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Thread: Ozodrin (5E Conversion, PEACH)

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    Default Re: Ozodrin (5E Conversion, PEACH)

    About to make a massive overhaul of the Eye trait.

    Changes:
    - All the clarity stuff is gone, with the involved alterations re-worked. Especially the mind effecting ones.
    - Eye is now more a little more warrior-y (mostly due to tweaks to T1 alterations). At least once I change Ozodrin to having prof in all simple weapons.
    - I didn't have any place to put the sound-sight so that's gone too, alas.
    - Telepathy is now T2.

    Spoiler: NEW EYE
    Show
    Tier I Advanced Alterations:

    1fp – Rattling Eyes
    You can, as an action, magically do one of the following:
    • Splintering Glare. One of your eyes unleashes a ray with the appearance of warped, shimmering air. Make a ranged spell attack roll (Proficiency Bonus + Charisma modifier) against a creature within 60’. On a hit, it takes 1d8 + your charisma modifier Psychic damage as a cracking pain rattles its mind. You may choose for this effect to be non-lethal. If you do, any creature that would be killed by this attack is instead rendered unconscious and stable at 0hp instead.
    • Screaming Glare. - You can attempt to rely on your eyes' disruptive emanations in place of might or nimbleness to land a blow. Choose a melee weapon that you are both wielding and proficient with, such as a sword or tentacle. You can then make a melee attack with that weapon against a creature, using Charisma instead of Strength for the attack roll. If you're using a finesse weapon, you may also use Charisma instead of Strength for the damage roll.
    • Disorienting Glare. Choose a creature you can see within 60' of you. The targeted foe is disoriented until the beginning of your next turn. While disoriented, it has disadvantage on the first attack roll it makes during its turn. In addition, it has disadvantage on any opportunity attack rolls and Dexterity ability checks it makes.

    1fp – Focal Eyes
    Your Eye trait alteration-granted abilities that would normally have a range of 60' have a range of 120' instead.

    Furthermore, as an action you may focus your vision in one of the following ways:
    • Telescopic. You can determine the fine details of any creatures and/or objects you can see, regardless of distance, until the beginning of your next turn.
    • Magnifying. You have advantage on ability checks made to inspect or appraise items that are small or highly detailed until the beginning of your next turn.
    • Brushing. Your eyes magically take in, modify, and project back out light in order to paint up to 5 square feet of any unattended surface you can see within 120'. This paint, formed from light, lasts up to four hours before fading away (duration chosen when you use this ability). If you are in bright light the paint can be any color(s), otherwise the paint must be greyscale.

    1fp – Cerebral Vault
    You can recall, with perfect accuracy, anything you have seen within the last hour. In addition, as an action you may reach further back into your memories, recalling a specific piece of visual information with perfect accuracy regardless of the amount of time that has passed (you must, however, already know what you're trying to recall).

    Furthermore, you gain a limited ability to interact with the memories of others, as well. When a creature dies or falls unconscious within 60’ of you, or when a willing creature allows you to do so, you may use your reaction to acquire its last 10 minute’s worth of visual memories.

    Finally, as bonus action on your turn, you may telepathically share your visual memories, including what you are currently looking at and any acquired memories, with one or more creatures you can see within 60’.

    2fp - Blurring Eyes (Requires Cerebral Vault)
    Your eyes become even more keenly adapted to magically entwining your existence with that of others. You may, as a bonus action on your turn, choose a willing creature you can see within 60’. Until the beginning of your next turn, you may use your reaction to do any combination of the following, space rippling as a faint echo of your eye(s) overlap the target:
    • Until the end of the current turn, you can see from the target’s location in all directions as though you were there yourself. You may also share your vision with the target.
    • Until the end of the current turn, you and the chosen target gain resistance to all damage. While under this effect, when one of you takes damage the other takes the same amount with one difference. This difference is that the damage dealt to the second creature ignores temporary hit points.

    Furthermore, you may, as a bonus action on your turn, choose a creature you can see within 60' of you. If the creature is unwilling, it must make a Constitution saving throw. On a success, this effect does nothing. Otherwise, you and the chosen target swap locations. If either of you are restrained, grappled, and/or if there isn't enough space for the swap (e.g. you attempt to swap places with a dragon while hiding in a little hole) this teleportation effect does nothing.
    Once you attempt to swap locations three times, you must finish a short or long rest before doing so again.

