Eyes of Power
Out of the many artifacts in the multiverse, eyes aren't the ones to come to mind immediately. But unknown to the less educated, some of the most powerful items and abilities in the multiverse comes from the eye. Such a powerful example is the eye of Vecna, the Lich God. Many eyes of power exist as well, such as the bloodline of Evalkev, a powerful demon lord who sired many children whom inherited his eye powers.
Rules of Eye Items
Just like magical items, eyes of power require attunement and being put in an empty socket. Unlike normal magical items, Eyes of Powers tends to have more power than the normal magical item but with the cost of permanence.
Eyes of Powers are a permanent addition to an individual attuning to it because most eyes of powers kill their owners once they separate. Another example of this is the eye of Vecna, which kills the owner when they remove the eye. Fortunately, there is a roundabout way to handle this.
Replacing an Eye of Power
If a creature is attuned to a weaker eye, they can replace the eye with a stronger eye. The stronger eye destroys the weaker eye and preserves the life of the creature. If the creature uses a weaker eye to destroy the eye, the creature dies. Only a stronger eye can be used to replace a weaker eye.
When a creature attuned to an eye of power wishes to change it with a stronger eye, they must succeed on a Charisma saving throw against the weaker eye or fall unconscious and the removal of the weaker eye fails. The saving throw is determined by the rarity of the eye. If a creature fails to succeed against the eye in three consecutive times, they die.
Eye's Rarity | Eye's Save DC | Eye's Spell Modifier |
---|---|---|
Uncommon | 13 | +5 |
Rare | 15 | +7 |
Very Rare | 17 | +9 |
Legendary | 19 | +11 |
Artifact | 20+ | +12 |
Variant Rule: Large Power Difference
If their is a large gap of power between the two eyes, (e.g. a creature plans on replacing a rare eye with a legendary eye), the creature no longer needs to make a saving throw because the more powerful eye will overwhelm the weaker eye.
At the cost of this though, the weaker eye will get disintegrated and turn to ash unless there is something protecting the eye from being destroyed.
Eye of the Leviathan
Wondrous item, very rare (requires attunement)
Near the sea and hidden from the rest of the world, the monastery of the Broken Sea constantly worships and practices the way of the sea. The monastery of the Broken Sea practices the flow, the push and the pull of the sea. Named after a Leviathan, a powerful creature that belongs to the Elemental Plane of Water, the Eye of the Leviathan has the capability to control water and deal devastating attacks towards its enemies. The eye is a transparent sea blue eye that seems to ripple, similar to water.
To attune to the eye, a creature must gouge out one of their eyes and replace it with the eye of the Leviathan. When you are attuned to the eye, you gain the following bonuses:
Curse of the Ocean. Any damage you deal towards denizens of the Elemental Plane of Water is halved. When making a saving throw against a denizen of the Elemental Plane of Water, you make it with disadvantage. Any denizens of the Elemental Plane of Water has advantage when attacking you and making a saving throw against you.
Language of the Ocean. You can speak Aquan.
Part of the Ocean. You can breath air and water. In addition, you gain a swimming speed equal to your movement speed.
Water Control. You can cast the spells control water, create or destroy water and water walk. You can cast each spell once every long rest. You regain all uses after a long rest.
Water Teleport. When you are in a pool of water that can logically fit your body, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in water that can logically fit you. You can use this feature three times every long rest. You regain all uses after a long rest.
Weaponized Water. The eye has 3 charges which you can use to create powerful water based attacks. You regain all charges after a long rest.
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Water Jet. You can spend 1 charge to magically shoot pressurized water in a 30 foot long and 5 foot wide line. Each creature in that line must succeed on a DC 17 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from you and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
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Water Blade. You can spend 1 charge to magically shoot out a blade of pressurized water in a 15 foot cone. Each creature in that cone must succeed on a DC 17 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) slashing damage. On a success, a target takes half the slashing damage.
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Water Railgun. You can spend 1 charge to magically shoot out a bullet of pressurized water towards a creature of your choice within 60 feet of you. The creature must succeed on a DC 17 Dexterity saving throw, on a failed save, the creature takes 35 (10d6) piercing damage. On a success, the creature takes no damage.
