saving Throw. If they succeed, they take no damage. If they fail, they gain resistance to all damage until the start of their next turn just like the non-upgraded version of this ability. If the creature was hit using an attack roll of any type it makes a Dexterity Saving Throw against the value of the roll.


Conjuration

The eye takes on a yellow hue, with the pupil looking like a swirling amorphous object, never fully formed; always almost taking one shape, but then changing to something else.

As an action, you can conjure any non-living item that you are capable of holding in one hand. This doesn't mean it just fits in your palm, but you are able to hold it. This item cannot have any magical properties. The item exists for 1 hour, and then magically disintegrates.

Upgrade: The object can now be something you can hold in both of your hands, and it lasts for 8 hours.


Divination

The eye takes on a faded, swirling blue color, with the pupil completely gone.

As an action, you can attempt to peer into a creature’s mind that you can see to know their current thoughts and what they plan to do next. The target must make an Intelligence Saving throw. Success means you can’t see into their mind, a failure means you can. If you have direct eye contact with the creature, the creature has disadvantage.

Upgrade: You can know the entirety of the creature’s memories up to 1 year in the past. You can also choose to instead cause your eye to see through the creature’s eyes for 24 hours.


Enchantment

The eye takes on a light pink color, the pupil sparkling with magic.

As an action, you can make eye contact with a creature and attempt to charm them. The creature must make a Charisma saving throw. If they fail, you can cause the creature to be charmed by you, cause them to fall asleep (as by the spell Sleep (5e Spell)), calm their emotions (as by the spell Calm Emotions (5e Spell)), or force them to speak the truth (as by the spell Zone of truth). All of these effects last for 1 minute.

Upgrade: You can use this ability as a bonus action and the target has disadvantage on this save.


Evocation

The eye takes on the element of the specific spell cast. For example, if you cast Firebolt, your eye is made of red hot fire, with your pupil being bright orange flame. Shocking grasp would cause your eye to be just a pupil of lightning, which occasionally sparks and creates a whole eye for a second. If the spell deals two or more types of damage at once, you may choose which of those damage types your eye's form takes.

As a bonus action, you can attempt to make eye contact with a creature. The target must make a Dexterity saving throw against your spell save DC to avoid looking at you. If they fail, you deal 1d10 points of damage of the eye’s element. Once your eye is already in this form, you may take an action to change your eye's form to any damage type. This feature deals more damage at 5th (2d10), 11th (3d10), and 17th (4d10) level.

Upgrade: You can empower the eye to instead deal double the damage dice and on a successful saving throw the creature takes half damage.


Illusion

The eye takes on any appearance that you wish, as long as the appearance still fits in the eye socket.

As an action, you can attempt to make eye contact with a creature to cast an illusion on them. They must make a Wisdom Saving throw against your spell save DC. If they fail, you can cause the creature to think you’re invisible, to see you as someone/something else, or as something they are afraid of. You could also cause an illusion to appear within that only they can see or hear. The target can make a Wisdom saving throw as an action to shake off the illusion. If you try to scare them with this illusion, you must make an Intimidation check against their Insight check. If you Intimidation is higher, they become frightened by the illusion. All of these effect last for 1 minute.

Upgrade: The target has disadvantage on the Wisdom saving throws for this feature. Or you can cause up to your constitution modifier worth of creatures (minimum 1) to also see the illusion.


Necromancy

The eye takes on a sickly green gaseous form, with the gas slowly flowing out of the eye socket and the pupil looking like a skull.

As a bonus action, you can attempt to lock eyes with a creature. The creature must make a Constitution Saving throw against your spell save DC. If they fail, you can choose to either poison the target or take some of their life force. If you choose poison they become poisoned for 1 minute and take 1d6 poison damage at the start of their turn as long as they remained poisoned. The target can make another Constitution saving throw as an action on their subsequent turns to shake off the poison. If you choose life steal, you deal 1d6 necrotic damage and regain an equal amount of hit points to the damage you deal. This feature deals more damage at 5th (2d6), 11th (3d6), and 17th (4d6) level.