    2fp – Heightened Senses
    Your enhanced capability to handle sensory information grants you proficiency in the Perception skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. This doubling does not stack with Expertise.

    Furthermore, you can use the base alteration of the Eye trait to form eyes capable of sensing both light and sound. This allows you to use the bonus action granted by the base alteration of the Eye feature to make both visual and auditory Wisdom(Perception) checks.

    Finally, you may, as an action, analyze a target you can see within 60’. You have advantage on the next attack roll you make against that target before the end of your next turn. If the attack successfully damages the target, it deals an additional 2d4 damage.

    Tier II Advanced Alterations:

    2fp – Hungry Eyes (Requires Rattling Eyes)
    Your Splintering Glare deals an additional 1d6 damage.

    Furthermore, whenever you use your Splintering Glare, you may choose to have it rend the physical existence of a target instead of its mind. If you do, it deals Force damage instead of Psychic damage and cannot be non-lethal. In addition, you draw sustenance from your foes, their dissolved essence instantly sucked through the ray of warped air like it were a straw. Every 10 points of Force damage dealt by your Splintering Glare in a single attack gives you a day's worth of nourishment.

    Finally, when you score a hit with your Screaming Glare on your turn, you may use a bonus action to deal an additional 1d4 Psychic damage to the struck foe.

    1fp – Eldritch Perception (requires Heightened Senses)
    You may, as an action, visually focus on a single creature or object you can see within 60’ of you to determine whether it bears magic or not. This effect does not reveal the school of magic, only whether or not magic is present. Any opaque barrier blocks this ability.

    Furthermore, you may, as a bonus action on your turn, magically extend your sight in one of the following ways:
    • Space. Choose one creature, object, section of wall, etc you can see within 60' of you that occupies no more than a 5’ cube worth of space. Until the beginning or your next turn, you can see past the chosen target as though it did not exist. For example, you could target a small dresser to see all of its contents without opening it.
    • Time. Choose one object, section of wall, corpse, etc, or willing creature you can see within 60' of you that occupies no more than a 100’ cube worth of space. Then choose a period of time, such as “100 years”. You see how the target looked that far in the past. If the target did not exist at the chosen time, you feel a brief sense of pain and the attempt fails. This effect lasts until the beginning of your next turn.
    • Layer. Until the beginning of your next turn, you can see up to 60' into the Ethereal Plane. Within this range you can also see invisible creatures and objects as though they were visible.

    All of these uses count as divination effects, their benefits relying on shifting and interpreting the flow of magic that suffuses the multiverse. Once you have used three bonus actions to extend your vision in this way, you must finish a short or long rest before doing so again.

    2fp - Daunting Glare
    You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. This doubling does not stack with Expertise.

    Furthermore, as an action you can force a creature within 60’ you can see, that is not immune to the Frightened condition, to make a Wisdom saving throw. Each creature can only be targeted by this ability once per turn. On a failure, you magically impose one of the following effects:
    • Scram. The creature has disadvantage on all attack rolls it makes against you. If it moves towards you, each 1ft it moves takes 2ft of movement. This effect lasts until the beginning of your next turn.
    • Engage. The creature gains disadvantage on all attack rolls it makes against creatures other than you. In addition, if the creature moves away from you each 1ft it moves takes 2ft of movement. These effects lasts until the beginning of your next turn.
    • Despair. The creature has disadvantage on all ability checks. This effect lasts until the end of your next turn. In addition, the first attack roll made against the targeted creature before this effect ends has advantage.


    2fp – Murmuring Gaze (Requires Cerebral Vault)
    The abilities granted by your Cerebral Vault alteration now include all sensory information (sounds, smells, etc).

    Furthermore, you may telepathically communicate with any creature that you can see, regardless of distance. If you do not share a language with the creature you can still communicate using simple concepts, emotions, and images.

