Mystic Eyes User (5e Class)

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Mystic Eye[edit]

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[edit]

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

Prerequisites for the class[edit]

It seems illogical but to be able to choose this class you must have a race that has at least 2 eyes

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.

Class Features

As a Mystic Eyes User you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mystic Eyes User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mystic Eyes User level after 1st

Proficiencies

Armor: none
Weapons: simple weapons
Tools: one of your choice
Saving Throws: Intelligence, Wisdom
Skills: choose 2 from, Insight, Stealth, Acrobatics, Perception, Sleight of Hand, Athletics

Equipment

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

  • (a) one simple melee weapon or (b) one ranged weapon and 20 pieces of ammunition
  • one artisan tool of your choice
  • (a) explorer's pack or (b) dungeoneer's pack
  • Alternatively you may start with 4d4 x 15 gp

Table: The Mystic Eyes User

Level Proficiency
Bonus
Features Mystic Eyes Points
1st +2 Unarmored Defense, Mystic Eyes Activation, Eyes Path 1
2nd +2 Precise Look,Fast Action 1+Wisdom modifier
3rd +2 Eyes Path Feature,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 Eyes Path Feature 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 Eyes Path Feature 6+Wisdom modifier
12th +4 Ability Score Improvement 6+Wisdom modifier
13th +5 Accurate Strike 7+Wisdom modifier
14th +5 Eyes Path Feature 7+Wisdom modifier
15th +5 Mystical Eyes Comprehension 8+Wisdom modifier
16th +5 Ability Score Improvement 8+Wisdom modifier
17th +6 Eyes Path Feature 9+Wisdom modifier
18th +6 Mystical Mastery 9+Wisdom modifier
19th +6 Ability Score Improvement 10+Wisdom modifier
20th +6 Eyes Path Feature 13+Wisdom modifier

Unarmored Defense[edit]

At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Dexterity modifier.

Mystic Eyes Activation[edit]

At 1st level, you have the ability to activate your eyes, as an action, to gain access to their power 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.

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.

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

Mystic Eyes Path[edit]

At 1st level, you must choose a Mystic Eyes User Path. You may choose between Eyes of Death Perception, Eyes of Distortion, or Eyes of Time Paths, all listed at the end of this class.

Precise Look[edit]

When you reach 2nd level, you gain proficiency in Perception and Insight. If you are already proficient in either skill, you gain expertise in it instead.

Fast Action[edit]

Because you use your eyes to use your abilities, you have time to do more actions. When you reach 2nd level, you gain the ability to take the Dash, Disengage, or Hide action as a bonus action on your turn.

Mystic Eyes Recovery[edit]

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.

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.

Murderous Instinct[edit]

Several mystical eye users are known to kill quickly with a single glance. When you reach 5th level, in place of a melee attack or as a bonus action, you may focus your eyes' power on one creature you can see within 60 ft., making a Mystic Eyes attack roll. On a hit, they take 1d6 + your Wisdom modifier psychic damage.

Upper Perception[edit]

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.


Psychic Mind[edit]

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[edit]

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.

Accurate Strike[edit]

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.

Mystic Eyes Comprehension[edit]

After your great experience using mystical eyes, you have almost completely mastered them. At 15th level. you can activate your eyes as part of using the said feature. 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.

Mystical Mastery[edit]

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 active, you may add your Wisdom modifier to your AC as a reaction until the start of your next turn.

Eyes Paths[edit]

Eyes of Death Perception[edit]

These eyes can see death and the essence of things represented in lines, as you can see them you can cut them and once that is done the concept of that ceases to exist and therefore dies, these eyes do not value life and allow killing everything that exist


Natural Killer

Because you have these eyes, you are more of a murderer than serial killers themselves. At 1st level, you gain proficiency with melee weapons that do not have the heavy or two-handed property.

While you hit with a melee attack using a weapon with the finesse property while your Mystic Eyes are active, you can cut one of the target's "death lines" for 1 Mystic Eye point, dealing an additional 3d10 necrotic damage that can not be reduced in any way.

At 5th level, you may increase the damage dealt by 1d10 to a maximum of 10d10 for every additional Mystic Eye point spent.


Kill Mechanisms

At 3rd level, you can spend 2 Mystic Eyes points as an action to attempt to disable mechanisms and break objects as a Mystic Eyes attack. On a hit, up to a 20 ft. radius cylinder of the object is destroyed as it is cut into a thousand small pieces. If the target is a magical object or a construct creature, it instead becomes paralyzed and ceases to function until the end of your next turn (roughly 12 seconds).


