Wandering Eye (5e Race)

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Wandering Eye[edit]

The Watchers send their regards.

Physical Description[edit]

The wandering eyes are humanoids that appear to be normal humans on a glance. However, at the center of their chest is a slit. This is actually an eyelid that is usually closed. This slit grows as they age, eventually reaching from their clavicle to their navel. Upon dissection of a wandering eye, one would find that they have something like a giant, unformed eye ball hiding in their insides under the lid. It is never known to open, save for some particularly powerful or long lived wandering eyes. When it opens, it is said that a wandering eye gains an otherworldly power. It is said that their appearance is usually sort of a cover for their more aberrant nature, as hinted in by their bizarre biology.

History[edit]

Wandering eyes are said to spawn from a source known as the Watchers. It is unclear what the Watchers are. Some say it is an eldritch god that watches over existence. The wandering eyes are not sure of their own origin themselves, but they have an inkling of a being that appears to be a great eye. This is supposedly linked to their creation. They have a voracious appetite for learning, which brings into question the motive of their existence. Scholars who know vaguely of the eyeball entity say it is a being devoted to knowledge. Perhaps the wandering eyes are extensions of its will, going out into the world and seeing it in their creator's stead.

Society[edit]

The race of wandering eyes is a nomadic one. There isn't a terribly large number of their kind, and they aren't heavily connected. They all have the desire to see new things and learn, but on their own times. Thus, this pushes most of them in different directions to all manners of locations to experience new things, resulting in a very scattered race. Very little binds a group of wandering eyes together save for survival and shared experiences. Other than these desires, they have varying temperaments among individuals like humans. Their groups operate in an anarchic manner without a set leader.

Wandering Eye Names[edit]

Names for wandering eyes are a bit of a throwaway. They take names from cultures that catch their fancy. However, they can change these names once something else comes along.

Male: Aaron, Eli, Teripideth, Xazel

Female: Eria, Gretel, Lima, Repadia

Wandering Eye Traits[edit]

People with a growing eyeball in their torso
Ability Score Increase. Your Intelligence score increases by 2 and one other ability score of your choice increases by 1.
Age. Wandering eyes are said to be able to live up to 300 years. Few live beyond 150. Those who age to be over 250 eventually are known to develop their inner eye.
Alignment. They never seek conflict and are very curious, preferring to learn whenever possible. They tend to be neutral.
Size. Wandering eyes are essentially human-sized, reaching to 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Inner Eye. You carry within you a magical optic which grows in power as you do. Choose one Optic Mutation now, and one at 3rd, and 5th level.
Storage Mind. You are a collector of knowledge for your creator. You perfectly remember all events which have occurred to you within the last month.
Eager Learner. As one who is not afraid to try and learn new experiences, you are able to pick up quick. When you make an ability check that you are not proficient in, you can add a 1d4 to your roll. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a P
Strange Body. Your creature type is aberration instead of humanoid. Your appearance is still virtually that of a human, however, and if you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Languages. You can speak, read, and write Common and one other language of your choice.

Optic Mutation[edit]

Choose one option from the level-appropriate lists below at 1st, 3rd, and 5th levels.

1st Level
3rd Level
  • Inner Eye. You have advantage on all Intelligence, Wisdom, Charisma saving throws against magic.
  • Stealth Piercer. You can cast the see invisibility spell without material components once. You regain use of this spell via this trait after you finish a long rest.
  • Mental Projection. You know the message cantrip. You can cast this cantrip via this trait without verbal or material components. You can also send an image telepathically to a creature within range instead of a verbal message.
5th Level
  • Overdrive. As a bonus action, you charge your inner eye and force its powers to amazing limits momentarily. You gain 60 feet of truesight until the end of your next turn. When this effect ends, you take a stack of exhaustion that cannot be lost until you finish a long rest. You cannot use this trait again until you finish a long rest.
  • Far Seeing. You can cast the clairvoyance spell once, without material components. You regain use of this spell via this trait after you finish a long rest.
  • Weakness Spotter. You can cast the find traps spell once, without verbal components. When you use the spell via this trait, you can see natural weaknesses in addition to spells and mechanical traps placed in the area. You regain use of this spell via this trait after you finish a long rest.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0″ +2d8 140 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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(0 votes)

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