    Finally, as an action you can attempt to magically slip an illusionary thought into a creature’s mind. Choose a creature you can see within 60’. The chosen target must make an Intelligence saving throw. On a success, the target passively resists this effect without notice and becomes immune to further attempts for 24 hours. Otherwise, the target experiences an illusionary thought and/or gut instinct of your choice, such as “something is watching me” or “That pie would taste real good right now”, that sounds as if they had thought or felt it themselves. Especially absurd notions, out-of-character thoughts, and any thought related to a secret the target is keeping are still rejected outright, causing the effect to end. If the thought doesn’t concern a secret, and is at least somewhat plausible, it lingers like a song stuck in the target’s head until they finish a short rest or perform an action that should make it stop (Such as eating that pie). The target is NOT compelled to obey this thought, and simply reacts to it as they would any other nagging thought. You only know whether or not the thought lingered.
    Once you attempt to insert an illusionary thought three times you must finish a short or long rest before doing so again.

    Tier III Advanced Alterations:

    2fp – Vehement Eyes
    Whenever you deal Psychic damage to a creature you can see within 60’ you may use your reaction to intensify the effect, dealing it an additional 1d4 Psychic damage and giving it disadvantage on Intelligence and Wisdom-based ability checks until the beginning of your next turn.

    Furthermore, whenever you deal Force damage to a creature you can see within 60’ you may use your reaction to intensify the effect, dealing it an additional 2d4 Force damage.

    Finally, you may, as a bonus action on your turn, gain an additional reaction that lasts until the beginning of your next turn. This additional reaction cannot be used the same turn you use any other reaction, and can only be used to make attacks of opportunity and use Eye trait reaction-based abilities.

    2fp - Nous Sight
    You gain 20 feet of blindsight. This blindsight works via your eyes emitting subtle pulses of non-visible psychic energy and then interpreting the echo. Your blindsight can also differentiate between nonthinking objects, emotionless but thinking entities, and emotional entities. In addition, you can roughly sense the mood of emotional beings. If a thinking being is actively trying to conceal itself and/or hide their real emotional state within the range of your blindsight you must beat their Stealth and/or Deception check as normal but you have advantage on your Perception and/or Insight check to do so.

    Furthermore, your blindsight can sense telepathic links and telepathic auras, along with the emotions of the ones currently communicating through it. You cannot otherwise sense the contents of the messages.

    1fp – Encroaching Gaze (Requires Murmuring Gaze)
    Your ability to acquire memories now acquires the prior 24 hours instead of just 10 minutes.

    Furthermore, as an action, you may magically connect your mind to that of a chosen creature you can see within 300’. If the target not both aware of this effect and willing, they must make a Wisdom saving throw. On a Success, this effect fails, you take 5d6 Psychic damage, and the creature becomes aware that something attempted to infiltrate its mind. Otherwise, you can telepathically communicate with the target across any distance and share its senses. You can choose to leave an unaware target unaware of the link, but if you do it becomes unstable. An unstable link ends the moment the target would actively wish to conceal what it is sensing and/or doing from others. All links otherwise last until you take any kind of damage, finish a short or long rest, 24 hours have passed, or you use an action to end the effect, whichever comes first. You can have up to 8 links at the same time.

    Finally, when you use an action to end a link made with a target that is still unaware it, you may modify any memories the target formed while the link persisted. For example, if the link lasted an hour you could alter the memory, erase it, allow it be recalled with perfect detail, or replace it with up to an hour of something else entirely. The target fills in the blanks themselves without you needing to explain every detail. That said, if a falsified event is nonsensical, feels too out of character, etc., the target may reject it entirely and simply have no memory of the altered period of time. A Remove Curse or Greater Restoration spell cast on the target breaks the link (if it still exists) and restores any altered memories.

    1fp – Decentralized Perception
    You can, as an action, visually sense the surroundings of any part of your body (cut hair, severed limb, etc) within 1000 feet of you as though you were there. You cannot see through objects (e.g., if a bit of your hair is in a box you can only see the insides of the box). If you have made the Heightened Senses alteration this sense also includes hearing.

    If you have the Decentralized Existence feature, this ability can instead be used across any distance. If you have the Reified Image feature, anything that counts as a part of your body for it also counts as a part of your body for this alteration.

    Tier IV Alterations

    2fp – Unbound Perception (Requires Decentralized Perception)
    Your senses extend beyond your current existence; you cannot be surprised. Furthermore, whenever you make an attack roll, ability check, or saving throw, or whenever an opponent makes an attack roll against you, you may use your reaction to roll an additional d20. You may choose to use this roll instead of the one that would normally be used for the attack roll, ability check, or saving throw. You can use this ability after the original roll, but before the outcome is revealed.