Upgrade: The poison effect lasts for 1 hour and the damage increases to 3d6 poison damage. The life steal effect deals an additional 1d6 points of damage. You can instead choose to use this feature to cause the target to be blinded or deafened. They must make a Constitution Saving Throw to resist the effect. If they fail, this effect lasts for 1 minute, but the target can make a Constitution saving throw as an action on their subsequent turns to shake the effect.


Transmutation

The eye takes on no real form, just the pupil. The pupil takes on the shape of an object that the Eye Mage chooses. This object is affected by the spell that was cast. For example, if you cast feather fall, a ball would be falling, then fall slowly.

As an action, you can grant a buff to yourself or an ally, or a debuff to an enemy, that relates to their size or movement. This can vary from the ability to climb walls with ease, halving or doubling a creatures movement speed, shrink/grow an individual or object up to 1 size category smaller or bigger, or make someone harder to hit as they escape. This (de-)buff shouldn’t be more powerful than any 2nd level spell. The DM has the final say. The effects last an ammount of hours equal to your Eye mage level X2. If the creature is unwilling to accept the effect, they can make a Strength Saving throw against your spell save DC. If they succeed, they resist the effect.

Upgrade: You can now target 3 creatures/objects in one action, as well as the effects, are increased. You can give a creature a swim, fly, or climbing speed equal to their movement speed change their size by 2 size categories bigger or smaller or change an object no bigger than 10 square feet to another form/material.


As an action, you can forcefully change your arcane eye to any of these forms without casting a spell. If you change your arcane eye to the Evocation form, you must also state what damage type your eye’s form is.

Whenever you receive an Ability Score Improvement, you can choose to forgo that improvement and instead permanently upgrade one of these forms while keeping the cost at 1 Changing Eye Charge.

Arcane Eye Form[edit]

At 2nd level, you begin to refine your use of your arcane eye by specializing in one of four arcane eye forms. Choose between Eye of War, Eye of Time, Eye of Truth, or the Inner Eye, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at the 6th, 10th, and 18th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Changing Eye Improvement[edit]

At 14th level, you can now change your arcane eye school without casting a spell as a bonus action. You also get to choose 1 Changing Eye Form to permanently upgrade while keeping the cost at 1 Changing Eye Charge.

Eye Capture[edit]

Starting at 20th level, your study of your arcane eye has granted you the ability to analyze any spell and replicate it perfectly. If a spell is cast within your sight, you can use your reaction to learn the spell. Before 24 hours have passed, you must spend a long rest practicing the spell, or it will be forgotten. You do not benefit from the effects of a long rest while practicing. Spells you learn through this feature do not count against your known Eye Mage spells. You must wait 24 hours before using this feature again.

Arcane Eye Forms[edit]

As Eye Mages have been around for many years, they have been able to hone their arcane eye's capabilities to suit their needs. Some have specifically tapped into the raw power that Mystra granted them and unlock greater uses for their arcane eye in combat. Others use their arcane eye to train themselves, honing their minds like monks. Others still try to use their arcane eye to see all there is to see; to see the truth. Whatever you set your arcane sights on, your eye will change to suit your needs.


Eye of War[edit]

Often, people are willing to go through this procedure purely for the gain of power. As a wielder of the Eye of War, you've honed your arcane eye's abilities towards combat, and nothing else. Merely your glance has the power to overwhelm your opponent, causing them to fear for their life, as they should. You are the most feared magic wielder on a battlefield.


Combat Evaluation

Starting at 2nd level, you can spend 1 Changing Eye Charge as a bonus action to study a creature that you can see and learn some of its combat capabilities. The DM tells you one of the following characteristics of your choice:

  • One of its traits, if any.
  • One of its actions or reactions, if any.
  • Number of legendary actions and one of them, if any.
  • A random ability score.
  • Speed.
  • Creature type.
  • Saving throw proficiencies.
  • Skill proficiencies.
  • Resistances.
  • Immunities.
  • Vulnerabilities.
  • Senses.


