OGC:The Enigmatic Eye (5e Subclass)
This material is published under the OGL 1.0a. |
The Enigmatic Eye
Warlock otherworldly patron: The mysteries of the world are there for anyone to discover—if they are willing to do what must be done to truly see. You are witness to the unknown and what you have glimpsed has empowered you, awakening a thirst to behold more of what lay beyond the veil of reality.
Enigmatic Eye Expanded Spells
- 1st identify, speak with animals
- 2nd detect thoughts, find traps
- 3rd bestow curse, clairvoyance
- 4th arcane eye, divination
- 5th legend lore, telepathic bond
Occult Eye
Starting at 1st level, you gain a mystic eye in the middle of your forehead; this may be a physical eye, an arcane tattoo, or any other eyelike mark. The eye sees through your body and equipment and only ever closes when you fall asleep (if flanking is in effect, you are immune to flanking). You gain proficiency in the Perception and Investigation skills; your proficiency bonus is doubled for any ability check you make that uses them.
Closed Eye
Beginning at 6th level, you may spend a bonus action and expend a spell slot of an equal level spell level to imbue your mystic eye with a spell that requires concentration. The eye closes and the Occult Eye feature ceases to grant any benefits as it concentrates on the spell. While your eye concentrates on a spell, you are able to cast a second spell that requires concentration. After a number of rounds equal to your proficiency bonus, your third eye opens and the spell it was concentrating on is lost.
Superior Sight
At 10th level, you gain the Devil’s Sight eldritch invocation. If you already possess Devil’s Sight or acquire it later, you gain blindsight 30 feet instead.
All-Seeing Eye
Starting at 14th level, you can cast true seeing at will without expending a spell slot.
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