    If you use this ability on a roll that an opponent is using the Lucky feat to manipulate, the two abilities cancel each other out, resulting in no additional dice as the inexplicable luck unravels and is unraveled by a deeper insight.

    1fp – Piercing Vision (Requires Eldritch Perception)
    When you attempt to see through an illusion, you can use Wisdom(Perception) instead of Intelligence(Investigation). In addition, you may count doing so as an Eye-trait granted ability for the MultiAssault and Focus Surge features.

    Furthermore, as an action you can make a Wisdom(Perception) check opposed by the Charisma(Deception) check of a creature you can see. If you succeed, you determine whether or not the creature is in its true form (but not what that form is). If you fail, you sense that your attempt was inconclusive and cannot reattempt the check against that creature until you finish a short or long rest.

    Finally, you may use the bonus action granted by your Eldritch Perception alteration any number of times without needing to finish a short or long rest.

    1fp – Curator’s Vision (Require Blurring Eyes)
    As action, you can choose yourself, another creature, or an unattended object you can see within 60’. Each creature or object can only be targeted by this ability once per turn. An unwilling creature must make a Charisma saving throw. On a success, this effect does nothing. Otherwise, you magically impose one of the following effects:
    • Reject. You partially remove a target from your sight - and existence itself. The target becomes partially intangible until the end of your next turn. While in this state, the target has resistance to all forms of damage, their weight is reduced to 1/100th of what it would normally be, and all damage they deal to other creatures and/or objects is halved (this does not stack with resistance).
    • Accept. You intensify the existence of the chosen target, causing it to become hyper-real and impossibly vivid. Until the beginning of your next turn, the chosen target’s weight and carrying capacity (if any) are multiplied by 10, it has advantage on all saving throws if it is a creature, and it is immune to any new effect that would transform it (like a Polymorph or Flesh to Stone spell). Furthermore, any transformative effect already on the target (such as an already cast Polymorph) that would end before the beginning of your next turn lasts until the beginning of your next turn instead, at which point it immediately ends as normal.

    Once you use this ability on two non-object targets, you must finish a short or long rest before using it on a non-object target again.

    1fp – History Defining Eyes (Requires Encroaching Gaze)
    You can, as a bonus action on your turn, choose a willing creature you can see within 60’. Until the beginning of your next turn, you can automatically tell whether or not the creature is telling you the truth. This reveals both the truth of words, and the truth of visual indicators such as body language.

    Furthermore, your ability to acquire memories, when used on a creature that has fallen unconscious due to hit point damage within 60’ of you, can also attempt to more forcefully interact with the target’s mind. The target must make a Wisdom saving throw. On a success, this effect does nothing and the target becomes immune to this effect for one week. Otherwise, you may do one of the following:
    • Declare. Pick any statement and insert it into the target’s mind. The target’s memories will then revise themselves to be consistent with both the fact itself and how they know about it. For example, if you declared you were the target’s parent then they will remember finding out they were adopted. Each time the target encounters a situation that conflicts with their revised memories they can attempt another Wisdom saving throw. On a success, their former memories are restored. A Remove Curse or Greater Restoration spell cast on the target restores their former memories. There is no limit on how far back the altered memories can be, but you do not learn what alterations were made to memories farther back than 24 hours. You do, however, learn any recent revisions in addition to the original memories within the usual 24 hour period.
    • Reveal. Pick any question that can be given Yes/No/Unsure answer. You learn the truthful answer to that question from the target’s perspective. If the target would consider the one-word answer misleading, the answer also includes a short explanation to resolve the issue.

    Once you have attempted to more forcefully interact with two minds this way, you must finish a short or long rest before doing so again.


    Old version:
    Spoiler: OLD EYE
    Show
    Tier I Advanced Alterations:

    1fp – Clear Reception
    You gain a clarity usage pool that consists of 3 motes of clarity. You regain all expended motes of clarity when you finish a short or long rest. As a reaction, you may spend 1 mote of clarity to gain advantage on an initiative check, or spend 2 motes of clarity to gain advantage on an attack roll or a Wisdom(Perception) check.

