Opti Shifter (5e Class)

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Creating an Optishifter[edit]

Why did your characters eyes start changing? What caused them to want to control everything? Why did they want the powers?

Quick Build

You can make an Optishifter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Charlatan background.

Class Features

As a Optishifter you gain the following class features.

Hit Points

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


Armor: Light armour
Weapons: Daggers, shortswords
Tools: Disguise kit, artisan tools
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from Acrobatics, Deception, Intimidation, Performance, Persuasion, Sleight of hand, Stealth


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

  • (a) A shortsword or (b) 2 daggers
  • (a) Disguise kit or (b) Artisan tools kit
  • (a) An explorer's pack or (b) A dungeoneer's pack
  • Leather armour

Table: The Optishifter

Level Proficiency
Light armour movement Spells known Cantrips known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 - 3 4 Ethereal eyes, Ethereal blades
2nd +2 +5 ft 3 4 Bonus blade 2
3rd +2 +5 ft 3 4 Blade style 3
4th +2 +5 ft 4 5 Ability Score Improvement 3
5th +3 +5 ft 4 5 Ethereal eyes, Sneaky action 4 2
6th +3 +5 ft 4 5 Blade siphon 4 2
7th +3 +10 ft 5 5 Blade style 4 3
8th +3 +10 ft 6 5 Ability Score Improvement 4 3
9th +4 +10 ft 6 5 Eyes open, Extra eye points, Ethereal eyes 4 3 2
10th +4 +10 ft 7 6 Eye practise 4 3 2
11th +4 +10 ft 7 6 Blade style feature 4 3 3
12th +4 +15 ft 8 6 Ability Score Improvement 4 3 3
13th +5 +15 ft 9 6 Ethereal eyes 4 3 3 1
14th +5 +15 ft 10 6 Eye combos 4 3 3 1
15th +5 +15 ft 10 6 Third eye, Blade style 4 3 3 2
16th +5 +15 ft 10 6 Ability Score Improvement 4 3 3 2
17th +6 +20 ft 11 6 Ethereal eyes 4 3 3 3 1
18th +6 +20 ft 12 6 Blade style 4 3 3 3 1
19th +6 +20 ft 13 6 Ability Score Improvement 4 3 3 3 2
20th +6 +25 ft 14 6 Change eye 4 3 3 3 2


You manipulate the energies of the Arcane to cast your spells.

  • Cantrips. At 1st level you know two cantrips of your choice from the Optishifter spell list. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column on the Optishifter table above.
  • Spell Slots. The Optishifter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
  • Learning Spells of 1st level and Higher. Each time you gain a Optishifter level you can learn additional spells of your choice from the Optishifter spell list, as shown on the Spells Known column of the Optishifter table above. Each of these spells must be of a level for which you have spell slots.
  • Spellcasting Ability. Charisma is your spellcasting ability for your pells, as Wisdom helps to emit the energies of the Arcane. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier
  • Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your spells.

Ethereal eyes[edit]

At 1st level your eyes become your main power source. They are permanently closed but you can see for 60 ft magically, races that give you extra eyes do not count as ethereal. You roll 2d4 after every long rest and get an eye corresponding to the roll. The first d4 counts for your right eye: 1-Time eye, 2-Space eye, 3-Fate eye, 4-Reality eye. The next d4 counts for your left eye: 1-Trickery eye, 2-Deception eye, 3-Destruction eye, 4-Creation eye. Each eye gets different powers at levels 1, 5, 9, 13 & 17. You can use 1st level eye powers Charisma + 1 times per short or long rest. For level 5 powers, Charisma times. For level 9 powers, Charisma - 1 times. 13th level, Charisma - 2 times (minimum of once). 17th level, Charisma - 4 times (minimum of once). All damage done by the eyes is magical unless stated otherwise. You are proficient with these blades.

Right eye
Time eye powers

1st level: Slow - You slow down the wheel of time allowing you to move an extra 30 ft this turn, this doesn't require an action.

5th level: Déjà vu - At the end of your turn, replay time allowing you to do the same attack (or multiple attacks) you did on your first action. You don't re-roll to hit but do re-roll damage. The attack has to have done damage in order to redo it.

9th level: Time slit - you use lower level time power slots to go for one super powerful attack on a creature within 30 ft, you make a brake in time on a creature within 30 ft causing them to take Xd6 where X is the amount of 1st level power slot + 2Xd8 where X is the amount of 5th level power slots. (e.g. use 2 1st level power slots and 1 5th level power slot to deal 2d6 + 2d8.