Vengeful Glare

Starting at 6th level, when a creature damages you with an attack or spell that was targeted at you, you can spend a number of Changing Eye Charges equal to the full damage divided by 10 rounded down (minimum of 1) to use your reaction to gain resistance to all damage from that creature until the start of your next turn (including the triggering damage) and empower your next attack against that creature. The next time you hit the target creature with an attack, the target takes extra damage of the triggering type equal to half the original damage. You can repeatedly use this ability to absorb more and more power and release it all at once.


Aware of Your Surroundings

Starting at 10th level, when you are hit by an attack, you can spend 1 Changing Eye Charge to make a Dex saving throw against the attacker’s attack roll (no action required). You instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Overpowering Gaze

Starting at 18th level, you can create a 150 foot antimagic cone. At the start of each of your turns, you decide which way the cone faces and whether the cone is active. The area works against your own spells as well. Additionally, whenever a creature you can see within the area targets you with an attack or a harmful spell, you can use your reaction to force the creature to make a Wisdom saving throw against your Save DC. On a failed save, they lose the attack or spell and become frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.


Eye of Truth[edit]

It is often said that the eye is the window of the soul. This is taken almost literally with those that refine their arcane eye to see past the deceptions and lies of others to seek the truth. As a wielder of the Eye of Truth, you can see people's true emotions, as well as their true motives.


Emotive Sight

Starting at 2nd level, when you look at a creature, you see a colored aura glowing off of them. The color varies depending on their primary emotion. You also gain proficiency in Insight. If you are already proficient, you gain double proficiency. Being able to see creatures' souls allows for other ways to see them, as long as there is nothing between you and a creature you're trying to see you can always see them regardless if they are invisible or covered by darkness.

Red: Angry

Blue: Calm

Green: Happy

Yellow: Afraid/Nervous

Orange: Passionate

Purple: Love

White: Neutral

See the Signs

Starting at 6th level, you can tell when someone speaks the truth, lies, or speaks a white lie/stretched truth as long as you can clearly see their face. As an action you can focus on one creature and read its soul, while reading their soul you are able to distinguish if a creature is telling the truth, lying, telling partial truths, or are unsure of the answer. This mastery of detecting lying faces teaches you how to lie. You gain proficiency in Deception. If you are already proficient, you gain double proficiency.

Calm soul: Truth

Erratic soul: Lying

pulsing soul: Partial Truth

Swirling soul: unsure of the answer

Distilled Vision

Starting at 10th level, whenever a creature tries to Intimidate or Persuade you, if they are using false information to do so, they immediately fail. Otherwise, they roll with disadvantage. Also, when you look at an illusion, you know it is fake, and you can use an action to dispel the illusion completely at the cost of a number of charges of your Changing Eye ability equal to the spell that created the illusion.

The Whole Truth

Starting at 18th level, You gain 120 feet of truesight. Also, whenever you look directly into someone’s eyes, they cannot help but answer all questions asked to them completely and truthfully.

Eye of Time[edit]

Very few Eye Mages can turn their arcane eye into an Eye of Time. It takes many years of training before one can train their arcane eye to look beyond time itself and see the past or the future. You are one of those few. You can glance into the past to see the history of a war-zone, or see possible futures and try to prevent or pursue them. But be warned: Time & Fate are not to be trifled with.


Shadows of the Past

Starting at 2nd level, as an action, you can look into the past of a 50 foot cube space centered on you and see the history of everything that has occurred there. The past you see is all composed of shadows forming into individuals and objects. You can also use this feature on a specific object to see its past wielders and any major events it has existed through. by expending 1 charge of your Changing eye ability you can cause the shadows to condense and see precise details of the history of the area however doing so causes great strain on your eyes, after using the upgraded Shadows of the past you become blind for 1 minute.