    Furthermore, you can enter a state in which you continuously take in your surroundings and magically force yourself out of the way of danger. When you benefit from the Unarmored Defense feature, you may, as an action, have your armor class become 10 + your Wisdom modifier + your Charisma Modifier instead of the usual benefit of your Unarmored Defense feature. This effect lasts until you would no longer benefit from the Unarmored Defense feature, complete a short or long rest, or use an action to end the effect.

    1fp – Ferocious Glares
    You can, as an action, do either of the following:
    • Splintering Glare. One of your eyes unleashes a magical ray with the appearance of warped, shimmering air. Make a ranged spell attack roll (Proficiency Bonus + Charisma modifier) against a creature within 60’. On a hit, it takes 1d8 + your charisma modifier Psychic damage as a cracking pain rattles its mind. You may choose for this effect to be non-lethal. If you do, any creature that would be killed by this attack is instead rendered unconscious and stable at 0hp instead.
    • Disorienting Glare. Choose a creature you can see within 60' of you. The targeted foe is magically disoriented until the beginning of your next turn. While disoriented, it has disadvantage on the first attack roll it makes during its turn. In addition, it has disadvantage on any opportunity attack rolls and Dexterity ability checks it makes.

    1fp – Focal Eyes
    Your Eye trait alteration-granted abilities that would normally have a range of 60' have a range of 120' instead.

    Furthermore, as an action you may focus your vision in one of the following ways:
    • Telescopic. You can determine the fine details of any creatures and/or objects you can see, regardless of distance, until the beginning of your next turn.
    • Magnifying. You have advantage on ability checks made to inspect or appraise items that are small or highly detailed until the beginning of your next turn.
    • Recycling. Your eyes magically take in, modify, and project back out light in order to create a 2-dimensional image on any unattended surface you can see within 120'. Using this ability is similar to painting the surface, albeit with light instead of physical paint. The painting must fit within a 5' radius circle. The painting instantly vanishes if you are no longer within sight of it. Otherwise, the painting fades at beginning of your next turn unless you use another action to maintain it. If you are in bright light the painting can be in color, otherwise the painting must be greyscale.

    2fp – Framing Gaze (Requires Clear Reception)
    You can recall, with perfect accuracy, anything you have seen within the last hour. In addition, as an action you may reach further back into your memories, recalling a specific piece of visual information with perfect accuracy regardless of the amount of time that has passed (you must, however, already know what you're trying to recall).

    Furthermore, by spending a mote of clarity as an action, you can choose yourself or another creature you can see within 60’ of you. If the creature is unwilling, it can make a Constitution saving throw. On a success, this effect does nothing. Otherwise, until the beginning of your next turn, you may use your reaction(s) to magically do one of the following:
    • Restore Position. At the end of the current turn, the target is teleported to where it was at the start of the current turn. For example, if it was the target's turn and it moved 30’ it would return to where it was before it used its movement. This effect works across any distance, even across planes, but fails if the return destination is currently occupied.
    • Duplicate Pattern. At the end of the current turn, choose one non-spell melee attack, ranged attack, or ability check the target performed during that turn. If the chosen attack/check has any kind of per-rest or daily limit (e.g. smite, ki points, 1/day, etc.) this effect does nothing. Otherwise, a mirror image of the target appears at the location of your choice within 60' and repeats the chosen attack/check before fading away. For example, if the target made two claw attacks that turn you could have the mirror image make a single claw attack against any target within 60' (including itself). The image benefits from any ongoing effects on the copied target (bless, rage, etc), even if the effects themselves would not qualify for this ability.
    • Portrait Swap. At the end of the current turn, if you or the target took any damage during that turn, you may transfer up to 2d8 + your Charisma modifier points of that damage to yourself or the target. You can choose to transfer less than the result of the roll. This damage cannot be reduced or prevented, and bypasses temporary hit points. If both you and the target could fit in each other's space, you may choose to also swap locations with the target.

    Finally, the size of your clarity usage pool is increased by 1.

    2fp – Heightened Senses
    Your enhanced capability to handle sensory information grants you proficiency in the Perception skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. This doubling does not stack with Expertise.

    Furthermore, you can use the base alteration of the Eye trait to form eyes capable of both hearing and vision. This allows you to use the bonus action granted by the base alteration of the Eye feature to make both vision and hearing-based Wisdom(Perception) checks.