13th level: Stop - The world around you slows and you take 1d2 more turns. All damage and knockback done happens at the end and you can't move or interact with anything whilst it is stopped. If you touch an ally, they can use a turn at the cost of one of yours.

17th level: Stop - Timely judgement - A large pocket clock appears above an enemies head. On their next turn, for every 5 ft they move, they take 5d8 radiant damage

Space eye powers

1st level: Alter object - you use the minor illusion spell on an object within 30 ft.

5th level: Jet sonic - You curl up your fingers and flick compressed air forward. A creature within 5 ft must make a DC12 Strength saving throw, on a failure they are sent up to 50 ft and on a success they go half as far but don't go over the edge of anything if there is one.

9th level: Matter shatter - You make matter crumple upon an enemy. They take Xd4 where X is the amount of first level power slots used + Xd10 where X is the amount of 5th level power slots used + 20 magical force damage.

13th level: Nothing field - You make a 10 ft cube literally disappear for 1d4 turns. Anything in that cube, creature or object that is fully engulfed and has nothing sticking out literally becomes nothing. You can pass through this space onto the other side and can't interact with it or go inside it. Any creature too big is pushed to the nearest side.

17th level: Spacial rend - Your eyelid glows dark orange and infuses power into your right arm. You violently slash the air in front of you. You hurl a beam of pure energy that is 15 ft wide 60 ft forward. You roll to hit each creature in the area, 18-20 crits. This deals 10d12 to each enemy that is hit and they are incapacitated until the end of their next turn.

Gravity eye powers

1st level: Gravity repel - You and anyone you touch hovers 5 ft off the ground so they ignore difficult terrain and take only half fall damage. They can still move as normal. This effect lasts 1 minute.

5th level: Gravitic twist - You change gravity for yourself to fall upwards up to 100 ft onto a surface like a roof. If there is nothing you simply fall back down. You take no fall damage from hitting the ceiling or the floor and returning to the floor from the ceiling doesn't cost another gravitic twist. You can keep gravity reverted for 2 minutes as you aren't incapacitated during this time.

9th level - Gravitic flux - You lift every creature who is within a 20 ft radius of you up 30 ft into the air. You then slam them back dealing Xd6 magical force damage to each creature where X is how many 1st level power slots you used and every creature has its movement speed halved for X turns where X is how many 5th level power slots you used.

13th level - Gravikenesis - You cast the telekinesis spell on any object within 50 ft.

17th level- Gravity smash - You lift up a creature within 50 ft and create a white beam above it. You slam them into the white beam 1d12 times, each time it hits it deals 4d12 magical force damage.

Fate eye powers

1st level: Change fate - If you see an ally get hit by an attack,use your reaction to impose disadvantage on the attacker.

5th level: Dodge fate - Use your reaction to half damage taken from an attacker you can see when they hit you.

9th level: Fatal grapple - You grapple a creature within a 20 ft line in front of you for a maximum of X turns where X = the amount of 1st level power slots you used and you deal Xd6 per round where X = the amount of 5th level power slots you used.

13th level: Alter fate - You make one of the following things happen at the end of your next turn: You cast the haste spell, you heal an ally for 30 hp, you pick a point within 100 ft, every creature within a 30 ft radius makes a DC15 strength saving throw, on a fail they are sucked to the centre point of the radius, their speed is halved next turn and they take 1d6 force damage for each other creature sucked into the centre. On a success they aren't dragged into the centre but their movement speed is still halved next turn. The effect of any of these only lasts 1 turn.

17th level: Fatal calamity - Pick a creature within 500 ft of your location, they will be hit by pure fate on their next turn. They are frightened until they are hit and once they are hit they take 20d10 magical force damage which cannot be healed. This cannot be dodged or prevented.

Left eye
Trickery eye powers

1st level; Create illusion - Using a bonus action you create an exact copy of yourself up to 30 ft away in an unoccupied space. It has 1hp and 10AC, if the illusion is interacted with, the creature that interacted with it can tell that it's an illusion. You can't go more than 50 ft away from your illusions or they turn into sparkles. You can destroy illusions as a bonus action, if you do this, you get the power point back. The illusions last up to an hour.

5th level: Dodge with illusion - If you are on an adjacent tile to an illusion, the attacker gets disadvantage on hitting either of you. This effect doesn't stack for multiple illusions.

9th level: Disguise illusion - You can make an illusion of someone you see frequently instead of yourself.

13th level: Warp to illusion - You can use either a bonus action or reaction to switch places with an illusion within 30 ft. No one can tell that you changed.

