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# Tome of the Big Cool Eye ### The Big Cool Eye You've made a Pact with the Big Cool Eye. While most cultists have merely heard of his majesty or seen his works, you yourself have communed with The Big Cool Eye himself. A massive aberrant eye of unknown origin and immense power, the Eye has one goal. To make things cooler, by way of embiggening eyes. The Big Cool Eye has a warped sense of fashion and seeks to remake the world in his image, which is either very cool or incredibly fucked depending on how you feel about freakishly huge, completely asymmetrical eyes. #### Expanded Spell List The Big Cool Eye grants you an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Big Cool Eye Expanded Spells | Spell Level | Spells | |:---:|:-----------:| | 1 | *Ray of Sickness, Tasha's Hideous Laughter* | | 2 | *Moonbeam, Phantasmal Force* | | 3 | *Bestow Curse, Dispel Magic* | | 4 | *Confusion, Divination* | | 5 | *Dominate Person, Geas* | #### Gift of the Mag-eye At first level, you gain an early-stage big cool eye. Pick an eye, or you can decide to have an eye grow out of some part of your body. It is slightly bigger than normal, and it looks reddish and irritated, as if it were suffering from conjunctivitis. (It's not, but I wouldn't touch it either way.) Your eye can be used as a spellcasting focus, and you gain the ability to cast *eldritch blast* from the eye, without verbal or somatic components. In addition, when you hit with such an *eldritch blast,* as a bonus action, you can add your proficiency bonus to the damage dealt by the spell. You may use this feature a number of times equal to your Charisma Modifier, and you regain all expended uses when you finish a long rest. This damage does not stack with other features that add damage to spell attacks. As a result of this new eye, you gain advantage on Wisdom (Perception) and Charisma (Intimidation) rolls when your big cool eye is involved. #### Evil Eye At 6th level, your eye becomes bigger, about twice the size of a normal eye, and starts to look a little bit cooler. You gain the ability to give a creature the Evil Eye. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for one minute. The curse ends early if you break concentration, the target dies, you die, or you become incapacitated. Until the curse ends, it has the following effects: \columnbreak * • When you curse a creature, choose an ability. The creature has disadvantage on that ability for the duration of the curse. * When you hit the creature with one or more eldritch blast beams, they deal an extra 1d6 force damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Biggest Coolest My Eye Is Like A Shark's Fin At 10th level, your eye is now problematically large, but extremely cool. It can now pop out of its socket on a 1 foot long eyestalk, and as a result, you can't be flanked. The coolness of this eye is so powerful that your big cool eye can no longer be plucked out, severed, or damaged until you die. It is under the protection of the Big Cool Eye (although you still take hit point damage when it is attacked). In addition, your eye is so powerful it can even warp space. As a bonus action, you can end the effect of an Evil Eye on a creature to instantaneously swap places with that creature. This counts as a teleportation and can't be avoided unless the creature has some kinda wacky ability that can prevent or negate teleportation magic. Once you use this feature, you cannot use it again until you finish a long rest. #### Flight of the Valkyr-Eyes At 14th level, you have achieved the task the Big Cool Eye has set for you. You have completed your Big Cool Eye. As a result, your eye detaches and goes to join the Big Cool Eye. In return, the big Cool Eye grants access to the Spirit Eye, an exact replica of your lost eye created by the immeasurable power of the Big Cool Eye. As this eye is made of psychic energy and magic, it can create a copy of itself that can fly around and act on its own, like a familiar. It acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. It shares hit points with you, so if it takes damage, you take that damage instead. While the eye is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through this eye and hear what it hears until the start of your next turn. As an action, you can dismiss this floating eye. Finally, when you cast a spell with a range of touch, the eye can deliver the spell as if it had cast the spell. It must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. The Stat block for this Spirit Eye is on the following page. \pagebreak ___ > ## Spirit Eye >*Tiny Aberration* > ___ > - **Armor Class** Same as Caster > - **Hit Points** Shared with Caster > - **Speed** 5 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|12 (+1)|12 (+1)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Same as Caster > - **Senses** Truesight 60 ft., darkvision 120 ft. Passive Perception 16 > - **Languages** -- > - **Challenge** -- > ___ > > ### Actions > > ***Eldritch Blast.*** *Ranged Spell Attack:* Attack Bonus as Caster, 120 ft., one target. *Hit:* 1d10 force damage. > > ***Flyby.*** The Spirit Eye provokes no attacks of opportunity when it flies out of an enemy's reach.