Mystic Eyes User (5e Class)
Mystic Eyes User
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 User
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
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 Etes User quickly by following these suggestions. First, Wisdom should be your highest abilitie score, second you should put dexterity, constitution or intelligence according to the subclass you are going to choose, choose the background Atlhete
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: Inteligence,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 range melee weapon and 20 of ammunation
- one artisan tool of your choice
- (a) explorer's pack or (b) dungeoneer's pack
- Alternatively you may start with 4d4 x 15 gp
Level | Proficiency Bonus | Features | Mystic Eyes Points |
---|---|---|---|
1st | +2 | Unarmored Defense, Mystic Eyes activation, Eyes Path | 1 |
2nd | +2 | Precise look,Fast action | 1 |
3rd | +2 | Eyes Path Feature,Mystic Eyes recovery | 2+Wisdom bonus |
4th | +2 | Ability Score Improvement | 2+Wisdom bonus |
5th | +3 | Murderous instinct | 3+Wisdom bonus |
6th | +3 | Upper perception | 3+Wisdom bonus |
7th | +3 | Eyes Path Feature | 4+Wisdom bonus |
8th | +3 | Ability Score Improvement | 4+Wisdom bonus |
9th | +4 | Psychic mind | 5+Wisdom bonus |
10th | +4 | Mystic Eyes improve | 5+Wisdom bonus |
11th | +4 | Eyes Path Feature | 6+Wisdom bonus |
12th | +4 | Ability Score Improvement | 6+Wisdom bonus |
13th | +5 | Accurated strike | 7+Wisdom bonus |
14th | +5 | Eyes Path Feature | 7+Wisdom bonus |
15th | +5 | Mystical Eyes comprehension | 8+Wisdom bonus |
16th | +5 | Ability Score Improvement | 8+Wisdom bonus |
17th | +6 | Eyes Path Feature | 9+Wisdom bonus |
18th | +6 | Mystical mastery | 9+Wisdom bonus |
19th | +6 | Ability Score Improvement | 10+Wisdom bonus |
20th | +6 | Eyes Path Feature | 13+Wisdom bonus |
Mystic Eyes User Ability save
Save Dc = 8 + your proficiency bonus + your Wisdom modifier
Unarmored Defense
At 1st level, while you are wearing no armor and no wielding a shield your Ac equals 10 + your Wisdom modifier+ Dexterity bonus
Mystic Eyes activation
At 1st level, you have you have the ability to activate your eyes, it will be necessary to be able to use the abilities conferred by the mystical eyes, they can be activated as action for 1+Wisdom bonus min as many times as your wisdom bonus for long rest.
While you have them active you gain dark vision at 60 feet, if you already have dark vision it improves to 120, you can also see invisible beings at 60 feet and you have an advantage in the rolls to avoid being blinded.
Mystical eyes can be deactivated losing one use of mystical eye if you enter an antimagic field or if a dispel magic is thrown at you,when receiving the magic dispel you can make a const DC to prevent the eyes from deactivating, the DC will be equal to the DC of the spellcaster who casts it, if the spell is cast at 5th level or higher, you have a disadvantage on the roll of salvation. This does not prevent you from being able to reactivate them, unless you continue in the anti-magic field.
If someone casts the command spell on you, they can order you to deactivate your eyes
Mystic Eyes Path
At 1st level, you must choose a Mystic Eyes User Path. You may choose between Eyes of perception of death ,Distortion eyes , or Eyes of time paths, all listed at the end of this class.
Precise look
When you reach 2nd level you gain profency with perception and insight, if you are already proficient you gain expertise.
Fast action
Because you use your eyes to use your abilities you still have time to do more actions,When you reach level 2 you can make dash, dodge or disengage as bonus action.
Mystic Eyes recovery
At 3rd level, you have some experience using your mystical eyes, when you make a short rest you can regain uses of mystical eye equal to your wisdom bonus divided in half (rounded down) and points of mystical eye equal to your wisdom bonus.
Ability Score Increase
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
Several mystical eye users are known to kill quickly with a single glance.When you reach 5th level, you have advantage on attack rolls against any creature that have a turn after yours
Upper perception
At the 6th level, You can add the wisdom bonus to your initiative roll.Also if you spend a minute looking at a creature you can ask the Dm one of these options.
-His attitude towards you (for example, if he has hostile intent or not)
-If the creature has magical or psionic abilities
-Type of creature that is
Psychic mind
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,gain advantage on rolls to be, frightened, charmed,saving throws that have to do with illusions and cannot be surprised while conscious.
Mystic Eyes improve
After several battles and experiences you are able to use your mystical eyes more effectively,At level 10 now activating mystical eyes now costs a bonus action, the eyes now eyes now last active 1 + wisdom bonus hours and You also gain an additional use of mystical eye.