    Finally, you can, as an action or reaction, alter your vision to perceive sound as light. From your perspective, a shouting human casts bright light in a 30-foot radius and dim light for an additional 30 feet, while a softly talking human would only shed dim light in a 5-foot radius. The faint glow of even more subtle noises may be visible in dark, quiet environments. This allows you to see in dark but noisy areas, even in magical darkness, and quickly locate the sources of loud noises as though they were flashing lights. This effect lasts until you dismiss it as a part of any action on your turn.

    Tier II Advanced Alterations:

    2fp - Consuming Glare (Requires Ferocious Glares)
    Your Splintering Glare deals an additional 1d6 damage.

    Furthermore, whenever you use your Splintering Glare, you may choose to have it rend the physical existence of a target instead of its mind. If you do, it deals Force damage instead of Psychic damage and cannot be non-lethal. Furthermore, you draw sustenance from your foes, their dissolved essence instantly sucked through the ray of warped air like it were a straw. Every 10 points of Force damage dealt by your Splintering Glare in a single attack gives you a day's worth of nourishment.

    1fp – Eldritch Perception (Requires Clear Reception)
    You may, as an action, visually focus on a single creature or object you can see within 60’ of you to determine whether it bears magic or not. This effect does not reveal the school of magic, only whether or not magic is present. Any opaque barrier blocks this ability. This action does not expend clarity.

    Furthermore, you may, as an action, expend a mote of clarity to magically extend your sight in one of the following ways:
    • Space. Choose one creature, object, section of wall, etc you can see within 60' of you that occupies no more than a 5’ cube worth of space. Until the end of your next turn, you can see past the chosen target as though it did not exist. For example, you could target a small dresser to see all of its contents without opening it.
    • Time. Choose one object, section of wall, corpse, etc, or willing creature you can see within 60' of you that occupies no more than a 100’ cube worth of space. Then choose a period of time, such as “100 years”. You see how the target looked that far in the past. If the target did not exist at the chosen time, you feel a brief sense of pain and the attempt fails. This effect lasts until the end of your next turn.
    • Layer. Until the end of your next turn, you can see up to 60' into the Ethereal Plane. Within this range you can also see invisible creatures and objects as though they were visible.
    All of these uses count as divination effects, their benefits relying on shifting and interpreting the flow of magic that suffuses the multiverse.

    Finally, the size of your clarity usage pool increases by 1.

    2fp – Murmuring Gaze (Requires Clear Reception)
    Your mind has been tweaked to more easily sync with the thoughts of others. You have advantage on any ability check made to understand what creatures within your sight are trying to convey to you and/or others.

    Furthermore, by spending a mote of clarity as an action, you may choose a creature you can see within 60’ of you. If the creature is not both aware of this effect and willing, it must make an Intelligence saving throw. On a success, this effect remains unnoticed but has no other effect (the target passively resisted it). Otherwise, until the beginning of your next turn, you may use your reaction(s) to magically do one of the following:
    • Whisper. The target mentally hears an illusionary thought and/or gut instinct of your choice (such as “something is watching me” or “A pie would taste real good right now”) that sounds as if they had thought or felt it themselves. The target is not compelled in any way to obey this thought, but someone thinking about how great a pie would be right now might be more easily convinced to buy one and many a close decision has come down to a “gut feeling”. Especially absurd thoughts, like “I should swear eternal loyalty to this random stranger”, may still cause suspicion of foul play. The target is not otherwise aware of what has happened unless you want them to be.
    • Whelm. The target is flooded with a cacophony of illusionary sights, sounds, etc, rending it effectively be blinded, deafened, and unable to use special senses such as blindsight until the end of the current turn. The target becomes aware that you invaded its mind and gains advantage on further saving throws against this ability for 1 minute.
    • Wonder. The link between yourself and the target is partially reversed, causing you to hallucinate sights and sounds related to whatever the creature is currently thinking about. This effect lasts until the end of the current turn. The target becomes aware that you invaded its mind.

    Finally, the size of your clarity usage pool is increased by 1.

    2fp - Daunting Glare
    You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. This doubling does not stack with Expertise.

