Order of the Eye
The Order of the Eye exhorts that information is the ultimate weapon, teaching that knowing one’s enemy is the greatest step one can take to destroying them. Hundreds of years ago, the order’s founders began hunting beholders, both to put an end to the evils the ocular monsters wrought and to ransack the creatures’ treasure rooms for the petrified specimens and ancient texts contained within them. Annexing the lairs as the Order’s bases and choosing not to waste the corpses of the lairs’ previous owners, these blood hunters developed a hemalurgic process to create new life from beholder eyestalks and bond the alchemical creatures to members of the order through the sharing of blood.
In the centuries since, the Order of the Eye has become an expansive information network of spies that operates in shadow throughout the Material Planes. Working in pairs of hunter and bonded eye spy, they seek to discover and eradicate all evil that secrets itself in the hidden pockets of the multiverse.
Level 3: Espionage Training
You gain proficiency with two of the following skills or tools of your choice: Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, disguise kits, forgery kits, or thieves’ tools.
Additionally, you learn two languages of your choice.
Level 3: Eye Spy
You use your hemocraft to combine a liter of your blood with alchemical reagents, creating an Eye Spy companion. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the eye spy stat block. You choose your eye spy’s appearance; this has no effect on its game statistics.
When you create an eye spy, you choose which eye rays it possesses. At 3rd level, your eye spy has four eye stalks that each can emit an eye ray of your choice, which are detailed under “Eye Rays” below, and you roll a d4 each time it uses its eye ray action to randomly determine which of its eye rays it uses. An eye spy can’t have more than one of the same eye ray.
In combat, the eye spy acts on your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you use a bonus action to verbally command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the eye spy can take any action of its choice, not just Dodge.
While you are within 120 feet of the eye spy, you can perceive through its senses, and you can issue your commands to it telepathically.
As long as your eye spy is alive, it regains all of its hit points whenever it finishes a short or long rest. If your eye spy has died within the last hour, you can revive it with an infusion of your fresh blood. You can use an action to touch the eye spy and lose a number of hit points equal to your level + two rolls of your hemocraft die to revive it, provided you are within 5 feet of it. The eye spy returns to life after 1 minute with all its hit points restored.
With 8 hours of work and the expenditure of 25 gp worth of alchemical reagents and your blood, you can create a new eye spy. If you already have an eye spy from this feature, the former one immediately disintegrates into a pool of blood and slime.
Each time you gain a blood hunter level, you can choose one of your eye spy’s eye rays and replace it with another eye ray you could choose for it at that level.
When you reach 7th level in this class, your eye spy develops two new eyestalks, gaining two additional eye rays of your choice, and you roll a d6 to randomly determine which of its eye rays it uses. When you reach 11th level, it gains two more eyestalks, granting it two additional eye rays of your choice, and the die used to determine which eye ray it uses becomes a d8. At 15th level, it gains its final two eye stalks, granting it two additional eye rays of your choice, and the die used to determine which eye ray it uses becomes a d10.
Level 7: Crimson Bond
The blood bond you have with your eye spy strengthens, allowing you to work better as a team. As a bonus action, you can touch your eye spy and apply your Crimson Rite feature to it as though it were a weapon. While you have an active crimson rite on your eye spy, each time a creature fails a saving throw against one of your eye spy’s eye rays or is hit by its bite attack, that creature takes the rite’s extra damage.
Additionally, when you take the Attack action on your turn, you can forgo any number of your attacks, commanding your eye spy to use its eye ray action once for each forgone attack.
Level 11: Brand of Obscured Vision
Your Brand of Castigation makes it difficult for its target to see you and your eye spy. The branded creature has disadvantage on attack rolls it makes against you or your eye spy, as well as on Wisdom (Perception) checks that rely on sight when it is trying to perceive you or your eye spy. This feature has no effect on a creature that doesn’t rely on vision for its attacks, such as a creature with blindsight or truesight.
