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Eyeseeker


Hit Points

Hit Dice: d8 per Eyeseeker level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: +1d8+your constitution modifier

Proficiences

Armor: Light;
Weapons: Simple weapons;
Tools: -
Saving Throws: Intelligence, Wisdom;
Skills: Choose 2 from: Arcana, Acrobatics, Stealth, Sleight of Hand, Investigation, Religion, Nature, History;

Overview & Creation

In a cavernous deep dwelling, with no escape from the monsters of this realm, you see a dim light. The creatures are coming closer. You run to it, hoping for an escape from this rocky, wet prison, but in your foolishness you stopped. The light was not what you thought, it was just a white crystal. In your horror, a wisp called you “I can help…” fading away. Eyes had started to appear in the darkness, the roaring sounds of crunching teeth and stone scratching made you fell back, touching the crystal. You heard the wisp again louder “Good…” and light exploded from within the crystal. “Now lets get you out of this mess…

 

Knowledge is power” and so he is. He knows everything and everyone in this town. He sees secrets ( personal or not ) that he can use against the people that’s why he is the all powerful. He with his fancy crystal can’t be stopped from controlling us, even those who don’t care about their secrets have no chance, because of his magic beyond the deep eyes of his god.

 


Class Features

-Power: Your crystal is like a battery, it is consumed when you cast spells at different levels.

Spell Level Consumption
Cantrips 10%
1st 20%
2nd 30%
3rd 40%
4th 50%
5th 60%
6th 70%
7th 80%
8th 90%
9th 100%


-Something Within: If the crystal is consumed, then you must charge it. The crystal will recharge 10% every hour.

-Clarity: After you've used the Eyeseeker Crystal, your mind has gotten clearer. When you reach 1st level, and again at 6th, 11th, 16th, 20th level, your wisdom ability score increases by 2.
-Ranks: you choose to have a new rank in society. You can choose one of the ranks listed at subclass options. This allows you to have spells from the chosen rank. You can ignore the material components of the known spells. Look at the class table.

-The All-powerful's Eyes: The crystal influences your eyes. When you reach 3rd level, and again at 10th and 17th level you can choose to double the proficiency bonus in perception, arcana, investigation. If not proficient in the chosen one, you gain proficiency. If you can't double again the proficiency bonus.

-Ability Score Improvement: 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, you can increase two ability scores of your choice by 1, or take a feat of your choice. As normal, you can't increase your ability score above 20 using this feature.

-Indecisive : At 5th level, you can make a creature that has to decide upon two or more things/actions, to get confused and not do any of them or to make him think for 1 hour straight about the decisions that he must make. The creature has to make a wisdom saving throw higher than 6+your wisdom modifier.

-God's Will: At 7th level, you consume half of the necessary power for every spell you cast.

-Mind Reader: At 10th level, you get the ability of reading a creature's mind. The creature must succeed on a wisdom check higher than your spell save DC.

  -God's Blessing: At 15th level, you consume 1/4 of the necessary power for every spell you cast.

-The Follower of the Deep One: At 20th level, the god can manifest himself trough you, helping you in different situations. At the start of a new day, choose one of the 3 powers below to use for the that day. You can have only one of them at a time:
1.Power: Your spells do triple damage, the additional damage is considered psychic damage. All psychic damage dealt to a creature restores that amount of HP.
2.Brute: You gain additional temporary hitpoints equal to your current HP. Your AC gets +5 points. Your melee attacks deal additional damage equal to 2d8 multiplied by your wisdom modifier
3.The Eye: Your crystal transforms into Its great eye. All creatures that look into it must succeed on a wisdom saving throw equal to your wisdom or be cursed. Roll a d100 for the curse table. This can be done just once for every creature. The curse can't be broken by spells.
d100 Curse
01-03 Every 1 hour the creature grows an eye on his body
04-06 The creature transforms into an octopus
07-08 Everything the creature touches calcifies
09-10 The creature's eyes fall out of his eye sockets
13-15 The creature gets -10 points in wisdom
16-17 Forgets all the languages he could speak.
18 His head explodes or one of them
19-20 Every minute the creature takes 4d10 psychic damage ( you take that much health back )
21-22 His eyes glow with the brightness of an lantern
23-24 His head transforms into a fish
25-26 The creature is banished into the deep seas next to It
27 The creature's body crystallizes slowly for 10 minutes till it's fully crystallized
28-30 Every 10 minutes the creature changes his alignment, at random.
31-32 The creature starts burning from inside taking 3d8 fire damage every turn
33-34 The creature can talk only to sea creatures
35 The creature can never die and his intelligence and wisdom gets reduced every time he is injured by 2
36-37 Every time the creature opens his eyes is struck by lightning
38-40 The creature sees eyes everywhere and his wisdom is reduced by 7
41-42 The creature transforms into a phantom
43-44 The creature's arms change into tentacles
45-46 Every time the creature sleeps is transported somewhere random
49-50 The creature stinks like dead fish
51 The creature disappears in a parallel dimension
52-54 When the creature talks his skin changes in fish scales
55-56 The creature transforms into a baby kraken
57-58 The creature can't live on the surface
59-60 The creature's flesh melts away and stays alive afterwards as a skeleton
61-62 When the creature drinks something it gets poisoned
63-64 All weapon it uses rust away
65 Every minute is an year for the creature
66-67 The creature starts following your god and tries to go to him
68-69 The creature's hands are always covered in mimic glue
70-72 The creature forgets everything
73-74 The creature's bones transform into crystals and pierce his flesh, eventually dying
75-76 The creature's hair or fur change in tentacles
77-78 All the creature's stats go down by 5
79 The creature transforms into salt water
80-82 The creature can't interact with reality
83 The creature transforms into a rock
84-85 The creature goes crazy and seeks to destroy the world
86-88 The creature has disadvantage at all the rolls
89 Salt water kills the creature
90 The creature can't decide anything
91-92 The creature is always frightened by everything
93-95 The creature turns undead
96-97 The creature is blinded by any light
98-99 The creature transforms into an Eyeseeker Crystal
100 The creature casts all its known spells on himself