    Furthermore, as an action you can force a creature within 60’ you can see, that is not immune to the Frightened condition, to make a Wisdom saving throw. Each creature can only be targeted by this ability once per turn. On a failure, you magically impose one of the following effects:
    • Scram. The creature has disadvantage on all attack rolls it makes against you. If it moves towards you, each 1ft it moves takes 2ft of movement. This effect lasts until the beginning of your next turn.
    • Engage. The creature gains disadvantage on all attack rolls it makes against creatures other than you. In addition, if the creature moves away from you each 1ft it moves takes 2ft of movement. These effects lasts until the beginning of your next turn.
    • Despair. The creature has disadvantage on all ability checks, and all other creatures have advantage on Wisdom(Insight) checks made against the target. This effect lasts until the end of your next turn. In addition, the first attack roll made against the targeted creature before this effect ends has advantage.


    Tier III Advanced Alterations:

    2fp - Parallel Pathways
    You may, as a bonus action on your turn, use an ability granted to you by an Eye trait alteration that would normally require an action to use.

    Furthermore, you may, as a bonus action on your turn, gain an additional reaction that lasts until the beginning of your next turn. This reaction can only be used for abilities granted by Eye trait alterations that would normally take a reaction to use.

    Finally, you may count the Search action as an Eye Trait alteration-granted ability for the purposes of using it with this alteration, the Focus Surge feature, and/or the MultiAssault feature.

    2fp - Nous Sight
    You gain 20 feet of blindsight. This blindsight works via your eyes emitting subtle pulses of non-visible psychic energy and then interpreting the echo. Your blindsight can also differentiate between nonthinking objects, emotionless but thinking entities, and emotional entities. In addition, you can roughly sense the mood of emotional beings. If a thinking being is actively trying to conceal itself and/or hide their real emotional state within the range of your blindsight you must beat their Stealth and/or Deception check as normal but you have advantage on your Perception and/or Insight check to do so.

    Furthermore, your blindsight can sense telepathic links and telepathic auras, along with the emotions of the ones currently communicating through it. You cannot otherwise sense the contents of the messages.

    1fp – Encroaching Gaze (Requires Murmuring Gaze)
    You may telepathically communicate with any creature that you can see, regardless of distance. If you do not share a language with the creature you can still communicate using simple concepts, emotions, and images.

    Furthermore, by spending a mote of clarity as an action, you may magically connect your mind to that of a chosen creature you can see. If the target is unwilling, they can make a Wisdom saving throw. On a Success, this effect does nothing. Otherwise, you can telepathically communicate with the creature across any distance and see what it sees. This effect lasts until you unmake this alteration, finish a short or long rest, or 24 hours have passed.

    Finally, the size of your clarity usage pool is increased by 1.

    1fp – Decentralized Perception
    You can, as an action, sense the surroundings of any part of your body (cut hair, severed limb, etc) within 1000 feet of you as though you were there. This includes hearing, vision, and any other senses you posses, although you cannot see through objects (e.g., if a bit of your hair is in a box you can only see the insides of the box).

    If you have the Decentralized Existence feature, this ability can instead be used across any distance. If you have the Reified Image feature, anything that counts as a part of your body for it also counts as a part of your body for this alteration.

    Tier IV Alterations

    2fp – Unbound Perception (Requires Decentralized Perception)
    Your senses extend beyond your current existence; you cannot be surprised. Furthermore, whenever you make an attack roll, ability check, or saving throw, or whenever an opponent makes an attack roll against you, you may use your reaction to roll an additional d20. You may choose to use this roll instead of the one that would normally be used for the attack roll, ability check, or saving throw. You can use this ability after the original roll, but before the outcome is revealed.

    If you use this ability on a roll that an opponent is using the Lucky feat to manipulate, the two abilities cancel each other out, resulting in no additional dice as the inexplicable luck unravels and is unraveled by a deeper insight. This ability does not stack with itself; if you have two reactions you cannot apply it to the same roll twice.

    2fp – Profound Reception (Require Clear Reception)
    If you have less than half your clarity usage pool remaining, you can meditate for 5 minutes in order to regain 1 expended mote of clarity.

    Furthermore, when you expend a mote of clarity you can, as an action, gain an additional reaction that lasts until the beginning of your next turn. This reaction can only be used for abilities granted by Eye trait alterations that would normally take a reaction to use. This benefit stacks with the ability granted by the Parallel Processing alteration.

