Special Eyes Bloodline
From D&D Wiki
You may have them among you and do not know. They go unnoticed if they want it, in general they are talented and calm. Those who isolate themselves are the most dangerous, because having cut the family ties that bound them to a group of people are more difficult to recognize. However, as a group you should worry about not hurting any of them.
Look like standard humans, the only difference is their eyes. To the right, There is an example of these eyes. The eyes can only be "turned off and on" depending on their power, but in most scenarios, they are usually always "off". When they are "turned off", they are a standard color eye.
The first ones of this race were born long ago, some speculate that it was due to mix with dragons, fairies or some mystical being centuries ago and that the only remast of their power was engraved in the eyes of their descendants.
In general they live in Clans or similar groups. Most tend to be respected or feared for their mysterious powers, depending on the color of their eyes have worse or better relationships with humans but without a doubt are hated by creatures such as Beholders who find that ability something that inferior beings should not own.
Special Eyes Bloodline names
You share the last name of your clan or group but have a normal human race name.
Special Eyes Bloodline Traits
Humans evolved from war with powerful eye prowess
Ability Score Increase. Your Constitution score increases by 2 and other score increased by 1 depending of your subrace.
Age. Special Eyes Bloodliners live for about 60 to 100 years old and mature at about the same rate as humans.
Alignment. Anywhere on the spectrum, from best to worst.
Size. Like humans, on average ranging from 5 to 6 feet in height and weigh about the same. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. The unique eye powers of your race create allow you to have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness, but only when you turn on your Eyes skill.
Special Eyes. In your blood you have a hidden power, depending of your subrace you gain certain skill while off and on. Your eyes appear to be normal on inspection, however, as a bonus action, you may activate your eye power revealing their true nature until you desactivate or 1 minute has passed. You can activate your Eyes powers a number of times equal to your Con mod regaining all expended uses after a long rest, if you expend all uses you gain one level of exhaustion. If you are affected by the blinded condition you cannot use any of the eye powers you have.
Languages. Common and one other language of choice.
Subrace. The subrace is determined by your Eye color. Pick an Special Eye from Dawn, Dusk, Eclipse, Lunar and Solar Eyes.
These eyes seem to fit in well with the sunrise, almost feeling like a morning star. The eyes are on a white color-scheme while active.
Ability Score Increase. Your Wisdom score increases by 1
Dawn research. You gain expertise on Insight skill.
Dawn form. While you have your active eyes you know when a creature lies if you are making direct Eyes contac and you see through illusions of spell level equal or less than your Wis mod +1.
These eyes seem to fit in well with the end of the day, almost feeling like a night. The eyes are on a violet color-scheme.
Ability Score Increase. Your Intelligence score increases by 1
Dusk Mindset. You gain Expertise on Intimidation.
Dusk form. While you have your eyes active any creature that makes contact with your eyes must pass a Wis saving throw to avoid being Frightened of you, if succed are inumne for 24 hours. The DC is equal to 8+Proficiency bonus+Int mod. The creature is Frightened to you until you desactivate your Eyes power and you can only have a number of creatures affected by this feature equal to you Proficiency bonus. The creatures can try another check at the end of their turn to end this effect early, they do this check whit disadvantage if they can see you at your Eyes.
These eyes seem to fit in a mysterios form whit Eclipses. The eyes are on a red color-scheme while active.
Ability Score Increase. Your Charisma score increases by 1
Eclipse Perception. You gain Expertise on Persuasion.
Dusk form. While you have your eyes active you can expend any creature that makes contact with your eyes must pass a Wis saving throw to avoid being charmed by you, if succed are inumne for 24 hours. The DC is equal to 8+Proficiency bonus+Cha mod. The creature is charmed to you your Eyes power and you can only have a number of creatures affected by this feature equal to you Proficiency bonus. The creatures can try another check at the end of their turn to end this effect early, they do this check whit disadvantage if they can see you at your Eyes.
These eyes seem to fit in well with the light of the day, almost feeling like you are seeing the sun itself. The eyes are on a yellow color-scheme while active.
Ability Score Increase. Your Strength score increases by 1
Solar life. You gain 2 Hit points per level.
Solar form. While you have your active eyes you can use yours melee attacks deals an extra 1d6 of radiant damage, this dice increased to 1d8 at 10th level and to 1d10 at 20th level.
These eyes seem being equal to the moon, almost feeling like you are seeing the night sky. The eyes are on a sylver color-scheme while active.
Ability Score Increase. Your Dexterity score increases by 1
Lunar reactions. You gain proficiency in Dex saving throws.
Lunar form. While you have your eyes active your AC gets a bonus equal to your proficiency bonus.
Random Height and Weight
|5′ 0″||+2d12||150 lb.||× (4) lb.|
*Height = base height + height modifier