Future Sight

Starting at 6th level, as an action at the cost of 1 charge of your Changing Eye ability, you can roll a percentage die to attempt to see the most likely future. The DM will then also roll a percentage die and if the DM rolls higher than you, they will tell you a future that might not come to pass. If the DM rolls less than you, you see a very likely future. Whether it’s all that you wanted to see depends on how much less the DM rolls than you. You have to ask specifically what you are trying to see, whether it be a creature’s next action, what occurs in a courtroom in a few minutes, or how some person is living in a month. Make sure to specifically say how far ahead into the future you're looking. Be warned: the further you look into the future, the harder it is to see a likely future.

Future Casting

Starting at 10th level, As part of the action of casting a spell, you can consume 2 charges of your Changing Eye ability to attempt to cast a spell in the future any given number of turns. You must roll a percentage die and the DM will roll a percentage die, similar to the Future Sight feature. If you roll higher, the DM will tell you where and what the enemies and allies will be doing at the turn you choose to cast a spell. If the DM rolls higher, they will tell you unlikely locations and actions of your enemies and allies for that turn. Once the DM tells you this information, you must cast a spell in this future turn. If you see an incorrect future, your spell may miss entirely. If the spell causes the creatures affected to roll a saving throw, they roll with disadvantage as they are caught off-guard by the spell appearing out of nowhere. If you must make a spell attack roll to hit the creature, you have advantage on the roll.

Time Shift

Starting at 18th level, as an action, you can actually step into another point in time, up to 1 year in the future or the past. Your body dissapears for a fraction of a second and reappears after you complete using this feature. You can be in this new time period for up to 8 hours. If you go into the past, be aware that your actions can possibly change the present. If you go into the future, you and the DM roll a percentage die. If yours is higher, you will go to a future that is the most likely based on the current circumstances. If the DM rolls higher, it is up to them to determine how likely this future you enter is. You can return to your own time period without taking any action. If you take damage in this alternate time period, you immediately return to your time period and take 10d10 necrotic damage. You must wait 24 hours before using this feature again.

The Inner Eye[edit]

The eye is generally thought as looking out and receiving information. Those that wield the Inner Eye have trained to look within themselves and improve their own body. As a wielder of the Inner Eye, you have trained your arcane eye to be able to strengthen your very being and the eye itself, so as to be a pillar of strength when all others can no longer handle the strain.


Inner Focus

Starting at 2nd level, as a bonus action, you can use 1 Changing Eye Charge to cause yourself to have advantage in all skill checks and saving throws in relation to one ability score for 1 minute. You can expend more charges to extend the duration, 1 minute per charge. If you use this feature on one ability score and then use it later on a different one, the first ability score will no longer have advantage.

Inner Control

Staring at 6th level, you get to choose 1 Changing Eye Form to permanently upgrade while keeping the cost at 1 Changing Eye Charge. Moreover you gain a number of additions Eye Charges equal to your Constitution Modifier (minimum of 1) that recharge on a long rest.

Inner Resistance

Starting at 10th level, as an action, you can consume 1 Changing Eye Charge to gain resistance to any one damage type you choose. You can also choose to consume 5 charges to gain immunity to any one damage type. You can only be resistant or immune to one damage type from this feature at a time. This feature lasts for 1 minute. Additionally while you have resistance or immunity to a damage type from this feature you gain a +2 bonus to AC.

Inner Understanding

Starting at 18th level, you gain immunity to being frightened, charmed, or blinded. Additionally, as a reaction when a creature attempts to impose a negative condition on you, you can consume a number of Changing Eye Charges equal to the level of the spell cast to reflect the effect back at the caster. The target still has to make the same saving throws normally required for the spell against their own Spell Save DC. If it is an ability or trait, not a spell, you determine the charges consumed by the table below.