17th level: Control illusion - You use your bonus action to inhabit an illusion, the illusion gains 10 extra hit points and 30 ft movement speed. They can talk the same languages as you and have the same stats but they can't use weapons or powers. They can only attack with their fists however they can attack twice per action and you can use their bonus action to go for an uppercut. You can only do this if you hit both attacks beforehand and the uppercut deals 1d10. You can only inhabit one illusion at a time, you can't pick a new one until the current one dies or you destroy it.

Deception eye powers

1st level: Thaumaturgy - You cast the thaumaturgy spell

5th level: Trick - You get advantage on a persuasion or deception check.

9th level: Invisibility - you convince every creature that you aren't there, you cast the invisibility spell.

13th level: Mind control - You attempt to take control of someone's mind, they must be no larger than you and can't be undead or an aberration. They make a DC12 Wisdom saving throw or are charmed for 1d4 turns (or 1 minute in role play). While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

17th level: You literally destroy somethings mind. The creature must make a DC20 Wisdom saving throw or they can't do anything for 1d4 turns and can't use a bonus action for 1d4 turns after that.

Destruction eye powers

1st level: Destroy minor object - You destroy something smaller than 5 ft that weighs less than 1 lb that isn't magical or a weapon.

5th level: Destroy projectile - If a creature fires a projectile that is going to hit you, you can attempt to catch it. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your Optishifter level. If you reduce the damage to 0 you destroy the projectile and gain back a 5th level power point.

9th level: Disassemble object - You turn an object smaller than 10 ft weighing less than 10 lbs into its raw material and put them in your equipment.

13th level: Destroy weapon - You attempt to catch a weapon that is coming for you. Use your reaction to make a Strength saving throw against the attackers strength saving throw. If you win, you destroy the end of the weapon so all damage dealt by it is halved and it doesn't hit you this turn. If they win you are still hit as normal and the effects can't stack.

17th level: Destroy enemy - You deal 10d6 damage to an enemy or object, if the target's health is reduced to zero, it turns into a pile of dust.

Creation eye powers

1st level: Create minor object - you make an object no bigger than 5 ft in size that isn't a weapon using raw materials that you can see.

5th level: Create concealed tool - Create and conceal one of the following: Shuriken, create 3 1d8 projectiles and throw 30/120ft. Chloroform, if you sneak up on a target and use, They made a DC + proficiency save, if they fail, they are unconscious for 1d4 hours, can’t be used in combat. Smoke grenade, create a 20 ft cloud of smoke, everything in it is blinded until they leave, lasts 1 minute. You can only carry 2 concealed tools at a time (or 6 shurikens)

9th level: Create disease - You touch a creature and give it one of the following effects for 2 turns (or 1 minute in role play): Blinded, deafened, paralysed, poisoned.

13th level: Create magic weapon - You create: Lightsaber, 1 action, light, finesse, deals 2d12 magical lightning. Lightning hammer, 1 action, two-handed, 3d10 magic lightning, if thrown returns at end of turn can be thrown 30ft, abyss dagger, 1 bonus action, light, finesse, thrown 20/60 ft 3d6 magical necrotic. The weapons disappear after 1 minute.

17th level: Create structure - Create a structure up to 30ft wide that your character has seen or would know how to make using raw materials you can see.

Ethereal blades[edit]

At 1st level you get ethereal blades that are attuned to you and change depending on your eyes. They each do a different amount of damage and have a different amount of charges that are regained after a short or long rest. They get new features at level 10. All damage is magical piercing unless otherwise stated and you make a melee spell attack to hit. These blades aren't held in your hand but float around them, they can be sent 20 ft to attack and return at the end of your turn, this still counts as a normal melee spell attack. It is still a normal attack action to attack with one of the blades and you can use the special abilities should the attack hit.

Time blade

deals 1d8, has 2 charges, use a charge to make an object or enemy frozen in time until the end if their next turn if you land a critical hit on them. Level 10: 3 charges, blade does 2d6.

Space blade

deals 1d8, has 3 charges, use a charge to make an enemy unable to use a bonus action until the end of their next turn. Level 10: 4 charges, blade does 2d6.

Gravity blade

deals 1d6, has 2 charges, if you hit, use 1 to float 20 ft off the ground and then slowly land at the beginning of your next turn. Level 10: 3 charges, blade does 1d10.

Fate blade

deals 1d6, has 2 charges, use one for advantage on this attack. Level 10: 3 charges, blade does 1d10.

Trickery blade

deals 1d6, has 2 charges, use 1 to create an illusion where you are if you hit an attack, you go 5 ft behind the illusion. Level 10: 3 charges, blade does 1d10.

