Mystic Eyes (5e Class)
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Mystical Eyes are a blessing for some and a curse for others. They are eyes with amazing properties and a lot of power that typically manifest in people related to magic in some way. Mystical eyes can be very simple or have insane powers, either way, a person with powerful mystical eyes will not be able to have a normal life due to the great power they carry.
Creating a Mystic Eyes
The first question you should ask yourself is how do you have mystical eyes? There are a number of ways you can end up with mystical eyes, from having a near-fatal accident to being born with them, or they can even be bought at "legal" auctions run by rich and powerful people. What does it mean to have that power? Has someone guided and taught you about them or do you even know what they are exactly? Does it run in the family or are you an isolated case? These are some questions you can ask yourself
- Quick Build
You can make a Mystic Eye quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Athlete or Outcast background.
As a Mystic Eye you gain the following class features.
- Hit Points
Armor: light and medium Armors
Weapons: simple and martial weapons
Tools: one of your choice
Saving Throws: Wisdom, Constitution
Skills: choose 2 from History, Insight, Stealth, Acrobatics, Perception, Sleight of Hand, Athletics
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial melee weapon and scale mail armor or (b) one ranged weapon and 20 pieces of ammunition and leather armor
- one artisan tool of your choice
- (a) explorer's pack or (b) dungeoneer's pack with one simple weapon
- If you are using starting wealth, you have 4d4 x 15 gp in funds.
|Features||Mystic Eyes Points|
|1st||+2||Unarmored Defense, Mystic Eyes Activation, Bend||1+Wisdom modifier|
|2nd||+2||Precise Look,Fast Action||1+Wisdom modifier|
|3rd||+2||Controlled Distortion,Mystic Eyes Recovery||2+Wisdom modifier|
|4th||+2||Ability Score Improvement||2+Wisdom modifier|
|5th||+3||Murderous Instinct||3+Wisdom modifier|
|6th||+3||Upper Perception||3+Wisdom modifier|
|7th||+3||Precise Distortion||4+Wisdom modifier|
|8th||+3||Ability Score Improvement||4+Wisdom modifier|
|9th||+4||Psychic Mind||5+Wisdom modifier|
|10th||+4||Mystic Eyes Improvement||5+Wisdom modifier|
|11th||+4||Field Distortion||6+Wisdom modifier|
|12th||+4||Ability Score Improvement||6+Wisdom modifier|
|13th||+5||Accurate Strike||7+Wisdom modifier|
|14th||+5||Resilient Dody||7+Wisdom modifier|
|15th||+5||Mystical Eyes Comprehension||8+Wisdom modifier|
|16th||+5||Ability Score Improvement||8+Wisdom modifier|
|17th||+6||Powerful Distortion||9+Wisdom modifier|
|18th||+6||Mystical Mastery||9+Wisdom modifier|
|19th||+6||Ability Score Improvement||10+Wisdom modifier|
|20th||+6||Bending Distortion||13+Wisdom modifier|
At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Constitution modifier.
Mystic Eyes Activation
At 1st level, you have you have the ability to activate your eyes to gain access to their power as action for 1 + your Wisdom modifier minutes (minimum 1). You may use this feature a number of times equal to your Wisdom modifier, regaining all uses at the end of a long rest. Your mystic eyes stay activated for 1 hour.
While you have your eyes active you gain 60 feet of darkvision. If you already have darkvision, its range increases by 60 feet. Additionally, you can see invisible objects and creatures up to 60 feet from you, and you gain advantage on saving throws to avoid being blinded.
If your eyes are stolen or removed you can do ritual that lasts 10 hours to regain them but all attacks are rolled at disadvantage. The disadvantage stops after two days.
This feature automatically ends if you enter an antimagic field. If you are targeted by dispel magic, you may attempt a Constitution saving throw with a DC equal to the caster's spell saving throw DC. On a failure, this feature ends. If the spell is cast at 5th level or higher, you have a disadvantage on the saving throw. This does not prevent you from being able to reactivate them, unless you continue in the anti-magic field.
Additionally, you have a number of Mystic Eyes points as shown in the Mystic Eyes Points column of the Mystic Eyes class table. You may spend these points on certain features gained by this class. You regain all spent Mystic Eyes points at the end of a long rest.
Some features from this class require creatures to make a saving throw, or for you to make a Mystic Eyes attack, which are calculated using the following:
Your Mystic Eyes save DC = 8 + your proficiency bonus + your Wisdom modifier
Your Mystic Eyes attack bonus = your proficiency bonus + your Wisdom modifier
At 1st level, you gain the ability to bend anything. Once per turn as an action or bonus action, you can make a Mystic Eyes attack against once creature within 30 feet. On a hit, they take 1d10 force damage. This damage increases to 2d10 at 5th level, 3d10 at 11th level, 4d10 at 14th level, and 5d10 at 20th level. If the creature hasn't moved since the beginning of its previous turn, unless it is their first round in initiative, you have advantage on the attack roll. This attack can also break objects that aren't being worn or carried. You can also open unlocked doors and some chests using your power.
If this attack hits a non-magical object, it automatically counts as a critical hit.
Because you use your eyes to use your abilities, you have time to do more actions. When you reach 2nd level, to take the Dash, Disengage, or Hide action as a bonus action on your turn.