 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your backround:
-2×daggers;
-(a) club (b) light crossbow with 20 darts;
(a) explorer's pack (b) dungeoneer's pack
-Eyeseeker Crystal, fine clothes;


Spellcasting

Spellcasting Ability: intelligence;
Spell Save DC= 8+your intelligence modifier+your proficiency bonus;


Spell Attack Bonus= your intelligence modifier+your proficiency bonus;
You begin with one of the three cantrips listed below:

Vision


Casting Time:1 action
Range: 30 ft.
Components: V
Duration: 10 minutes
You can see through any wall you want, but not further than 5 feet.

Lighting Surge


Casting Time: 1 action
Range: touch
Components: VS
Duration: instantaneous
You feel how electricity runs through your veins the moment you touch a creature, it will take 1d6 lighting damage. You can stack up to 3 charges.

Magical Help


Casting Time: 1 action
Components: V
You feel a magical entity helping you in your actions giving you an extra 1d4 on skill checks or saving throw.


Subclass Options

Ranks


High Priest


As you look through the Eyeseeker Crystal darkness grows more and more on you and light enters your body, illuminating your eyes and making them pure white. Your wisdom increases with 4 and the limit of 20 is ignored, but you can't increase it again.
-No Words: At 3rd level, you can look in a creature's eyes inducing an idea that you choose. You must have eye contact with it.

-Look Into The Eyes of The Light: At 7th level, any creature that looks into your eyes has to make a wisdom saving throw higher than 6+your perception+proficiency bonus or get blinded for 10 minutes.

-Knowledge of Power: At 10th level, your crystal's charging rate increases by your intelligence modifier + 5%.

-Light Seeker: At 12th level, your crystal will get 20% per hour of its energy back, if it's in a lighten area.

-Blind Eyes: At 14th level, all creatures that got blinded by you can be controlled one at a time. The creature has to make a wisdom saving throw higher than your spell save DC. This will use one action.

  -Sunshine: At 18th level, all creatures in a radius of 50 ft are blinded for 10 minutes. It consumes the whole energy of the crystal.

   

Special spells

  At 2nd level

Always Behind

 
Casting Time: 1 reaction
Components: V,S
Duration: Concentration, 5 hours
When a creature tries to hit you, from anywhere, an explosion of light will form behind him and deal 2d8 damage. At higher levels the damage increases with a 1d8 for each spell level.
  At 5th level

Light Beam


Casting Time: 1 action
Range: 30ft
Components: S
Duration: instantaneous
Level 2 spell. A beam of light shoots out of your crystal to a creature of your choice. On hit it does 3d12 damage. At higher levels the damage increases with a 1d12 for each spell level. The creature has to make a wisdom saving throw higher than your
At 6th level
 

Blinding touch


Casting Time: 1 bonus action
Range: touch
Components: S
Duration: 5 minutes
Level 3 spell. Any creature you touch gets the blindness effect. Ignores resistance and immunity is considered resistance.
  At 8th level

Darkness


Casting Time: 1 action
Range: 30ft
Components: V
Duration: 20 minutes
Level 3 spell. You create a sphere with a radius of 20 ft where all the light disappears for the duration of the spell. Darkvision is useless in the sphere.
  At 10th level

Light Up


Casting Time: 1 bonus action
Range: 40ft
Components: V
Duration: 30 minutes
Level 4 spell. You create a sphere with a radius of 25 ft where all the darkness disappears for the duration of the spell. All creatures with darkvision are blinded for the duration of the spell and sensible at light take 2d6 damage and are blinded for the duration of the spell.
  At 12th level

Light Rope


Casting Time: 1 action
Range: 30ft
Components: S
Duration: 20 minutes
A rope of 50 ft made out of light appears in the range of the spell and can be controlled by the caster. The rope can raise up to 5000 lbs.