If you're attuned to two Eyes of the Leviathan, you lose the Curse of the Ocean trait and have 5 charges instead of 3.
Eye of the Imp
Wondrous item, uncommon (requires attunement)
A reddish eye created from the condensed soul of an imp. To attune to the eye, a creature must gouge out one of their eyes and replace it with the Eye of the Imp. When you are attuned to the eye, the eye transforms to mimic your other normal eye but your iris turns into a reddish hue while the pupil becomes sharp similar to a cat's eye. You also gain the following bonuses:
Darkvision. You gain darkvision up to 60 ft. If you already have darkvision, increase it up to 120 ft.
Devil's Sight. Magical Darkness doesn't impede your Darkvision.
Invisibility. You can cast the spell invisibility once per long rest.
If you're attuned to two Eyes of the Imp, you gain the following bonuses:
Imp Familiar. You can cast the spell find familiar but you can only have an Imp as a familiar. The Imp that you summon is aware that you are attuned to two condensed imp souls and will happily do anything to retrieve them.
Shapechange. You can use your action to Polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a Spider (20 ft., climb 20 ft.), or back into your true form. Your statistics are the same in each form, except for the speed changes noted. Any Equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.
Eyes of the Angel Slayer
Wondrous item, very rare (requires attunement)
Created by a dark god or a demon lord in dark times, the Eye of the Angel Slayer is a corrupt and an extremely powerful item that has been used by the strongest fiendish generals to slay their greatest enemies, the celestials. The eye of the Angel Slayer is completely black in appearance with a small white orb in the middle representing its iris and pupil. This white color is a grim reminder to all celestials that no matter how strong they are, they will always be outnumbered by the legions of hell and abyss.
To attune to the eye, a creature must gouge out both of their eyes and replace it with the Eyes of the Angel Slayer or be gifted by a dark god or a demon lord with the eyes. Unlike most eye artifacts, the Eyes of the Angel Slayer always comes in pair. They're useless if separated. Once attuned to the eyes, you gain the following bonuses:
Angel Slayer. Against celestials, any damaging effect you do deals an additional 2d6 necrotic damage. The owner attuned to the eye, considers the necrotic immunity of celestials as resistance.
Caller of Destruction. Once per day, you can cast the spell summon greater demon as a 9th level spell. You regain this feature daily at dawn.
Force of Evil. The eye has 4 charges which you can use to project beams of darkness. As an action, you point at a creature of your choice within 60 feet of you. The creature must succeed on a DC 17 Dexterity saving throw, or take 21 (6d6) necrotic damage on a failed save, or take half as much damage on a successful one.
Touch of Death. Your touch spells doom for mortal creatures. When you touch a humanoid or beast creature, roll Xd4 with X being equal to your total level. If the creature's current hit points is below your total roll, they immediately die.
Voice of the Lords. When you speak towards any fiend with a CR lower than your total level, they must succeed on a DC 17 Charisma saving throw against your eye. Creatures that fail are under the spell dominate monster as if you have casted it on them.
Eye of the Demon Slayer
Wondrous item, rare (requires attunement)
A once mortal eye blessed or cursed with the power to destroy demons and devils. It is a transparent glass eye that when attuned to, transforms into a normal eye resembling the creature's other eye.
To attune to the eye, a creature must gouge out one of their eyes and replace it with the Eye of the Demon Slayer or perform the dreaded ritual on your eyes allowing you to simply attune to your eye itself. Once attuned to the eye, you gain the following bonuses:
Demon Slayer. Against fiends, your melee weapon attacks and ranged weapon attacks deal an additional +5 damage. You also ignore their damage resistances.
Omen of Doom. Once per day, you can transform into a fiend slaying being that means to destroy all of the lower planes for 1 minute. You regain this feature after a long rest. For the duration, you gain the following bonuses:
- Your body ignites into blue or reddish (your choice) unholy flames and your head transforms into a skull like form. Your attacks deal an additional radiant or necrotic (your choice) damage equal to your charisma modifier.
- You can sense all fiends within 1 mile. You know their general direction but do not know what they are.
- When you make a melee or ranged weapon attack against a fiend, as past of the same action, you can shoot them with a burst of energy. The fiend must succeed on a DC 15 Dexterity saving throw, taking 2d12 + Charisma modifier radiant or necrotic (your choice) damage on a failed save, or no damage on a successful one.