Condition Number of Changing Eye Charges
Poisoned 1
Frightened 1
Deafened 2
Blinded 2
Incapacitated 3
Unconscious 3
Charmed 4
Exhaustion 4
Stunned 5
Paralyzed 5
Petrified 6

Eye of Control[edit]

This eye specializes in the ability to control the world around the user. This control was heightened to such a degree that to any onlookers it would appear they are some sort of psychic but in reality, its magic being used to control outside forces. Mages who specialize in the Eye of control utilize their powers to manipulate the battlefield moving enemies, allies, or the terrain itself to their advantage.

Eye Manipulation

You have started using your mind to move objects. Starting at 2nd level, you may move a number of creatures/objects equal to your Constitution modifier (minimum of 1) within 60 feet of you so long as it does not leave that range and does not exceed 10 lbs. You may also choose to move another creature, as an action you can force a creature to make a Strength saving throw against your spell save DC on a success they are not moved on a failure the creature is moved up to 10ft in any given direction if you choose a willing creature you can move them up to the max range.

The range is increased by 30 feet and the weight limit is increased by 10 lbs. at 6th level, again at 10th level, and 14th level.

Controlled Power

Staring at 6th level, As an action, you can move objects with enough force to cause damage, target a creature within range and make a ranged spell attack roll on a hit the creature takes 1d10 + Constitution mod damage. This ability grants additional attacks when you reach higher levels two objects at 5th level, three objects at 11th level, and four objects at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each object.

Moving Control

Starting at 10th level, as an action, you can consume 3 Changing Eye Charges to cast the Telekinesis Spell. the spell's range is extended up to your Eye Manipulation range. Additionally, you have mastered moving one's self with this power you now have a fly speed equal to your movement speed.

Ultimate Control

Starting at 18th level, Your powers of manipulation are so fine that you can reshape the very battlefield viewing each person as pieces on a game board. As an action, you can spend 1 eye charge per creature you wish to effect and move them where ever you want on the battlefield up to your Eye Manipulation range you must place all creatures on the ground unless they have a flight, climb, or swim speed. you may also manipulate the battlefield in a few ways, as an action you may spend 1 eye charge to use one of the effects below;

  • You create a pit in the ground 10ft in diameter and up to 30ft deep, this can be used directly under a creature in which they must succeed a dexterity save against your spell save DC or fall in.
  • you create a trench or a wall of various materials up to 40ft long, 20ft tall or deep, and 1ft thick. If a creature deals 30 damage to the wall it opens a 5ft hole in the wall.
  • you create some kind of trap that includes a trigger, this trap fills a 5ft square and requires a perception or investigation check equal to your spell save DC to spot, a creature who activates the trap must make a Dexterity saving throw against your spell save DC or take 6d6 Damage.
  • You can create structures from surrounding materials by stripping logs for wood and working stones into bricks to create buildings up to 60ft long, 60ft wide, and 60ft tall. These structures can contain the most basic necessities like beds, doors, and even food if it's available in the surroundings.

Eye Mage Spell List[edit]

