Eyes of Magnus (5e Class)

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Eyes of Magnus[edit]

The Eyes of Magnus[edit]

The Eyes of Magnus is an extremely rare trait that can be found once every ten thousand years in a creature with a lineage that stems from divine, demonic, or mystical traits. This trait can bestow amazing abilities upon those who inherit it. His senses become sharper, he becomes able to perceive the flow of magic power, mana, Ki, and other forms of energy. In addition, it becomes the casting focus for spells you learn and can cast through your eyes.


Creating a Eyes of Magnus[edit]

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When creating an Eyes of Magnus, you must think about when this power awakened. Was it at your birth? Or in an accident where you almost lost your life? Or maybe after a magical experiment goes horribly wrong. You are free to choose how your eyes look.

Quick Build

You can make a Eyes of Magnus quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Eyes of Magnus you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Shortswords, Rapiers, Longbows
Tools: One of your choice
Saving Throws: Intelligence, Constitution
Skills: Choose 3 from Arcana, History, Insight, Investigation, Perception, and Religion.

Equipment

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

  • (a) A shortsword or (b) Two simple weapon
  • (a) A longbow and a quiver of 20 arrows or (b) A rapier
  • Leather Armor

Table: The Eyes of Magnus

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Seer of the Magical Flow, Eyes Archetype 3 2 2
2nd +2 Enhanced Reflexes 3 3 3
3rd +2 Seeker's Expertise 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 4 6 4 3 2
6th +3 Eyes Archetype 4 7 4 3 3
7th +3 Mental Barrier 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 True Vision 5 11 4 3 3 3 2
11th +4 Genius Mind 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 5 13 4 3 3 3 2 1 1
14th +5 Eyes Archetype 5 13 4 3 3 3 2 1 1
15th +5 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Eyes Archetype 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Slow Motion 6 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You learned to shape reality, and manipulate the flow of magic through your eyes. Your Spells are part of the knowledge you saw and managed to engrave in your mind.

Cantrips[edit]

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eyes of Magnus table.

Spell Slots[edit]

The Eyes of Magnus 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.

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.

Spells Known of 1st Level and Higher[edit]

You know three 1st-level spells of your choice from the wizard spell list.

You learn an additional wizard spell of your choice at each level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your Eyes of Magnus spells, since you learn your spells through memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Eyes of Magnus spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus[edit]

You can use your own eyes as a spellcasting focus for your Eyes of Magnus spells.

Anti-Component Casting[edit]

You cast all your spell through your eyes, so you don't need verbal and somatic component, as well as material components that lacks cost, or are not consumed by the spell.


Seer of the Magical Flow[edit]

At 1st level, your eyes are able to read the flow of magic in your surroundings, and see magical auras emanating from creatures and objects that are magical, or that are affected by magic. You are constantly under the effect of the Detect Magic spell, with no need to maintain concentration.


Eyes Archetype[edit]

At 1st level, you chose a archetype to follow your training with your eyes. Choose between Eyes of Force, or Eyes of Mind Controll, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 14th and 18th levels.

Enhanced Reflexes[edit]

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, or incapacitated.


Seeker's Expertise[edit]

Your senses become sharper. At 3rd level, you gain proficiency in the Investigation, Insight and Perception skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.


Ability Score Improvement[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. If your DM allows the use of feats, you may instead take a feat.


Mental Barrier[edit]

Starting at 7th level, when you make a Strength, Dexterity, Constitution, Wisdom or Charisma save, you can choose to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence bonus, and your regain all uses of this feature after you finish a long rest.


True Vision[edit]

At 10th level, you can use your action to enhance your vision for a short amount of time. For one minute, you have truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 60 feet. You can use this feature a number of times equal to your proficience bonus, regaining all uses at a long rest.


Genius Mind[edit]

Your eyes start to enhance your own mind further when you reach 11th level. Whenever you roll a 9 or lower on the d20 on a Intelligence check or skill, you can instead treat it as if you rolled a 10 on the d20. You also can accurately recall anything you have seen or heard within one year ago.


Slow Motion[edit]

Starting at 20th level, time seems to flow more slowly for you. When attacked, you can choose to make a Dexterity saving throw to avoid the attack. You add your Intelligence modifier to this save. If the result overcome the attack, you successfully dodge, and suffer no effects.


Eyes Archetypes[edit]

Eyes of Force[edit]

This archetype is focused on using pure energy to attack your enemies, move objects and creatures, and impulse your own body.


Telekinetic Strike

When you choose this archetype at 1st level, your eyes are capable of shooting a telekinetic pulse that strikes a target's body. Make a ranged spell attack, with a range of 120ft. On a hit, it deals 1d10 + your spellcasting ability modifier force damage. The damage from this attack increases when you reach certain levels in this class. Increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Telekinetic Reprisal

At 6th level, you can drive away your enemies when they hit you. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. All creatures within 5ft from the creature that dealt damage to you must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 3d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Telekinetic Propel

At 14th level, through fine controll over your telekinetic capacities, you can propel your body with your mind. As a bonus action, you gain a flying speed equal to your walking speed for one minute, or until you lose concentration (as if you are concentrating on a spell). You can take this bonus action a number of times equal your intelligence modifier, regaining all uses on a long rest.


Telekinetic Master

At 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell at will, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can choose deal 2d10 force damage, as you crush the target with telekinetic power.


Eyes of Mind Controll[edit]

This archetype is focused on affecting its targets' minds, dealing strong psychic attacks, reading their minds, and having limited control over their actions.


Mind Strike

When you choose this archetype at 1st level, your eyes can penetrate your target's mind, making a strong psychic attack. Choose a target within 60ft that you can see. That creature must make an intelligence saving throw against your spell save DC, taking 1d6 + your spellcasting ability modifier psychic damage, and must subtract 1d4 from every ability check, attack roll or saving throw until the start of your next turn. The damage of this effect increases when you reach certain levels in this class. Increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Mind Controll

At 6th level, you gain the capacity of manipulate a creature's mind and force it to follow your orders. As an action, one creature of your choice that you can see within 60ft must succeed on a Wisdom saving throw or become charmed by you for one minute, or until you lose concentration (as if you are concentrating on a spell). In each of your turns, as a bonus action, you can command the creature to take an action. If you force that creature to attack one of its friends, it can make another saving throw. If it takes damage, it can repeat the saving throw as well. On a sucess, the effect ends. You can use this feature a number of times equal to your proficience bonus, regaining all uses on a long rest.


Psychic Shield

Starting at 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. You also become immune to effects that affects your mind, such as the charmed and frightened conditions.


Mind Blast

At 18th level, you gain the ability to confuse a creature's mind. You can cast Confusion at will, without consuming a spell slot.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Eye of Magnus class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Eye of Magnus class, you gain the following proficiencies: Choose 1 from Arcana, Insight, Investigation, Perception.

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