Level 15: Blood Curse of Optometry
Your blood curse allows your eye spy to focus its vision. You gain the Blood Curse of Optometry for your Blood Maledict feature. This does not count against your number of blood curses known.
Level 18: Antimagic Gaze
You can use your action to cause your eye spy to project an area of antimagic, as in the Antimagic Field spell, in a 30-foot cone originating from it for 1 minute, or until the eye spy becomes unconscious or dies. The cone moves with your eye spy, and at the start of each of your turns for the duration, you decide which way the cone faces and whether the cone is active for that round. The area works against the eye spy’s own eye rays.
Once you use this feature, you can’t use it again until you finish a long rest.
Eye Rays
The eye rays are presented in the order of level requirement, and in alphabetical order within those categories. If an eye ray requires a level, you must be at least that level in this class to choose it for your eye spy.
Charm Ray. The target creature must succeed on a Wisdom saving throw or be charmed by you and the eye spy until the end of your next turn, or until you or the eye spy harm it.
Death Ray. The target creature must succeed on a Dexterity saving throw or take necrotic damage equal to a roll of your hemocraft die + PB. The target dies if the ray reduces it to 0 hit points.
Enervation Ray. The target creature must make a Constitution saving throw. Its current hit points are reduced by a roll of your hemocraft die on a failed save, or half as much on a successful one.
Fear Ray. The target creature must succeed on a Wisdom saving throw or be frightened of you and the eye spy until the end of your next turn.
Fire Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take fire damage equal to a roll of your hemocraft die + PB. If the target is a nonmagical flammable object that isn’t being worn or carried, it ignites.
Frost Ray. The target creature must succeed on a Dexterity saving throw or take cold damage equal to a roll of your hemocraft die + PB and have its speed reduced by 5 feet until the start of your next turn.
Slowing Ray. The target creature must make a Dexterity saving throw. On a failed save, the target’s speed is halved until the end of your next turn. In addition, the creature can take either an action or a bonus action during its next turn, not both.
Telekinetic Ray. If the target is a creature, it must succeed on a Strength saving throw or the eye spy moves it 10 feet in any direction. If the target is an object weighing 30 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The eye spy can exert fine control on objects this way, such as manipulating a simple tool or opening a door or a container.
Blinding Ray (7th Level). The target creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Confusion Ray (7th Level). The target creature must succeed on a Wisdom saving throw or, during its next turn, it uses its action to make a melee or ranged attack against a randomly determined creature, and can use its movement only to get within range of the creature. If it can’t attack, it does nothing on its turn.
Psychic Ray (7th Level). The target creature must succeed on an Intelligence saving throw or take psychic damage equal to a roll of your hemocraft die + PB.
Pushing Ray (7th Level). The target creature must succeed on a Strength saving throw or be pushed up to 10 feet directly away from the eye spy and be knocked prone.
Radiant Ray (7th Level). The target creature must succeed on a Dexterity saving throw or take radiant damage equal to a roll of your hemocraft die + PB.
Disintegration Ray (11th Level). If the target is a creature, it must succeed on a Dexterity saving throw or take force damage equal to a roll of your hemocraft die. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Tiny nonmagical object, it is disintegrated without a saving throw. If the target is a Small or larger nonmagical object, this ray disintegrates a 1-foot cube of it.
Petrifying Ray (11th Level). The target creature must make a Dexterity saving throw. On a failure, the creature turns partially to stone and is restrained until the end of your next turn.
Sleep Ray (11th Level). The target creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious until the end of your next turn. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Vulnerability Ray (11th Level). The target creature must make a Constitution saving throw. On a failure, the creature becomes more vulnerable to harm, losing any damage resistances and immunities it has until the end of your next turn. Additionally, the first time the creature takes damage during that time, it takes double the damage.
Paralyzing Ray (15th Level). The target creature must succeed on a Constitution saving throw or be paralyzed until the end of its next turn or until it takes damage.
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