Cantrip

Acid Splash

Blade Ward

Chill Touch

Dancing Lights

Eldritch Blast

Fire Bolt

Friends

Frostbite

Light

Mending

Minor Illusion

Poison Spray

Prestidigitation

Ray of Frost

Sword Burst

Thaumaturgy

Thunderclap

True Strike

Vicious Mockery

Word of Radiance

1st Level

Absorb Elements

Alarm

Bane

Burning Hands

Catapult

Chaos Bolt

Charm Person

Cure Wounds

Chromatic Orb

Color Spray

Command

Detect Magic

Disguise Self

Expeditious Retreat

Faerie Fire

Feather Fall

Fog Cloud

Heroism

Hex

Ice Knife

Identify

Mage Armor

Magic Missle

Ray of Sickness

Sanctuary

Shield

Silent Image

Sleep

Thunderwave

Unseen Servant

Witch Bolt

2nd Level

Aganazzar's Scorcher

Alter Self

Blindness/Deafness

Blur

Calm Emotions

Cloud of Daggers

Crown of Madness

Darkness

Detect Thoughts

Dust Devil

Earthbind

Enlarge/Reduce

Enthrall

Find Traps

Flaming Sphere

Gust of Wind

Hold Person

Invisibility

Levitate

Locate Object

Maximillian's Earthen Grasp

Mind Spike

Mirror Image

Misty Step

Phantasmal Force

Pyrotechnics

Ray of Enfeeblement

Scorching Ray

See Invisibility

Shatter

Silence

Skywrite

Snilloc's Snowball Swarm

Spike Growth

Suggestion

Web

3rd Level

Bestow Curse

Blink

Call Lightning

Catnap

Clairvoyance

Counterspell

Daylight

Dispel Magic

Enemies Abound

Erupting Earth

Fear

Fireball

Fly

Glypth of Warding

Haste

Hypnotic Pattern

Lightning Bolt

Magic Circle

Major Image

Melf's Minute Meteors

Nondetection

Sleet Storm

Slow

Stinking Cloud

Thunder Step

Tidal Wave

Tiny Servant

Tongues

Wall of Sand

Wall of Water

Water Breathing

Water Walk

Wind Wall

4th Level

Arcane Eye

Banishment

Blight

Charm Monster

Compulsion

Confusion

Conjure Minor Elementals

Control Water

Dimension Door

Dominate Beast

Elemental Bane

Evard's Black Tentacles

Fire Shield

Freedom of Movement

Greater Invisibility

Hallucinatory Terrain

Ice Storm

Leomund's Secret Chest

Locate Creature

Mordenkainen's Private Sanctum

Phantasmal Killer

Sickening Radiance

Storm Sphere

Vitriolic Sphere

Wall of Fire

Watery Sphere

5th Level

Animate Objects

Antilife Shell

Bigby's Hand

Cloudkill

Cone of Cold

Conjure Elemental

Contact Other Plane

Control Winds

Creation

Dawn

Destructive Wave

Dominate Person

Dream

Enervation

Far Step

Flame Strike

Geas

Hold Monster

Immolation

Legend Lore

Maelstrom

Mislead

Modify Memory

Passwall

Planar Binding

Rary's Telepathic Bond

Scrying

Seeming

Skill Empowerment

Synaptic Static

Telekinesis

Teleportation Circle

Transmute Rock

Wall of Force

Wall of Light

Wall of Stone

6th Level

Arcane Gate

Bones of the Earth

Chain Lightning

Circle of Death

Contingency

Disintegrate

Drawmij's Instant Summon

Eyebite

Find the Path

Globe of Invulnerability

Guards and Wards

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Mental Prison

Move Earth

Otiluke's Freezing Sphere

Otto's Irresistible Dance

Programmed Illusion

Scatter

Soul Cage

Sunbeam

True Seeing

Wall of Ice

Wall of Thorns

Wind Walk

7th Level

Crown of Stars

Delayed Blast Fireball

Etherealness

Fire Storm

Forcecage

Mirage Arcana

Mordenkainen's Maginificent Mansion

Plane Shift

Power Word Pain

Prismatic Spray

Project Image

Reverse Gravity

Simulacrum

Symbol

Teleport

Whirlwind

8th Level

Abi-Dalzim's Horrid Wilting

Antimagic Field

Anitpathy/Sympathy

Contronl Weather

Demiplane

Dominate Monster

Earthquake

Feeblemind

Illusory Dragon

Incendiary Cloud

Maddening Darkness

Maze

Mind Blank

Power Word Stun

Sunburst

Teleptathy

Tusnami

9th Level

Foresight

Gate

Imprisonment

Invulnerability

Meteor Swarm

Power Word Kill

Prismatic Wall

Psychic Scream

Time Stop

Weird

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Eye Mage class, you must meet these prerequisites: find a magic user that is capable of conducting this surgery and Constitution 16

Proficiencies. When you multiclass into the Eye Mage class, you gain the following proficiencies: Arcana, Perception. If you are already proficient, you gain double proficiency in these skills.



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