Your mystical eye can no longer be deactivated by dispel magic of level 4 or lower and if it is cast as level 5 or higher you no longer do it with a disadvantage unless it is cast at level 9. When you enter an antimagic field you can make a constitution save against the DC of the spellcaster, if you pass it your eyes are not deactivated.
Accurate Strike
At 13th level, Your critical range improves by one, if you do not have previous improvements you will have 19-20, if you already had a critical improvement increase the range by 1. Also Once per turn as a bonus action if you attack a creature that is not within 5 feet of an ally of theirs you can make the attack with advantage, you can only use this ability twice per long rest.
Mystic Eyes comprehension
After your great experience using mystical eyes, you have almost completely mastered them, At level 15 you can activate your eyes as free action at will,When you use an eye skill that requires active eyes, you can include 1d10 + wisdom bonus.
When you enter an antimagic field, if you fail your saving throw, you can spend 5 mystical eye points to pass the roll.
Mystical mastery
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 this causes your wisdom score to increase by 2 and your maximum wisdom to increase to 24.Your senses are very heightened when an enemy attack you while you have your mystical eyes activated, you can spend your reaction to add your wisdom bonus to AC.
Eyes Paths
Eyes of perception of death
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 the serial killers themselves.At level 1 you gain proficiency with weapons like daggers, knives, and swords that don't have the heavy property.
When you have your mystical eyes active when you hit an attack with a weapon with finise property that deals slashing damage you can cut one of the lines that represent that creature or object by spending 1 eye point if you do that,you deal 3d10 non-reducible necrotic damage.
At level 5 you can spend more than 1 point for attack up to a maximum of 10 adding 1d10 extra
- Kill mechanisms
At level 3 as an action you can spend 2 points trying to disable mechanisms and break objects, you can make an attack on a large or smaller object, if you hit the attack the destroyed object cut into a thousand small pieces, If you do it to a larger object you will only destroy a part of it, up to a portion of 20 feet in cylinder.If the object is magic or a construct, you will disable it for 12 seconds.
A trap destroyed by this method will be unable to activate and a weapon or armor or shield cannot be used again until it is repaired if the objects are not magical. Animated objects by animating objects spell will be treated as normal objects and Bigby's magic hand as a magic object
- Superhuman agility
At 7th level you gain an extra attack if you use a weapon that deals slashing damage and proficiency with dexterity saving throws.
- Expert fight
At 11th level you gain an extra attack with a slashing weapon, when you use a one-handed weapon you gain a +2 attack roll
- Death of the invisible essence
Upon reaching level 14, you gain the ability to kill even magic or similar effects. When you are the target of a spell attack you can spend your reaction to spend 3 points and end the spell immediately, if the spell is an area and you are within it you can also use this ability.
This ability also applies to other attacks such as psychic attacks, attacks made with ki or similar such as chakra, Using an action allows you to end existing magic such as the shield spell or a wall spell by spending 3 points, this ability cannot end the magic that is inside an object and cannot be used against spells that make you make a saving throw that directly affects your body or mind, spell such command, hold person or dominate person
- Destruction of the creature
At level 17 as an action or bonus action once per turn you can end the ability of a creature that you know that has spending 5 points, you choose which ability you want that it can not use again, then the creature will be unable to use that ability again until it takes a long rest You don't need to know what the creature's ability is called, just know what it can do, for example a creature that regenerates would lose its regeneration ability if you use this ability or you could end the immortality of a creature.
(the ability to cast spells or psychic abilities, ability to use ki or similar energies is not an ability)
- Assassination
At level 20 you have completely mastered your mystical eyes, you can try to kill a creature, spending 14 points as an action you try to cut all the lines of a creature, it should make a constitution saving throw against your Mystic Eyes User DC, this is not magic, if the roll fails the creature will die, if the roll fails it will suffer 14d12 non-reducible necrotic damage and its constitution will be reduced by 4 points until it takes a long rest.
A creature that suffers that ability a second time before 7 days have elapsed does not make a saving throw, it will die regardless of whether it succeeds the previous roll.
Distortion Eyes
description Special mystical eyes born from the evolution of conventional telekinetic powers and mystical eyes capable of controlling power
- Mageru
At level 1 they gain the ability to bend anything, once per turn as a bonus action or action you can make a magic attack at a distance, if it hits it does 1d10 force damage to the target. At 5th level the damage increases to 2d10, At level 11 the damage increases to 3d10, At level 14 the damage increases to 4d10, At level 20 the damage increases to 5d10.If the creature hasn't moved on its turn, you have advantage on the attack roll.(this doesnt count for the first round)
This attack always hits critical if it hits a non-magical object
- Controlled distortion
At level 3 you get better control over your eyes, while you have your eyes activated you can do one of the following All of these actions are 100 feet apart and can be done to a creature you can see
-You can use your action to try to make a grapple to a creature that you see, by doing this it makes an athletic test against your DC of Mystic Eyes user, if it fails it will be grappled.If you spend 1 point, the creature will roll the Athletics check at a disadvantage.
