The Eye's Of Baranosh

## ***1st Level:***

### ***Unflinching Gaze***

At first level your right eye becomes magical in nature. You do not have to blink this eye, and so long as it is open you have darkvision to a range of 60ft. Additionally your right eye cannot be blinded by magic, and you have advantage on saving throws to resist resist long term injury to it.

#### ***Eye of Understanding***

Also at first level you gain proficiency in the insight skill, and have advantage on insight checks made specifically to tell whether a creature is lying to you. You can use your action to choose another creature you can see with the eye within 60ft of you. That creature must make a charisma saving throw vs your spell save DC or be teleported up to 30ft to an unoccupied space you can see within range. You can use this feature twice, regaining all expended uses on a long rest.

## ***6th Level:***

### ***Mind for the Present***

At 6th level you may spend 1 minute observing a creature with your right eye to read their soul, gaining some insight into their nature. The DM tells you the what the highest circle of spell that they can cast is, as well as whether they are equal, superior, or inferior in one of the following categories:

* Sorcerer Levels
* Class Levels
* Intelligence Score
* Wisdom Score
* Charisma Score
* Spirit Score

Beginning at 10th level you may choose up to 2 options, beginning at 14th level you may choose up to 3 options.

### ***Eye for the Primeval***

Also at 6th level, as an action you may choose a creature you can see with your right eye within 30ft of you. If that creature has a soul, you know whether that soul is primeval. This causes a visible flash from your eye and possibly a strange feeling in the target as though they are being watched.

## ***14th Level:***

### ***True Sight***

Beginning at 14th level, so long as your right eye is open, you have true sight to a range of 60ft. This allows you to notice secret doors hidden by magic, see into the Ethereal Plane, see through even magical darkness, and all but the most powerful illusions ever cast.

## ***18th Level:***

### ***Bridge into Beyond***

You have learned to use your eye to pierce into the world's veil. You may use your action to expend 10 sorcery points to tear a hole through reality, creating two linked teleportation portals that remain open for the next 10 minutes or until you lose concentration as though you were concentrating on a spell. Choose a point you can see with your right eye within 60ft of you, and one point in space that you have seen with your right eye before. You can choose a place you have seen in another dimension if you so choose, even if only seen through a vision. Alternatively you may choose for the second portal to appear in a random place on a plane of existence you are familiar with or have the first portal simply tear into the astral sea. Any creature that passes through such a portal simply appears in a random place in the astral sea. A 10ft diameter circular portal opens over each point chosen, the one closest to you always facing you and the other facing a direction of your choice. If the portal would open in the space occupied by a creature, that creature is pushed directly away from the portal to make room, if there is not room for such a creature to be pushed the portal will fail and not be created. If a creature is only partway through the portal and it is closed, they are shunted to a random side of it and take 10d10 force damage.

## ***1st Level:***

### ***Unflinching Gaze***

At first level your left eye becomes magical in nature. You do not have to blink this eye, and so long as it is open you have darkvision to a range of 60ft. Additionally your left eye cannot be blinded by magic, and you have advantage on saving throws to resist resist long term injury to it.

### ***Eye of the Oracle***

Also at first level, you gain proficiency in the history skill, and so long as your left eye is open you have advantage on history checks made to know about things that happened before you were born. You can use your reaction when a creature you can see with the eye within 60ft of you makes an attack roll. That creature must re-roll the attack and use whichever roll you choose. You can use this feature twice, regaining all expended uses on a long rest.

## ***6th Level:***

### ***Mind for the Past***

At 6th level your mind has shifted to rely on the eye for its view of the past. So long as your left eye is open you gain the following benefits:

* You know which way is north.
* You know what time it is, and how far away any regularly occurring event such as a sunrise or sunset is.
* You can accurately recall any visual information that your left eye has seen in the past year.
* You can always recall the general layout of terrain, settlements, and other geographic features around you, as well as recall the path you have traveled over the past year.

Beginning at 14th level your Mind For The Past is no longer bound by a 1 year timer and now has an infinite duration.

### ***Eye for the Primeval***

Also at 6th level, as an action you may choose a creature you can see with your left eye within 30ft of you. If that creature has a soul, you know whether that soul is primeval. This causes a visible flash from your eye and possibly a strange feeling in the target as though they are being watched.

## ***14th Level:***

### ***True Sight***

Beginning at 14th level, so long as your left eye is open, you have true sight to a range of 60ft. This allows you to notice secret doors hidden by magic, see into the Ethereal Plane, see through even magical darkness, and all but the most powerful illusions ever cast.

## ***18th Level:***

### ***Bridge into the Past***

At 18th level, your eye becomes suffused with past legends. You know the legend lore spell, it is a sorcerer spell for you, and it does not count toward your sorcerer spells known. While your left eye is open, you may use your action to spend 5 sorcery points to cast legend lore, requiring no material components.