Guard


Your hit dice changes to d12 and get proficiency in athletics, martial weapons and heavy armor. If you already have proficiency in athletics you can double it. You are capable of casting paladin spells.


  -Crystal Body: Crystals start to grow on your body making you stronger and more resistant. You gain resistance in 1 at 3rd level,2 at 6th level, 3 at 9th level, 4 at 12th level and 5 at 15th level type/types of damage you choose.

  -Brute Force: At 3rd level, your body gets stronger every time you get more wisdom. Your strength is always equal to your wisdom and gain proficiency in strength.

    -Crystal Eyes: At 5th level, you can see through your crystals wherever they are. Including the Eyeseeker Crystal, the crystals that grow on you or other crystals created by you.

  -No Trickery: At 9th level, you have advantage in all insight checks, if you already have advantage in insight you immediately pass the check.

  -Eye-To-Eye: At 13th level, You can see through the eyes of one creature you see. This can't be used again until the next hour.

  -Heat Recharge: 14th level, you can heat up your crystal resulting in charging it equal to 10+your constitution modifier+your proficiency bonus%/hour.

  -Crystal Master: At 18th level, you gain the ability to create a crystal golem. It's a large construct made out of crystals, having 19 AC and 60(8d12+12)HP. Its characteristics are similar with an stone golem. It will respect every order given by its creator. You can have only two at a time. When you create a new golem the oldest is destroyed.

   

Special spells

At 2nd level

Power Surge


Casting Time: 1 action
Range: self
Components: S
Duration: instantaneous
Level 1 spell. Right when you put your hand up, you feel how the electricity within the Eyeseeker Crystal goes through your body. After you let your hand strike the ground an impulse of electricity forms an orb of energy with a 30 feet radius. Any creature that is enveloped by the energy takes 1d8 damage. At higher levels the spell gains a 1d8 for each spell level.
  At 4th level

Crystallization


Casting Time: 1 action
Range: self
Components: S
Duration:-
Level 2 spell. When you touch a creature, 5 % of its body transform into crystal in the location you touched it, taking 5% of its HP. The crystal can be cut from the body or if you touch it again with the spell in the same location (-5%), gets back the 5% HP taken.
  At 8th level

Pocket Air


Casting Time: 1 action
Range: 30ft
Components: S,V
Duration:1 minutes
Level 3 spell. You create a bubble of air with a diameter of maximum 5 feet. The bubble has two states closed (nothing can enter or leave, the dm will determine for how long you can breathe in it) and opened (everything can enter in it). The bubble can be used as armor +10 at your current AC.
  At 10th level

Field of Protection


Casting Time: 1 action
Range: self
Components: S
Duration: 1 minute
Level 4 spell. You create a shield with a radius of 15ft around you. Nothing can pass the barrier until you stop it or the spell it's over.
  At 12th level

Crystal Wall


Casting Time: 1 action
Range: 20ft
Components: S
Duration:-
Level 5 spell. You create a 5ft x 20ft x 10ft wall made out of crystals. The wall has 120 HP and 17 AC. The wall will break when its HP gets to 0 or if you create another one. Any creature that touches or attacks the wall takes 3d6 piercing damage.
  At 15th level

Crystal Weapon


Casting Time: 1 hour
Range:-
Components: S
Duration:-
Level 6 spell. You can create any type of weapon you know. The maximum amount of weapons you can create is determined by your dexterity modifier, not less than 1. The weapon deals extra 10 damage.
  At 17th level

Crystal Forest


Casting Time: 1 action
Range: self
Components: V,S
Duration: 1 minute
Level 9 spell. All creatures in a 30 ft radius area are considered gripped by the crystals that grew around them (half of their heights). If a creature tries to move, it will take 6d8 slashing damage. Each crystal structure has 50 HP and 13 AC. You can free a creature if you make a special sign on the crystal structure (you decide).
   

