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Eye Mage Variant(PJ Balance attempt)[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 a hard process. 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.


PROFICIENCY BONUS(Ignore Table) Level:1-4(+2),5-8(+3),9-12(+4),13-16(+5),16-20(+6)

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: None
Weapons: None
Tools: None
Saving Throws: Constitution, Inteligence
Skills: Choose two from Arcana, Intimidation and Perception.

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

Table: The Eye Mage

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

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[edit]

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[edit]

The Eye Mage table shows how many spell slots you have to cast your Eye Mage spells(from Wizard spell list) 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 or expend a Eye Charge equal to the spell level. 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.


Spell Slots:

Character Level:

1)-2 Level 1st slots

2)-3 Level 1st slots

3)-4 Level 1st slots

4)-4 Level 1st slots

5)-4 Level 1st slots and 2nd Level 2 slots

6)-4 Level 1st slots and 2nd Level 2 slots

7)-4 Level 1st slots and 2nd Level 3 slots

8)-4 Level 1st slots and 2nd Level 3 slots

9)-4 Level 1st slots , 2nd Level 3 slots and 3rd level 2 slots

10)-4 Level 1st slots , 2nd Level 3 slots and 3rd level 2 slots

11)-4 Level 1st slots , 2nd Level 3 slots and 3rd level 3 slots

12)-4 Level 1st slots , 2nd Level 3 slots and 3rd level 3 slots

13)-4 Level 1st slots , 2nd Level 3 slots , 3rd level 3 slots and 4th level 1 slot

14)-4 Level 1st slots , 2nd Level 3 slots , 3rd level 3 slots and 4th level 1 slot

15)-4 Level 1st slots , 2nd Level 3 slots , 3rd level 3 slots and 4th level 2 slot

16)-4 Level 1st slots , 2nd Level 3 slots , 3rd level 3 slots and 4th level 2 slot

17)-4 Level 1st slots , 2nd Level 3 slots , 3rd level 3 slots , 4th level 2 slot and 5th level 1 slot

18)-4 Level 1st slots , 2nd Level 3 slots , 3rd level 3 slots , 4th level 2 slot and 5th level 1 slot

19)-4 Level 1st slots , 2nd Level 3 slots , 3rd level 3 slots , 4th level 2 slot and 5th level 2 slot

20)-4 Level 1st slots , 2nd Level 3 slots , 3rd level 3 slots , 4th level 2 slot and 5th level 2 slot

Spells Known of 1st Level and Higher[edit]

Each day when you finished a Long Rest you can prepare a number of spells from the Wizard spell list equal to your Constitution Modifier + your Eye Mage level (minimum of 1).If you dont want to change the spell list,the spells from the previous day are in effect without doing anything.

CAUTION:You can never prepare more tha 1 spell per school,per spell Level.Meanning you cannot prepare Color Spray and Silent Image of 1st spell Level.You need to choose 1 since they Eye locks at only one spell to be able to work.

Whenever you prepare your spells,your eye project a cyrcle for each spell Level slots even 0 level(Cantrips).Depending on the spells you chose,around the cyrcle,the school of each spell is depicted(NOT THE SPELL).There is a cyrcle for each spell level you can cast,the 9nth level cyrcle is about 1 meter and the cantrip about 30cm.This process is visible to everyone is near you.

If you choose to NOT prepare spells,you have the spells you prepared before you entered the Long rest.

Spellcasting Ability[edit]

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[edit]

Your arcane eye acts as your arcane focus. If a creature attempts to cast the spell dispel magic on your eye, they must roll a d20 and add their spell casting ability modifier. If they get a number higher than your Save DC, your arcane eye becomes weakened and you will no longer be able to cast spells that have the M 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 a spell or a Cantrip, your arcane eye will change based on the school of magic of said spell.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 has the shape as it was before you completed the rest. Once you cast a spell, however, the arcane eye will take on a certain form and gain certain abilities based on the school of that spell UNLESS you spend an Eye charge to have the Eye stay in that form for the rest of the day or until you spend an other Eye charge for changing the eye to a different school of magic. 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 halve the damage a creature or object takes that you can see (Including you)by making a spell save against your DC at DMs discretion.That aplies to one effect,or damage situation.You can use this effect once per long rest,2 times at level 5,3 times at level 10 and 4 times at level 15.

