Eyes of the Allfather (5e Feat)
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Eyes of the Allfather
Prerequisites: 18 Wisdom, 16 Dexterity
get eyes made in the image and likeness of the creator
Your reflexes, vision and dexterity are at another level thanks to your improved visual ability. Normally, your eyes allow you to have the benefits of the detect magic spell within 30 feet. In addition, you have soulsight, which allows you to see the souls of all creatures within 30 feet of you. This allows you to see invisible creatures and discern the creature type of any living creature within range. This sight penetrates walls and objects and those without souls such as undead and constructs can't be detected using soulsight.
In addition to this, your eyes give you a special ability called divine reflection. This skill further sharpens your senses, strength, agility and power, making any attack received devastating thanks to the incredible physical wear and tear that this skill implies. As an additional action you can activate it at any percentage you want, your 4 selectable percentages being 25%, 50%, 75% and 100% and all the benefits of each percentage level accumulate the more percentage of the skill you use. This ability lasts 10 minutes and you have a number of uses equal to your proficiency bonus.
- 25%: Your pupils begin to glow supernaturally or gain a special pattern. You gain one extra reaction per turn, your movement speed increases by 10 feet, you add your proficiency modifier to your ability checks, saving throws, and attack and damage rolls. You gain 1 point of exhaustion, all your damage resistances are nullified, your immunities become resistances, and you take additional damage for all attacks received equal to your level.
- 50%: Mild veins will begin to appear around your eyes and arms. You gain an extra bonus action, your movement speed increases by 20 feet, your critical chance is reduced by 1, you gain advantage on all ability checks, saving throws, and attack rolls. You get a special reaction that allows you to copy abilities from enemies that you can see. To use this reaction, you must see the attack or ability and be able to use it (example: you could not emulate a dragon's breath if you do not have the necessary organs to do so or use a spell if you do not have spellcasting or if the level of the spell is too high) at the discretion of your DM. You can use this copied ability while divine reflection is active and you can have a number of copied abilities equal to your wisdom modifier. Whenever you activate divine reflection again, you can use previously copied skills. You gain 1 point of exhaustion and when you are attacked, you must make a saving throw (DC at the DM's discretion) or be stunned for 1 turn on a failed roll.
- 75%: you begin to bleed from your ears and ears due to the intense load you are subjecting your body to. You add your Wisdom modifier to your attack rolls, damage rolls, saving throws, and saving throws. Your movement speed increases by 30 feet. Your critical chance is reduced by 1. As a reaction to attacks directed at you, you can make an attack. of opportunity, a dodge action or a movement action. You can also respond to an attack or ability that you have already copied by using it against your attacker as a reaction, nullifying your target's attack or ability. you gain 1 point of exhaustion, you are vulnerable to all types of damage, at the end of each of your turns you take 2d10 necrotic damage that cannot be reduced by any means, but this damage cannot reduce you below 1 and when it ends divine reflection, you will be stunned for 1 minute.
- 100%: the veins in your eyes increase their size very noticeably. You gain a number of reactions equal to your Dexterity or Wisdom modifier (your choice), your supplication movement speed, all your critical attacks deal triple damage, you nullify any resistance or damage immunity. You can add your wisdom or dexterity modifier to a saving throw, ability check, attack roll, or damage roll. You can add this modifier before or after making the roll, but before the dm calls the result of the roll, and you can use this a number of times equal to your chosen modifier while divine reflection is active. All your special vision types increase to 120 feet, and if you already have that range, it increases an additional 60 feet. Also, when you answer a copied ability with the same ability, you and the target must make an ability check, in which you can use your wisdom or dexterity modifier. If you succeed, you will not only cancel the target's ability, but you will also return it to the target. On a failed roll, you only nullify the ability. you gain 1 point of exhaustion, take double damage, take an additional 1d10 necrotic damage on each of your turns, and whenever you receive an attack, roll 1d100. with a result of 25 or less, You go blind and permanently lose divine reflection until you are affected by grater restoration. you gain disadvantage on death saving throws.
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