If you are attuned to two Eyes of the Demon Slayer, you gain the following bonuses:
Slayer of Evil. While using your Omen of Doom feature, when you see a fiend it is immediately under the effects of the hunter's mark spell which you do not have to concentrate on.
Stronger Resilience. While using your Omen of Doom feature, you gain 25 temporary hit points that lasts for the duration.
Variant Rule: Eye of the Doom Slayer
Unlike most Eye artifacts, the eye of the demon slayer can be upgraded and increased in power.
The ultimate goal of the owners of this eye is usually to slay demons and similar beings but if an owner of this eye, can slay a fiend with a CR of 21 or above, it immediately transforms into the Eye of the Doom Slayer.
Eye of the Phoenix
Wondrous item, very rare (requires attunement)
The phoenix is a creature of great legend and myth for its power is said to rival even the greatest of dragons. No one would attest to this claim though because no dragon with true power would lose to an elemental bird. But still, the phoenix is an elemental with power comparable to the leviathan. The eye has the capability to create powerful bursts of fiery destruction. The eye is a opaque magma-like red eye that appears to move slowly, similar to lava.
To attune to the eye, a creature must gouge out one of their eyes and replace it with the eye of the Phoenix. When you are attuned to the eye, you gain the following bonuses:
Curse of the Sun. Any damage you deal towards denizens of the Elemental Plane of Fire is halved. When making a saving throw against a denizen of the Elemental Plane of Fire, you make it with disadvantage. Any denizens of the Elemental Plane of Fire has advantage when attacking you and making a saving throw against you.
Fire Control. You can cast the spells control flames and create bonfire as at will spells.
Fiery Shift. As part of your movement, you can enter any source of fire that you can reach and exit out of any other source of fire within 60 feet of the fire you entered. You can use this feature three times every long rest. You regain all uses after a long rest.
Language of the Sun. You can speak Ignan.
Part of the Sun. You gain resistance to fire damage.
Weaponized Flames. The eye has 3 charges which you can use to create powerful fire based attacks. You regain all charges after a long rest.
- Fire Burst. You can spend 1 charge to magically create a burst of fire in a 15 foot cone in front of you. Each creature in that cone must succeed on a DC 17 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) fire damage. On a success, a creature takes half damage.
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Lave Blast. You can spend 2 charges to create a blast made out of burning lava in a 10 foot cone in front of you. Each creature in that cone must succeed on a DC 17 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) fire damage plus 21 (6d6) magical bludgeoning damage and be knocked prone. On a success, a creature takes half damage.
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Plasma Blade. You can spend 3 charges to project a blade made completely out of superheated plasma and attack a creature within 5 feet of you. Make a melee spell attack against the target. On a hit, the creature takes 28 (8d6) fire damage plus 28 (8d6) magical slashing damage.
If you're attuned to two Eyes of the Phoenix, you lose the Curse of the Sun trait and have 5 charges instead of 3.
Eye of the Lion
Wondrous item, rare (requires attunement)
Despite it's misleading name, the eye of the lion is not in fact the eye of a lion. It is a magically created eye that provides bravery, strength and the will to lead others. The eye appears to be catlike in nature, similar to an actual lion's eye.
To attune to the eye, a creature must gouge out one of their eyes and replace it with the Eye of the Lion. Once attuned to the eye, you gain the following bonuses:
Roar of the King. Once per day, you can use your action to release a powerful roar similar to a lion. Each creature within 10 feet of you must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the start of their turn, ending the effect on a success.
Strong Will. Your Charisma score is 19 while you are attuned to this eye. It has no effect on you if your Charisma is already 19 or higher without it.
If you are attuned to two Eyes of the Lion, you gain the following bonuses:
Force of Leadership. When using roar of the king, creatures affected takes 21 (6d6) thunder damage on a failed saving throw or half as much damage on a success.
Eye of the Wandering World
Wondrous item, artifact (requires attunement)
Peering into the wandering world means to open your eyes to the great infinite. Within the Void is said to be the body of the Creator in its comatose state. This body was infinitely massive and represented the concept of infinite creation. The mere sight of the body blessed the creatures that saw it with great power. A creature that sees the Creator must make a DC 30 Wisdom saving throw, dying on a failed save or attuning to the eyes on a success.