Deception blade

deals 1d6, has 2 charges, if you hit an enemy, they are frightened on their next turn. Level 10: has 3 charges, blade does 1d10.

Creation blade

deals 1d4, has 3 charges, on a hit create claws on off-hand and attack for 1d8 as part of the weapon attack. Level 10: has 4 charges, blade does 1d8.

Destruction blade

1d8, has 2 charges, this attack is a critical hit, you can’t use this blade or any of they eyes powers next turn. (lvl 10) has 3 charges, blade does 2d6.

Bonus blade[edit]

At 2nd level, you can use your bonus action to attack with your left hand ethereal blade. You cannot send it 20 ft when attacking with this option.

Light armor movement[edit]

Your movement speed increases by the amount shown on the table if you are wearing light armour or no armour.

Blade style[edit]

At 3rd level, you chose a blade style. Choose between Blade singer, Blade wielder and Blade sneaker, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, 15th and 18th.

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.

Cunning action[edit]

Starting at 5th level, you can use your bonus action to dash, hide or disengage.

Blade siphon[edit]

Starting at 6th level, your ethereal blades steal power from enemies, every hit gives you 1 point, only if with the respective blade. You can use these points to get eye power slots back. 1st power slot – 5 points, 2nd power slot 10 points, 3rd power slot 20 points, 4th 40 points. You lose these points after a long rest.

Eyes open[edit]

Starting at 9th level, you are able to open your eyes at the cost of your health. When your eyes are open, you have advantage on all Charisma checks and deal an extra d6 per attack with an ethereal blade (5th lvl d8, 11th lvl d10, 17th lvl d12). At the end of every turn this is open for in combat or every minute in role play, you take 1d6 damage, you also take 1d6 damage when closing the eye.

Eye practise[edit]

Starting at 10th level, you roll an extra d4 for each eye when you wake up and choose which one you want. (If you get the same eye twice, reroll)

Eye combos[edit]

Starting at 14th level, your eyes get special features if they are with certain other eyes. Time – Creation, Space – Destruction, Reality – Deception, Fate – Trickery. These combos each have a special ability that can be used twice per long rest each.

Time and Creation – timetanium wall – 20 ft in a straight line, cannot be destroyed. Lasts 1d4 minutes in role play and 1d4 turns in combat. Does not fall if ground underneath is removed.

Space and Destruction – Space slash - You can slash through a door or wall in your way as long as it isn’t more than 5 ft long.

Reality and Deception – mind tricks - make someone have hallucinations of what is real and not, you choose what, can’t be beast. If interacted with, the illusion fails.

Fate and Trickery – Fatal trick - you automatically succeed on a persuasion check if your charisma score is higher than the person who you are tricking's.

Third eye[edit]

Choose elemental eye or Dragon eye. Elemental eye, 1d4 once you wake up, 1 – fire, 2-water, 3-earth, 4-air. dragon eye, 1d4 once you wake up, 1 – Prismatic dragon, 2 – Tiamat, 3 – Great Wyrm, 4 – Bahamut. You can use the first power twice per long rest and the second power as much as you like.

Elemental eyes
Fire eye

Fireball – Fire a fireball 100 ft, it explodes in a 10 ft radius make dexterity save, 8d6 on a failed save and half on a success, ignites all flammable things.

Control flames – You are able to manipulate the look of fire. There must be fire present but you may move it, gather it, and set loads on fire.

Water eye

Maelstrom – summon a 30ft whirlpool of water that causes a strength saving throw, on a fail take 6d6 water damage and get dragged 10 ft to the centre. On a succeed take half and not dragged to centre. It is now difficult terrain. Next turn the water crashes down and deals 3d6 force damage to everyone still in it.

Water walk – You are able to walk on water for 1 minute.

Earth eye

Rising stone – You place your hand on the ground and the open your third eye. The earth flies upwards for 30ft. Anything in the path takes 2d10 earth damage and it sent 30ft into the air. They are sent 50ft into the air if it is the last one, 30ft away.

Mold earth – You are able to grab up to 5 ft of earth and chuck it or mold it. If you mold it you can make non damaging object. If you throw it the person it is thrown at takes 1d6 force damage and is knocked prone. It destroys wooden objects like door or barrels.

Lightning eye

Chain lightning- You send out a lightning bolt that goes 15 ft forward, if an enemy is hit, they take 4d6 lightning damage and 3 bolts going 15 ft in any direction come off to hit other enemies.

Lightning orb – You create an orb that provides 60 ft bright light.

Dragon eyes
Prismatic dragon

Prismatic breath – You breath out glitchy prisms that shift shape. A 20 ft cone in front of you makes a DC15 save or takes 10d6 magic damage.