Or you use this feature as a full round action and target a creature of your choice to make the spell save against your DC.

Upgrade: The target can make an appropriate saving throw in relation to the attack. For instance, if the creature was hit by fireball or a longsword attack, they can make an extra Dex saving throw because of this ability. If they succeed, they take no damage. If they fail, they take half damage just like the non-upgraded version of this ability.


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. Starting at 1th level, you can use your action to teleport up to 20 feet to an unoccupied space that you can see.At level 5 you can teleport to 30 feat.

Upgrade: You can teleport to 120 feat as a full round action till level 10.At 11th level as an action


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. A 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 until you use this future to an other creature.Only one creature at a time.

At level 10 and while in combat you can attempt to know the strategy of an intelligent creature and foretell the next action it takes.The target must make an Intelligence Saving throw against your spell DC.If the target fails the DM must tell you what the creature’s next action will be,then you can either tell the action or use your move action,not both.The information you get by this ability is up to the DM’s discretion it can be vague or specific according to the previous spell save roll.If you moved you cannot use this ability this turn.

Upgrade: You can know some of the creature’s memories up to a week in the past at DM’s discretion. You can also choose to instead cause your eye to see through the creature’s eyes for 24 hours.You can use this Feature once per creature per long rest.


Enchantment

The eye takes on a light pink color, with the pupil releasing magical sparkles. 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. All of these effects last for 1 minute.This effect can be used once per long rest per creature.

Upgrade: You can use this ability as a bonus action.At level 5 you can use this ability to force them to tell the truth if the fail a Wisdom check against your spell DC..


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 to avoid looking at you. If they fail, you deal 1d10 points of damage of the eye’s element..At 5th level goes to 2d10,11th 3d10 and at 17th 4d10.

Upgrade: You can use this a bonus action equal to your spellcasting modifier times per long rest.

(CAUTION:You can never change the eye to an Element/Type spell that does not exist in your prepared spell list)


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 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. Instead you could cause an illusion to appear 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. Whenever you make an other creature fall to this feature you can make them see a different illusion or an illusion an other creature has fallen to this ability.

Upgrade: You can change the illusion as a bonus action.

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 an action, you can attempt to lock eyes with a creature. The creature must make a Constitution Saving throw. 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. The target can make another Constitution saving throw as an action on their subsequent turns to shake off the poison.

If you choose the the life steal effect and you kill the target you get 1d4 Hit Points back,at 5th level 2d4,10th 3d4,15th 4d4 and 20th 5d4.You can use the life steal feature once per round because your gaze can be locked to only one creature.If you choose to try your gaze to an other creature the previous creature is free of any effect was afflicted to it.

Upgrade: The life steal effect deals the hit die + your casting modifier.


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 . This can vary from the ability to climb walls with ease, having advantage on a certain skill checks, changing AC or even changing a creature’s size.

The only rule is that this shouldn’t be more powerful than any 2nd level spell till level 8,3rd level spell till level 12,4th level spell till level 16 and 5th level spell at 20. The DM has the final say. Make sure you specify how long the effect lasts but the effect can never outlast the duration of a spell it immitates.

Upgrade: The effect lasts twice as long.


As an action and consuming 1 Changing Eye Charge, 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.

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 and consuming 1 charge, or as an action without consuming a charge. You also get to choose 1 Changing Eye Form to permanently upgrade while keeping the cost at 1 Changing Eye Charge.

Eye Capture[edit]

At 20th level, you gain the ability to magically steal the knowledge of how to cast a spell from another creature. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell .For the next day,you stored the spell in your Eye and can cast it whenever you want as an action for the rest of the day or spend 5 Eye charges to have it stored ultill you use this feature again. The creature can't cast that spell until the 8 hours have passed.You can have only 1 spell stored at all times

Eye Mage Spell List[edit]

The Eye Mage spell list is the Wizard spell list

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Eye Mage class, you must meet these prerequisites: find a high level magic user that is capable of conducting this surgery and Constitution 14.To use the Arcane Eye effects while multiclassing,you must wear no armor or buy 1 feat to use it with light armor and 2 feats to use it with medium armor.Heavy armor always disrupts the Arcane Eye effects while multiclassing.

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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