To attune to the eye, a creature must gouge out one of their eyes and replace it with the Eye of the Wandering World or survive witnessing the creator's body. When you are attuned to the eye, you gain the following bonuses:
Sight Unmatched. You gain truesight up to 120 feet. You can also peer into the inner power of creatures. When you are staring at a creature, you can use your action to peer into their body. When peering into a creature, you can tell what creature type it is and if it is using an illusion or ability to hide itself. If it is a shapechanger, you can differentiate it from its true form and other forms. You can also tell how strong a creature is by reading their body's magical or physical power. You cannot tell how strong a creature is specifically but you can tell if a creature is weaker or stronger than you but you cannot tell how large the difference is. If a creature can use magic, you can tell up to what level they can use their magic at and what source of power they have (Warlock = Patron, Cleric = Deity, Wizard = Self Learnt, Sorcerer = Innate, Bard = Passion).
Eye of the Parallel World
Wondrous item, artifact (requires attunement)
An extremely powerful eye that is derived from the Eye of the Wandering World. The Eye of the Parallel World is a corrupted version of the Eye of the Wandering world where the vision connected to the creator is no longer pure. Instead of the vision of creation, you can only create a parallel or duplicate of the original. Unlike the eye of the Wandering world, the eye of the Parallel world cannot be normally created but due to its difference, it can be inherited. Creatures that inherit the Parallel world do not have it immediately but will need to awaken it. In addition, the Eye of the Parallel world has many forms which is significantly weaker than its predecessor, unless it reaches its strongest state. Due to the eye being able to inherited, there is a family that each member has the chance of awakening this Eye.
Eye of Duplication
Wondrous item, very rare (requires attunement)
The Eye of Duplication is the first form of the Parallel World. An individual that inherited the Parallel World must first experience an extremely powerful emotion condition, whether it be bad or good, that is connected to an individual precious to them. The Eye of Duplication is red in appearance with a circle line that is encircling the iris. The circle starts out with one mark on it and gains more marks, up to a maximum of 3 which increase the power of the Eye.
The Eye of Duplication is considered to be an innate ability thus it will not use an attunement slot but you cannot activate it if you are attuned to the maximum amount of items you are allowed to attune to.
As an action, you can activate the Eye of Duplication, attuning yourself to it. When you are attuned to the eye, you gain the following bonuses:
Eye of Insight (Requires 1 Mark). You gain a +1 bonus to your Perception skill for every Mark you have.
Magical Sight (Requires 1 Mark). You are always under the effect of the spell detect magic. The range is increased by 30 feet for every Mark above 1.
False Creation (Requires 2 Marks). You can cast the spell suggestion (Spell DC 15) thrice per day and the spell dominate person once per day.
Perfect Copy (Requires 2 Marks). When you see a creature do an action or minor movement, you can spend 1 minute to memorize it, allowing you to mimic it with near perfection. You cannot copy an action that you are not physically capable of.
Focused Power (Requires 3 Marks). Once per day, you can enter a state of complete focus for 1 minute. For the duration, you gain the following bonuses:
- You gain a +1 bonus to your AC against physical attacks you can see.
- You gain a +1 bonus to your Dexterity saving throws against effects you can see.
- You gain a +1 bonus to your Weapon Attack and Spell Attack Bonus against creatures you can see.
- You gain a +1 bonus to your initiative roll.
If you use the Eye of Duplication for more than 1 minute, you gain a level of exhaustion for every 1 minute past the first.
Eye of Perfect Duplication
Wondrous item, legendary (requires attunement)
Considered to be already the most powerful state of the Eye of the Parallel World, the Eye of Perfect Duplication is simply a state before its true form. The reason why most owners of the Parallel Eye considers this to be the true state is because of the extremely powerful abilities it gives the owner despite the many drawbacks it has. To awaken the Eye of Perfect Duplication, the owner must first experience a traumatic loss.
The Eye of Perfect Duplication is considered to be an innate ability thus it will not use an attunement slot but you cannot activate it if you are attuned to the maximum amount of items you are allowed to attune to.