-You can use your action to try to throw a creature to the ground,the creature must make a force saving throw against your DC, if it fails it falls to the ground
-You can spend 3 points to try to leave a paralyzed creature, it makes a saving throw of strength against your DC, if the creature is imprisoned by you has a disadvantage in its roll, once paralyzed it can spend its action to repeat the strength saving throw.
Size does not give advantage or disadvantage in these rolls.
- Precise distortion
At level 7 you have more precise control over what you can bend. You can do the following actions while your eyes are active:
-As a reaction to a ranged attack you can distort the space in a line of 100 feet wherever you prefer to look, this lasts until the start of your turn, any ranged attack that passes through that line is performed at a disadvantage .
-As a reaction to a melee attack you can bend a creature's arm.By spending points you can take 1d4 from his attack roll, for each point you spend you can take 1d4 from him
-In response to an enemy dexterity saving throw, you can bend his legs. By spending points you can take 1d4 from its saving throw, for each point you spend you can take an extra 1d4, if the creature has evasion when using this ability it will count as if it did not have it for this saving throw
- Field distortion
Upon reaching level 11 you have learned how to distort everything in an arean while your eyes are active, you can spend points to make a more special attack as an action;
Spending 4 points you make a sweeping attack in a 20 foot sphere, all creatures in that area will have to make a saving throw or suffer 8d8 of force damage, spending life you can add 1d8 more for every 10 hit points you spend.
- 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 you gain proficiency on constitution saving throws and gain a +2 to constitution up to a limit of 20
- Powerful distortion
At level 17 your powers increase when you are in danger, you can take advantage of it for your own benefit, for every 15 hit points that you lack from the maximum you gain +1 to hit rolls and damage rolls and increase the difficulty of your DC by this bonus.
- Mageru...Mageru...MAGERU
At level 20 your powers can reach unexpected levels capable of doubling any object or being no matter how large are. While your eyes are active spending 15 points you can make as action an attack on a line up to 100 feet 15 feet wide, all creatures and objects in that area must make a constitution saving throw.If they fail the saving throw they take 40d8 force damage, objects take double damage,any creature that reaches 0 hit points from this attack will die breaking in all directions.
If you are less than half life when making this attack, spending 2 points you can select as many creatures as a wisdom bonus, those creatures will make the saving throw with a disadvantage and suffer 5d8 extra damage
Eyes of time
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.
- Futuree vision
At level 1 you are able to have visions of the future, when you have your eyes active you can spend 2 points to roll 2 d20, as a reaction to an attack, ability roll or saving throw of any creature at 60 feet you can change its roll for your view. You cannot use this ability again until you have completed a long rest or have used both dice, for each time you use this ability without having taken a long rest you will have to use 1 extra point
You also gain proficiency with simple weapons and as long as your eyes are active you can use your intelligence for attack and damage rolls instead of strength or dexterity.
- Guide to the future
At level 3 as an bonus action while your eyes are active you can use help to a creature that is 30 feet from you by telling it what it has to do to make its hit accurate.
- Guiding premonition
At 7th level as an action or bonus action while your eyes are active you can spend points to give add your intelligence bonus to the damage and attack roll of a creature within 100 feet that you can see including yourself, also as a reaction by spending points you can take away your intelligence bonus from a creature's attack roll.
For example if your intelligence bonus is +2 and you spend 1 point you will take away or add 2 if you spend 2 points you will add or take away 4
- Nearby futures
At level 11 as an action while your eyes are active spending 5 points you can see all the ways to harm a creature, that creature must roll 1d20, if it rolls 15 or less the premonition on it will be true, if it exceeds 15 it will not be, if the premonition It is true that it will have a disadvantage on all its attack rolls and the first attack it receives from a creature until the start of your next turn will become critical if it hits.
You can use this ability to be able to use the omen spell spending 2 points or the divination spell spending 5 without spending spell space, use somatic or material verbal component and without the probability of seeing something that is not true.
- Knowledge of the future
When you reach level 14 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, you cannot be surprised while you are conscious and you can add your intelligence bonus to all skill rolls and to all saving throws except death and constitution saving throws.
- Vision assured
At level 17now you can have up to 3d20 of the future vision for 2 points, to re-roll you only have to have spent at least 2 of them and you can decide to keep the roll or not.
- Perfect vision
Now you can see everything. At level 20 while your eyes are active you will be under the effects of the foresight spell, this is not neutralized by an antimagic field or a dispel magic, also as a reaction by spending 3 points you can convert a successful attack you see at 60 feet into a critical
Multiclassing
To multiclass this class you have to have wisdom 13 and have suffered a near-fatal accident or a near-death experience that wakes them up, be some kind of magician or psychic, or implant them with surgery.
Gain proficiency on Wisdom saving throw and perception
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