Superhuman Agility

At 7th level, while your Mystic Eyes are active, you may make an additional attack using a finesse melee weapon when you take the attack action, and you gain proficiency Dexterity saving throws.


Expert Fighter

At 11th level, you gain a +1 bonus to attack and damage rolls using finesse weapons while your eyes are active.


Death of the Invisible Essence

Upon reaching 14th level, you gain the ability to kill even magic or similar effects. As a reaction when you are the target of an effect that requires the spending of resources, such as a spell, you may cause the effect to fail for an equal amount of Mystic Eyes points. As an action, you may end an existing magical effect in the same way. This can not effect permanent magical effects, or effects that are already affecting you.


Destroy Creature

At 17th level, as an action or bonus action for 5 Mystic Eyes points once per turn while your eyes are active, you can cut the death lines of a creature's ability. The target must attempt a Dexterity saving throw. On a failure, one special feature you know they have ceases functioning until the end of their next long rest. If a feature relies on another, each feature that relies on the chosen feature must be unusable first.


Assassination

At 20th level, you have completely mastered your mystic eyes. As an action for 14 Mystic Eyes points while your eyes are active, you may attempt to cut all the death lines lines of a creature within your reach that you can see. The target must attempt a Dexterity saving throw. On a failure, it is reduced to 0 hit points. On a success, it takes 10d10 necrotic damage.

A creature that is targeted by this feature a second time before 7 days pass is killed instantly on a failure, and is dropped to 1 hit point on a success.

Eyes of Distortion[edit]

Special mystical eyes born from the evolution of conventional telekinetic powers and mystical eyes capable of controlling power.

Bend

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.

If this attack hits a non-magical object, it automatically counts as a critical hit.


Controlled Distortion

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.


Precise Distortion

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 melee 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.


Field Distortion

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.

Resilient Body

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, while your eyes are active, you gain proficiency in Constitution saving throws, and your Constitution score increases by +2 to a maximum of 20.


Bending Distortion

At 20th level, your powers can reach unexpected levels capable of doubling any object or being no matter how large are. 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.

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.

Eyes of Time[edit]

Mystical eyes that are more or less common, some can see what will happen in the future and others can see why an event will happen, but you are someone special and with one eye you can see what will happen and with the other you can see why it will happen.

Future Vision

At 1st level, you are able to have visions of the future. As a reaction for 2 Mystic Eyes points while your eyes are active when a creature within 60 ft. is targeted by an attack, ability check, or saving throw, you may grant the creature advantage on the saving throw or check, or the attack disadvantage.


Guide to the Future

At 3rd level, you may target a creature within 30 feet with the help action as an bonus action while your eyes are active.


Guiding Premonition

At 7th level, as an action or bonus action for 2 Mystic Eyes points while your eyes are active, you may add your Intelligence modifier to the damage and attack roll of a creature within 100 feet that you can see including yourself until the end of your next turn. As a reaction for 2 Mystic Eyes points when you are targeted by an attack or saving throw, you may decrease the attack roll or DC by your Intelligence modifier.


Nearby Futures

At 11th level, as an action for 5 Mystic Eyes points while your eyes are active, you can see all the ways to harm a creature you can see within 100 feet. The target must roll 1d20, if it rolls 15 or less the premonition on it will be true, granting them disadvantage on all its attack rolls, and the next attack roll against them to hit counts as a critical hit. This lasts for 1 minute.


Knowledge of the Future

When you reach 14th level, your vision of the future means that nothing can surprise you anymore, you know how you must do any action to achieve success. You are immune to being frightened or charmed, and you cannot be surprised while you are conscious. Additionally, as a bonus action for 1 Mystic Eye point, you may grant yourself a number of temporary hit points equal to twice your Wisdom modifier.


Assured Vision

At 17th level, as a bonus action for 1 Mystic Eye point, you may ignore one source of disadvantage on any d20 rolls you make. As a reaction immediately before you take damage, you may spend 2 Mystic Eye points to grant yourself a number of temporary hit points equal to twice your Wisdom modifier.


Perfect Vision

Now you can see everything. At 20th level, as a bonus action for 2 Mystic Eyes points while your eyes are active, you gain the effects of foresight until Mystic Eyes ends. As a reaction for 1 Mystic Eyes point when an attack roll you can see hits, you may cause it to become a critical hit.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mystic Eyes class, you must meet these prerequisites: Wisdom 13, have suffered a near-death experience

Proficiencies. When you multiclass into the Mystic Eyes class, you gain the following proficiencies: Perception, simple weapons

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