As an action, you can activate the Eye of Perfect Duplication, attuning yourself to it. When you are attuned to the eye, you gain the following bonuses:
Perfect Duplication. You gain all the abilities of the Eye of Duplication with increased power. While attuned to the Eye of Perfect Duplication, you gain the following bonuses:
- You gain a +5 bonus to your Perception skill.
- You are always under the effect of the spell detect magic but the range is increased to 120 feet.
- You can cast the spell suggestion (Spell DC 19) as an at will spell and the spell dominate person thrice per day.
- When you see a creature do an action or minor movement, you can spend 1 minute to memorize it, allowing you to mimic it with near perfection. You cannot copy an action that you are not physically capable of.
Might of the Parallel World. Your Eye of Perfect Duplication has the ability to project and create extremely powerful effects. Due to your Eye still not reaching its true state, there are very dangerous repercussions when using its abilities. The Eye of Perfect Duplications has 100 charges which you cannot regain. The 100 charges represent your Eye's condition which worsens the lower the amount is.
- At 100 Charges - Your eyesight is normal. Your vision is considered to be 120 feet and abilties of the Eye are within this range
- At 70 Charges - Your eyesight starts to weaken. You can never have vision that is above 60 feet and abilties of the Eye are within this range. No magic or power, except Wish, can restore your sight. Greater restoration increases your charge by 1.
- At 40 Charges - Your eyesight is extremely weak. You can never have vision that is above 30 feet and abilties of the Eye are within this range. No magic or power, except Wish, can restore your sight. Greater Restoration no longer has any effect on you.
- At 10 Charges - You're practically blind. You can never have vision that is above 15 feet and abilties of the Eye are within this range. No magic or power, except Wish, can restore your sight.
- At 0 Charges - You're blind but you can now use the powers of the Eye of Perfect Duplication without using charges but you can no longer use abilities that require your eyesight. No magic or power can restore your sight, unless you achieve the next stage of the Eye of the Parallel World.
- Incomplete Armor of the Parallel World (Costs 10 Charges). You have the ability to create an ethereal armor that will protect you from harm and destroy your enemies. As an action, you summon an Ethereal armor that is one size category larger than you that surrounds you. The Armor uses the stat block presented in the next page. The incomplete armor appears to be only an upper body with you being in the center. It has two limbs that both carry either a weapon or a shield but it will always have the same form of attacks. While the armor is active, you are immune to all forms of damage and you're considered to have full cover. For every two rounds the Armor is active, you gain one level of exhaustion. This exhaustion can only be removed by taking a long rest.
- Fire of the Dark Sun (Costs 5 Charges and requires eyesight). You conjure the flames that stoke the dark sun which is capable of burning everything. As an action, you conjure a powerful dark flame in a 20 foot radius sphere that you can see. Each creature in that area must make a DC 19 Dexterity saving throw, taking 6d10 fire damage on a failed save or no damage on a success. A creature that fails their saving throw takes 2d10 fire damage at the start of their turn until they succeed on the saving throw. A creature can take an action to remove the burning part by succeeding on a DC 19 Dexterity saving throw. A 5th level Dispel Magic also removes the fire.
- Saving Grace (Costs 30 Charges and requires your right eye). You refuse to deny your destruction by sacrificing your right eye. If you hit 0 hit points and is about to die, you can use a reaction to sacrifice your right eye, changing reality to save you. Your body disappears and reappears on the start of your next turn in an unoccupied space of your choosing within 120 feet of you. Once you appear, you gain the benefits of a long rest.
- Soul Trap (Costs 10 Charges and requires your left eye). You stare at a creature with eyes and sacrifice your left eye. If you do not have a left eye, you cannot use this ability. As an action, you force a creature within an illusory world where they are permanently stuck until they succeed. The creature must make a DC 19 Wisdom and Intelligence saving throw. On a failed saving throw of any of the saves, a creature is displaced and enters a demiplane where they cannot escape. They cannot use any racial feature, features or class features and cannot teleport out of the demi plane. At the end of every 30 days, the creature can repeat its saving throw against this ability. If it succeeds on its saving throw, the spell ends.