    1fp – Curator’s Vision (Requires Framing Gaze)
    You can use Wisdom(Perception) instead of Intelligence(Investigation) when attempting to see through an illusion.

    Furthermore, as an action you can make a Wisdom(Perception) check opposed by the Charisma(Deception) check of a creature you can see. If you succeed, you determine whether or not the creature is in its true form (but not what that form is). If you fail, you sense that your attempt was inconclusive and cannot reattempt the check against that creature until you finish a short or long rest. This action does not expend clarity.

    Finally, by spending 2 motes of clarity as an action, you can choose yourself, another creature, or an unattended object you can see within 60’. Each creature or object can only be targeted by this ability once per turn. An unwilling creature must make a Charisma saving throw. On a success, this effect does nothing. Otherwise, you magically impose one of the following effects:
    • Reject. You partially remove a target from your sight - and existence itself. The target becomes partially intangible until the end of your next turn. While in this state, the target has resistance to all forms of damage, their weight is reduced to 1/100th of what it would normally be, and all damage they deal to other creatures and/or objects is halved (this does not stack with resistance).
    • Accept. You intensify the existence of the chosen target, causing it to become hyper-real and impossibly vivid. Until the beginning of your next turn, the chosen target’s weight and carrying capacity (if any) are multiplied by 10, it has advantage on all saving throws if it is a creature, and it is immune to any new effect that would transform it (like a Polymorph or Flesh to Stone spell). Furthermore, any transformative effect already on the target (such as an already cast Polymorph) that would end before the beginning of your next turn lasts until the beginning of your next turn instead, at which point it immediately ends as normal.

    Furthermore, the size of your clarity usage pool is increased by 1.

    1fp – Delving Sight (Requires Murmuring Gaze)
    You can, as a bonus action on your turn, gain advantage on Wisdom(Insight) checks you make against other creatures until the end of your turn. This ability is a divination effect, and using this bonus action does not expend clarity.

    Furthermore, by spending a mote of clarity as an action, you can attempt to mentally question a creature you can see that shares a language with you. If the creature is not both aware of this effect and willing, it must make an Intelligence saving throw. On a success, this effect remains unnoticed but has no other effect (the target passively resisted it). Otherwise, you magically do one of the following:
    • Request. You mentally request the answer to a question. If the creature considers the answer something they actively wish to conceal from someone – anyone at all – this effect fails. The effect also fails if the creature cannot understand the question or feels that they are not the one to ask (e.g. lack of confidence, chain of command, they’re not one to gossip, etc). Otherwise, you receive what they consider to be an honest answer to the question. Either way, the creature remains unaware of the mental probing.
    • Demand. You attempt to forcefully wrest the answer to a question from the target’s mind. The creature becomes aware of the mental probing, knows what question is being asked of them, and can choose to make a Wisdom saving throw. If they are proficient in Deception they have advantage on the save. On a success, this effect fails. Otherwise, you receive what the target considers to be the most informative, honest answer it can give (even if that answer is “I don’t know”). Either way, the creature becomes immune to this ability for one week.
    • Hearken. You learn the question the creature most strongly wishes to ask you, or static noise if it doesn’t want to ask you anything. The creature remains unaware of the mental probing.
    If the chosen effect fails for any reason, you receive static noise but do not know precisely why the failure occurred. This ability counts as a divination effect.

    Furthermore, the size of your clarity usage pool is increased by 1.


    Edit: Buffed Vehement Eyes self-use, removed ability to trigger off of outside sources.
    Edit 2: Heightened Senses analysis range 15->60.
    Not fond of Existential Blur, tbh, but duplicate pattern would be too strong at-will.
    Edit 3: Replaced Existential Blur with Blurstrike, which greatly improves Framing Gaze's combat usability (by having a default "well, if I didn't need anything else I guess I'll just attack..." option).
    Edit 4: Reworked Blurring Eyes to be balanced around bonus action usage.
    Edit 5: Screaming Glare allows for Cha to damage if you're using it with a Finesse weapon.
    Edit 6: Reworked Recycling option of Focal to be... better. Simpler, as well.
    Last edited by Magikeeper; 2023-02-22 at 02:06 AM.