Mystic Eyes Recovery
At 3rd level, you have some experience using your mystical eyes. When you finish a short rest, you can regain a number of uses of Mystic Eyes Activation equal to half your Wisdom modifier, rounded down, and you regain twice as many Mystic Eyes points.
At 3rd level, you get better control over your eyes. While your eyes are activate, you may take any of the following actions:
-As an action, you attempt to grapple one creature you can see within 100 ft., using your Mystic Eyes saving throw DC instead of making an Athletics check. You may spend 1 Mystic Eyes point to grant the target disadvantage. Size does not effect this feature.
-As an action, you attempt to throw one creature you can see within 100 ft. to the ground. The creature must make a Strength saving throw. On a failure, it is knocked prone.
-As an action for 3 Mystic Eyes points, you attempt to capture one creature you can see within 100 ft. The target must make a Strength saving throw. On a failure, they become restrained for 1 minute. They may retry this saving throw as an action, ending this effect early on a success.
Ability Score Improvement
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.
Several mystical eye users are known to kill quickly with a single glance. When you reach 5th level, bend gains a range of 60 feet, 90 feet at level 10, 120 feet at level 14, 150 at level 17, 180 feet at level 20.
At 6th level, You may add your Wisdom modifier your initiative roll. If you spend 1 minute looking at a creature, you may learn one of the following of the DM's choice:
-The creature's attitude towards you (for example, if it has hostile intent or not)
-If the creature has magical or psionic abilities.
-The creature's type.
At 7th level, you have more precise control over what you can bend. While your eyes are activate, you may take any of the following actions:
-As a reaction to being targeted by a ranged attack, you can distort the space in a 100 ft. line that lasts until the start of your next turn. Any ranged attack that passes through this line has disadvantage.
-As a reaction to being targeted by a ranged attack, you can bend the creature's arm. The attack roll gains a 1d4 penalty for every Mystic Eyes point spent.
-As a reaction to one creature within 100 ft. that you can see making a Dexterity saving throw, you may bend their legs. The creature's Dexterity saving throw gains a 1d4 penalty for every Mystic Eyes point spent. If the creature has Evasion, they count as not having it for this saving throw.
Many users of mystical eyes are related to psychic people or psychic themselves, people with a different understanding of the world around them. When you reach 9th level, you gain advantage on saving throws against becoming frightened or charmed, and saving throws against illusions, and you cannot be surprised while conscious.
Mystic Eyes Improvement
After several battles and experiences, you are able to use your mystic eyes more effectively. At 10th level, Mystic Eyes Activation can be done as a bonus action, and it is active for 1 + your Wisdom modifier hours. You may activate your mystic eyes an additional time.
Your mystic eyes can no longer be deactivated by dispel magic of 4th level or lower, and you only have disadvantage if it was cast at 9th level. When you enter an antimagic field, you may attempt a Constitution saving throw with a DC equal to the caster's spell saving throw DC. On a failure, your Mystic Eyes ends. On a success, your Mystic Eyes do not end.
Upon reaching 11th level, you have learned how to distort everything in an area. As an action for 4 Mystic Eyes points while your Mystic Eyes are active, you may make a sweeping attack. All creatures in a 20 ft. radius make a Constitution saving throw. On a failure, they take 8d8 force damage. You may increase the damage dealt by 1d8 for every 10 hit points spent when you use this feature.
At 13th level, your critical hit range increases by 1 (i.e. 20 → 19-20 → 18-20). Once per turn as a bonus action immediately after you attack a creature that is not within 5 feet of at least one of their allies, any attacks you make against them have advantage. You may use this feature twice, regaining all uses at the end of a long rest.
Your body has come to bear great punishments all this time, and now you are able to endure a lot of pain. At 14th level, you gain proficiency in Constitution saving throws, and your Constitution score increases by +2 to a maximum of 20.
Mystic Eyes Comprehension
After your great experience using mystical eyes, you have almost completely mastered them. At 15th level. you can activate your eyes at will. When you use a feature that requires your eyes to be active, you deal an additional 1d10 + your Wisdom modifier force damage on a hit if you make an attack roll as part of the feature, or on a failure if the target must make a saving throw.
When you enter an antimagic field, if you fail your saving throw, you can spend 5 Mystic Eye points to succeed.
At 17th level, your powers increase when you are in danger, and you can take advantage of it for your own benefit. For every 15 hit points below your maximum, you gain +1 bonus to attack and damage rolls, and to your Mystic Eyes saving throw DC.
At the 18th level, you have mastered your eyes to perfection and have come to have an understanding of the world around you beyond that of any human. Your wisdom score increases by 2, and your maximum Wisdom score increases to 24. When you are targeted by an attack while your Mystic Eyes are activate, you may add your Wisdom modifier to your AC as a reaction.
At 20th level, your powers can reach unexpected levels capable of doubling any object or being no matter how large it is. While your eyes are active, you may spend 15 Mystic Eyes points as an action to force all creatures and objects in a line up to 100 foot long, 15 foot wide line to make a Constitution saving throw. On a failure, they take 40d8 force damage. Objects take double damage, and any creature that drops to 0 hit points from this feature dies instantly, breaking apart in all directions. Buildings and other large structures may break apart and fall, the debris could cause creatures in the area to take damage.
If you are at less than half your maximum hit points when you use this feature, you may spend 2 additional Mystic Eyes points to select a number of creatures up to your Wisdom modifier to make the saving throw with disadvantage and take an additional 5d8 force damage