- World of Spiritual Darkness (Costs 1 Charge and requires eyesight). You stare at a creature with eyes. As an action, you create an illusion that throws the creature to a personal hellscape you created for them. The creature must make a DC 19 Wisdom saving throw. On a failed saving throw, a creature becomes stuck in their own mind and they cannot take an action or move and take 4d10 psychic damage at the start of their turns that lasts until the creature succeeds. On a successful saving throw, a creature is not affected. A creature can repeat the saving throw at the start of their turn, escaping the illusion on a success. A dispel magic of the 5th level can remove this effect.
- Void Rip (Costs 1 Charge and requires eyesight). You can teleport either yourself or another creature of your choice to another place or area you know of within 120 feet of you. If the space is occupied, the creature appears adjacent in an unoccupied space. A creature that does not want to be teleported can make a DC 19 Dexterity saving throw. On a failed saving throw, the creature is teleported. On a successful saving throw, a creature is not affected.
Incomplete Armor of the Parallel World
Large construct, same as user
- Armor Class 20 (natural armor)
- Hit Points User's Maximum Hit Points
- Speed 0 ft. (moves along with the user)
STR DEX CON INT WIS CHA 20(+5) 10(+0) 18(+4) 10(+0) 10(+0) 10(+0)
- Saving Throws Str +(5 + prof bonus), Dex +(prof bonus), Con +(4 + prof bonus)
- Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing & slashing damage from a non-magical weapon
- Damage Immunities poison, psychic
- Condition Immunities exhaustion, poisoned, charmed, frightened, paralyzed, petrified
- Senses Same as User
- Languages Same as User
Immutable Form. The armor is immune to any spell or effect that would alter its form.
Magic Weapon. The armor's weapon attacks are magical.
Powerful Aura. At the start of each of your turns, each creature within 5 feet of the armor takes 10 (3d6) cold, fire or lightning damage (Your choice, you can only choose one for the whole transformation). A creature that touches the armor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold, fire or lightning damage (Your choice, you can only choose one for the whole transformation).
Skill of the Owner. The armor uses its Owner's proficiency bonus.
Soul Sealing Blade. If you kill a creature using the Katana attack, it must make a DC (8 + 0 + prof bonus) Charisma saving throw. On a failed save, the creature's soul is absorbed into the user's eye. Souls stuck in the eye are stuck there for eternity unless the user releases them.
Actions
Multiattack. The armor makes two Katana attacks or three Energy Javelin attacks.
Katana. Melee Weapon Attack: (5 + prof bonus) hit, Reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) cold, fire or lightning damage (Your damage choice in your powerful aura trait).
Energy Javelin. Ranged Weapon Attack: (prof bonus), Range 20/40 ft., one target. Hit: 7 (2d6) piercing damage plus 9 (2d8) cold, fire or lightning damage (Your damage choice in your powerful aura trait).
Blade of Slaying (Recharge 5-6). The armor makes one Katana attack towards a creature within reach. The creature must succeed on a DC (8 + 5 + prof bonus) Dexterity saving throw. On a failed save, a creature with 75 hit points or less, immediately dies. A creature with more than 75 hit points is not affected.
Destructive Nature (Recharge 5-6). The armor swings its weapon around it, creating a shockwave that spreads 30 feet around it. Each creature in that area must succeed on a DC (8 + 5 + prof bonus) Dexterity saving throw. On a failed save, a creature takes 17 (5d6) slashing damage plus 17 (5d6) force damage. On a success, a creature takes half damage.
Reactions
Protection. The armor adds 5 to its AC against one ranged attack that would hit it. To do so, the user must see the attacker.
Eye of the Parallel World
Wondrous item, artifact (requires attunement)
An extremely powerful eye that is derived from the Eye of the Wandering World. The Eye of the Parallel World is a corrupted version of the Eye of the Wandering world where the vision connected to the creator is no longer pure. Instead of the vision of creation, you can only create a parallel or duplicate of the original. Unlike the eye of the Wandering world, the eye of the Parallel world cannot be normally created but due to its difference, it can be inherited. Creatures that inherit the Parallel world do not have it immediately but will need to awaken it. In addition, the Eye of the Parallel world has many forms which is significantly weaker than its predecessor, unless it reaches its strongest state. Due to the eye being able to inherited, there is a family that each member has the chance of awakening this Eye.