Prismatic light – Every creature within 20 ft must make a DC10 + your proficiency bonus Wisdom saving throw or they are blinded for 1 turn.


Lightning breath – You draw lightning from your third eye and fire it out of your mouth. Goes 100 ft in a straight line until it collides with something. The creature must make a DC12 + your proficiency Constitution saving throw. On a fail, they take 8d6 lightning damage and paralyse them, they take half on success.

Lightning Vision – Your eye casts bright light 100 ft forward.

Great wyrm

Fire breath – Draws fire from the eye and breathes it out in a 30ft cone. Every creature must make a DC12 saving throw on take 12d6 magical fire damage, half on a success. You take 1d6 recoil.

Dispel fire – You can use a bonus action to get rid of up to a 20 ft cube of fire, whether or not it is magical.


Divine breath – You breath out a beam of pure justice, a creature with 120ft must make a DC15 Wisdom saving throw, if failed, take 3d10 radiant damage and they have take double damage to all magical attacks and spells for 1 minute, on a success take half with no additional effect.

Magic teleport – You magically teleport 20 ft.

Eye change[edit]

Starting at 20th level, you can use your bonus action to reroll any eye. You can use this feature twice per long rest for every eye.

Blade singer[edit]

The optic menace who sings songs to help allies and themselves.


Starting at 3rd level, when you start the blade song, you get proficiency in performance and all one-handed weapons. You get extra AC equal to your Charisma modifier, you can walk an extra 10 ft and you have advantage on acrobatics checks. It requires 1 bonus action to start and it lasts one minute. You can start it an amount of times equal to your Charisma modifier per long rest. All allies within 30ft also get this buff.

Extra attack

Starting at 7th level, you can use the attack action twice, instead of once, per turn.

Healing song

Starting at 11th level, when the song is initiated, all allies within a 30 ft radius of you heal 2d8 + Charisma modifier health and they heal when the song ends.

Speedy song

Starting at 15th level, you and all allies within 30ft move their proficiency mod * 10 extra ft whilst the song is active.

Lasting song

Starting at 18th level, the song lasts 2 minutes instead of one.

Blade Wielder[edit]

An ocular menace who focuses on attacking as much as possible in 1 foul swoop.

Weilding warrior

Starting at 3rd level, If you are duel wielding finesse weapons, AC = 10 + Dexterity mod + Charisma mod. You gain the two weapon fighting fighting style and proficiency in acrobatics.

Extra attack & armour

Starting at 7th level, you can use the attack action twice, instead of once, per turn.

Extra extra attack

Starting at 11th level, you can use the attack action thrice instead of twice per attack action.

Blade gift

Starting at 15th level, your ethereal blades fly 40 ft instead of 20 ft.

Speed wielder

Starting at 18th level, your movement speed increases by your Dexterity OR Charisma modifier * 5 ft.

Blade Sneaker[edit]

An optic menace who hides and attacks where it hurts the enemy the most.

Stealthy stab

Starting at 3rd level, anything that would be classed as a sneak attack deals an extra 1d6 damage.

Sudden stab

Starting at 7th level, you get proficiency in stealth and advantage on hide checks. You sneak attacks deal an extra 3d6.

Slow kill

Starting at 11th level, you deal an extra 2d4 of the damage type you hit with on your next turn to the same creature.

Deadly strike

Starting at 15th level, You do a critical strike on a 19 or 20 and your sneak attack deals 4d6.

Killing blow

Starting at 18th level, If you roll a 20 on a melee attack, triple the damage done instead of doubling it (doesn't count for 19's).

Optishifter Spell List[edit]

You know all of the spells on the Channeller spell list.


“True strike, thaumatergy, sacred flame, resistance, ray of frost, produce flame, mage hand, firebolt, chronobleed”

1st Level

Thunderwave, magic missile, guiding bolt, burning hands, comprehend languages

2nd Level

Scorching ray, moonbeam, misty step, aid, enhance ability’'

3rd Level

Ball lightning, Write contract, Advanced teleportation, melf’s minute meteors, dispel magic, revivify, lightning bolt, fireball

4th Level

Phantasmal killer, greater invisibility, Zantetsuken, fire shield, ice storm, dimension door, blight’'

5th Level

Flame strike, cloudkill, wall of force, wall of light, telekinesis, raise dead, wall of stone‘'


Prerequisites. To qualify for multiclassing into the Optishifter class, you must meet these prerequisites: Dexterity 15, Charisma 14

Proficiencies. When you multiclass into the Optishifter class, you gain the following proficiencies: Light armour, ethereal blades.

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