Manipulator

  A vague noise is coming from your crystal, you put your ear to hear it better. As you put your ear on the crystal a worm like creature enters in your head through your ear. You feel pain then nothing. A voice starts to talk with you in your mind saying that he will provide you power and he will be your true partner never trusting other creatures. You can now cast warlock spells according to the Spells Known table plus Eldritch Blast ( doesn't have consumption ), any damage dealt to a creature will recharge your crystal half of the damage dealt.   -Minor Understanding of Languages: At 2nd level, your crystal can provide you the translation of 4 other languages unknown to you (chose by you) and some of the words from other ones (decided by the DM).

  -Soul Eater: At 5th level, your crystal can suck the energy of living creatures to recharge its power. This will provide 5% very small (2 minutes), 10% small (10 minutes), 20% medium (30 minutes), 40% large(50 minutes) and 80% huge (1 hours). The creature must stand still for the duration of the process. In the end the creature will die transforming into gray dust.

  -Listen: At 6th level, you can look in a creature's eyes and whisper a one word command. It must succeed on a wisdom saving throw higher than your wisdom, while having eye contact with it.

  -Mindbender: At 7th level, you gain proficiency in Deception, Intimidation and Persuasion.

  -Don't lose it: At 9th level, your Eyeseeker Crystal will let you see through its eye, wherever it is.

  -Do you see: At 11th level, you can make an illusion in a creature's eyes making it think that there is something/somebody somewhere in front of him. This lasts 10 minutes and can be done just for one creature at a time.

-Illusionist: At 15th level, you have advantage at every deception and sleight of hand check, if you already have advantage the action is considered successful.

  -Life Taker: At 16th level, your crystal can absorb the energy of the life around it (if there are living creatures around it). The crystal has +10% for its recharge.

  -It's Calling Me: At 17th level, your damage type spells now deal double the amount.

  -I've seen It: At 18th level, your crystal has +your proficiency bonus% for its recharge.

   

Special spells

  At 2nd level

Low Speak


Casting Time: 1 action
Range: self
Components: S
Duration: 2 hours
Level 1 spell. You form a sphere with a radius of 15 feet from where no noise will leave it.
  At 5th level

Sparkles


Casting Time: 1 action
Range: 25 ft
Components: S,V
Duration: 1 minutes
Level 2 spell. Thousands of little blue fire sparkles shaped as eyes appear on the flour in a radius of 15 feet. Any creature that steps in the circle must make a dexterity check equal to your spell save DC, if it succeeds it will take half of 4d6 fire damage, At higher levels you deal an additional 2d6 damage for each spell level.
  At 9th level

Mind Scramble


Casting Time:1 action
Range: 30ft
Components: S
Duration: 20 minutes
Level 5 spell. After you make the right hand movements for the spell, the eyes of the creature you chose light up for a second, its mind is scrambled, changing its alignment into a random one determined by the DM. After the spell is over the creature takes 2d8 psychic damage and becomes paralyzed for 10 minutes.
  At 12th level

Phantom Strike


Casting Time: 1 action
Range:-
Components: V
Duration: 10 minutes
Level 6 spell. You can walk through any wall till the spell ends. At higher levels you add 10 minutes for each spell level.
  At 17th level

Magic Eater


Casting Time: 1 action
Range: 30ft sphere
Components: V,S
Duration: 2 minutes
Level 9 spell. Any spell cast in the range of the spell will be eaten by it. After the spell ends a blue plasma beam will target a creature of your choosing and take 4d12 x the amount of spells eaten.


LevelAbilitiesCantrips1st2nd3rd4th5th6th7th8th9th
1stPower, Something Within, Clarity21--------
2ndMinor Understanding of Languages21--------
3rdThe All-powerful's Eyes, No Words, Crystal Body, Brute Force221-------
4thAbility Score Improvement221-------
5thIndecisive, Crystal Eyes, Soul Eater242-------
6thClarity, Crystal Body, Listen3421------
7thGod's Will, Look Into The Eyes of The Light, Mindbende3421------
8thAbility Score Improvement34211-----
9thCrystal Body, No Trickery, Don't lose it34311-----
10thMind Reader, The All-powerful's Eyes, Knowledge of Power353211----
11thClarity, Do you see453211----
12thAbility Score Improvement, Light Seeker, Crystal Body4542211---
13thEye-To-Eye46432221--
14thBlind Eyes, Heat Recharge46433221--
15thGod's Blessing, Crystal Body, Illusionist46443322--
16thClarity, Ability Score Improvement, Life Taker565433221-
17thThe All-powerful's Eyes, It's Calling Me576443321-
18thSunshine, Crystal Master, I've seen It5765433321
19thAbility Score Improvement5766543321
20thClarity, The Follower of the Deep One5776644422

Created by

Dr.Moustache.

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