This is the strongest state and peak of the Parallel world. To achieve this state, one must first already have the eyes of Perfect Duplication. Once you have those eyes, you must either kill another owner of the Eye of Perfect Duplication or have them donate it to you. If you succeed in either of them, you gain the Eyes of the Parallel World.
Perfect Duplication. You gain all the abilities of the Eye of Duplication with increased power. While attuned to the Eye of Perfect Duplication, you gain the following bonuses:
- You gain a +7 bonus to your Perception skill.
- You are always under the effect of the spell detect magic but the range is increased to 180 feet.
- You can cast the spell suggestion (Spell DC 22) as an at will spell and the spell dominate monster thrice per day.
- When you see a creature do an action or minor movement, you can spend an action to memorize it, allowing you to mimic it with near perfection. You cannot copy an action that you are not physically capable of.
Might of the Parallel World. The Eye of the Parallel World has the ability to project and create extremely powerful effects. Since it has reached its perfect form, it no longer punishes the user. The Eye of the Parallel World has 20 charges which you regain all of them after a long rest.
Complete Armor of the Parallel World (Costs 10 Charges). You have the ability to create an ethereal armor that will protect you from harm and destroy your enemies. As an action, you summon an Ethereal armor that is two sizes category larger than you that surrounds you. The Armor uses the stat block presented in the next page. The complete armor appears to be a whole body with you suspended either in the middle or in the head. It has two limbs that both carry either a weapon or a shield but it will always have the same form of attacks. While the armor is active, you are immune to all forms of damage and you're considered to have full cover. For every two rounds the Armor is active, you gain one level of exhaustion. This exhaustion can only be removed by taking a long rest.
Fire of the Dark Sun (Costs 5 Charges and requires eyesight). You conjure the flames that stoke the dark sun which is capable of burning everything. As an action, you conjure a powerful dark flame in a 30 foot radius sphere that you can see. Each creature in that area must make a DC 22 Dexterity saving throw, taking 8d10 fire damage on a failed save or no damage on a success. A creature that fails their saving throw takes 3d10 fire damage at the start of their turn until they succeed on the saving throw. A creature can take an action to remove the burning part by succeeding on a DC 22 Dexterity saving throw. A 7th level Dispel Magic also removes the fire.
Saving Grace (Costs 20 Charges and requires your right eye). You refuse to deny your destruction by sacrificing your right eye. If you hit 0 hit points and is about to die, you can use a reaction to sacrifice your right eye, changing reality to save you. Your body disappears and reappears on the start of your next turn in an unoccupied space of your choosing within 120 feet of you. Once you appear, you gain the benefits of a long rest.
Soul Trap (Costs 10 Charges and requires your left eye). You stare at a creature with eyes and sacrifice your left eye. If you do not have a left eye, you cannot use this ability. As an action, you force a creature within an illusory world where they are permanently stuck until they succeed. The creature must make a DC 22 Wisdom and Intelligence saving throw. On a failed saving throw of any of the saves, a creature is displaced and enters a demiplane where they cannot escape. They cannot use any racial feature, features or class features and cannot teleport out of the demi plane. At the end of every 30 days, the creature can repeat its saving throw against this ability. If it succeeds on its saving throw, the spell ends.
World of Spiritual Darkness (Costs 1 Charge and requires eyesight). You stare at a creature with eyes. As an action, you create an illusion that throws the creature to a personal hellscape you created for them. The creature must make a DC 22 Wisdom saving throw. On a failed saving throw, a creature becomes stuck in their own mind and they cannot take an action or move and take 5d10 psychic damage at the start of their turns that lasts until the creature succeeds. On a successful saving throw, a creature is not affected. A creature can repeat the saving throw at the start of their turn, escaping the illusion on a success. A dispel magic of the 5th level can remove this effect.
Void Rip (Costs 1 Charge and requires eyesight). You can teleport either yourself or another creature of your choice to another place or area you know of within 120 feet of you. If the space is occupied, the creature appears adjacent in an unoccupied space. A creature that does not want to be teleported can make a DC 22 Dexterity saving throw. On a failed saving throw, the creature is teleported. On a successful saving throw, a creature is not affected.
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Homebrewing
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.
What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.
So go ahead, remove this chunk of copy and tell everyone who inspired you.
Cover Art: Skiorh
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