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Oculus


Hit Points

Hit Dice: d8 per Oculus level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Oculus level after 1st

Proficiences

Armor: Light • Medium
Weapons: Simple melee weapons, melee martial weapons
Tools: Healer's Kit and Poisoner's Kit
Saving Throws: Intelligence and Charisma
Skills:

Medicine, and choose two from: Arcana, Athletics, History, Insight, Intimidation, Deception, and Perception


Overview & Creation

Creating an Oculus

The Oculi are masters of the unseen auras that flow within all things. They can heal or harm depending what needs arise. In the sanctuary of the Eyes of the Sun and Moon they seek equilibrium through understanding, not through aggression or acts of force. Their purview is that of maintaining the balance, without interposing will. They are not arbitrators, but a subtle boundary where light and shadow coexist in delicate harmony. Like the celestial dance during an eclipse, their ethos signifies balance—a space of partial illumination between a perfect shadow and full light. It encapsulates walking the line between darkness and illumination, embracing equilibrium, and becoming a radiant force within your own darkness. Just as the moon balances sunlight and space, an Oculus navigates the delicate equilibrium between the shadows of their past and the light of their future. As a member of the Oculi you have the choice to embrace this duality, for it is not about being swallowed by the shadows or blinded by the light; it is about embracing both, finding your equilibrium, and becoming a radiant force within the penumbra of your own existence.

Quick Build

You can make an Oculus quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Cloistered Scholar, Faction Agent or Inquisitor background.


 


Class Features

Table: The Oculus
LevelProficiency
Bonus
FeaturesCantrips KnownSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Switch Auras, Aura Control122————————
2nd+2Fighting Style233————————
3rd+2Stored Aura of Life2442———————
4th+2Ability Score Improvement2543———————
5th+3Aura Infusion25432——————
6th+3—26433——————
7th+3Everlasting Aura364331—————
8th+3Ability Score Improvement384332—————
9th+4Returning Aura3843331————
10th+4—41043332————
11th+4Enduring Aura410433321———
12th+4Ability Score Improvement410433321———
13th+5—4124333211——
14th+5—5124333211——
15th+5Deeper Understanding51443332111—
16th+5Ability Score Improvement51643332111—
17th+6—517433321111
18th+6Scales of Life and Death518433331111
19th+6Ability Score Improvement520433332111
20th+6Oculi Master522433332211

Aura Control

Beginning at the 1st level, your relationship with the auras has allowed you to become stronger. Your unarmored AC becomes 10 + your Intelligence modifier + your Charisma modifier.

Switch Auras

Beginning at the 1st level, as an Oculus you have the ability to control the invisible auras that contain the ability to control life and death itself. Through many years of training you can swap between using the Aura of Life and the Aura of Death by expending a bonus action . While in the Aura of Life any effect you produce that heals has a bonus 1d4 applied to its effect. While in the Aura of Death any action you make that damages an opponent has a bonus 1d4 necrotic damage applied to its effect. These effects grow stronger as you gain levels, increasing the die type to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 18th level

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Stored Aura of Life

At the 3rd level, when an action would cause you to drop below 5 hit points your auras of life reverses the effects it would have had on you causing you to take no damage that turn. Once used you can use this feature a number of times equal to your Intelligence modifier before having to finish a long rest.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Aura Infusion

Beginning at 5th level, you learn how to temporary imbue your aura of death or life into your weapon. You can expend a spell slot to infuse the weapon you’re wielding with either aura. You can withdraw your Aura Infusion as a Bonus Action, otherwise, the effect lasts equal to one half your level rounded up in minutes or when another creature attempts to wield the infused weapon. The weapon also becomes magical if it isn't already, and any pre-existing magical quality it might have becomes replaced by one infusion from the following list:

Aura Infusions:

  • Life - White Flames erupt from your weapon. While it is ablaze, it deals an extra 1d6 radiant damage and 1d4 fire damage to any target on hit. Any flammable object hit by your attack(s), ignites if it isn't being worn or carried. This damage increases by 1d6 when you reach 14th level (2d6) and 18th level (3d6).
  • Death - Your weapon causes the smell of death within a 15-foot radius of you. All enemy's withing the radius become nauseous and make a Constitution saving throw DC equal to your spell save. On a failure all enemy's within range now roll with disadvantage when attacking you. When you hit with an attack, your target takes an extra 1d6 necrotic damage. This damage increases by 1d6 when you reach 14th level (2d6) and 18th level (3d6).

Everlasting Aura

At 7th level, once per week, you can bring a dead creature to life, as if casting revivify without material components. Additionally you are able to bring back creatures who have been dead for up to a month with extra hit-points equal to your Intelligence modifier (minimum 1).

Returning Aura

At the 9th level, the healing spells you cast on others heal you as well. When you cast a spell that restores hit points to a creature other than you, the Aura of Life engulfs you regaining hit points equal to your Intelligence modifier (minimum 1). Alternatively if you cast a spell in the Aura of Death you regain hit points equal to your Charisma modifier (minimum 1).

Enduring Aura

At the 11th level, your exposure to the auras of life and death themselves has halted your mortal clock. You no longer age naturally, making you essentially immortal to the ravages of time. Magical effects can still age you. Damage and death effects can still kill you per normal.

Deeper Understanding

At the 15th level, your Intelligence is permanently increased by 4 with a new potential maximum of 24.

Scales of Life and Death

At the 18th level, Upon reaching 0 hit points you roll for death saves as normal, however your spiritual aura has the will to fight on even if you are incapacitated. On a success you may cast any Aura of Life spell to heal a member of your party, but any healing received by your healing spells that would heal you is instead stored within you. On a failure you may cast any Aura of Death Spell you have. If you have (not on 3rd fail) managed to kill the last visible enemy by casting an Aura of Death spell, you are then healed to 1 hp and are no longer incapacitated. Upon making your final save or coming back through killing the last visible enemy any stored healing you have accumulated is now received healing your character.

Oculi Master

At 20th level, you have now mastered the auras of life and death. You leak out both auras within a 25 feet area around you. The auras appear like a thick mist to observers it however does not obscure your vision. (Mist can have other effects on DM's digression) When you speak the command word Kamer, the mist forms into a dome spanning 25 feet and 15 feet high centered on you for 1 minute. During this time, you heal yourself and any allies within the dome once per turn for 4d6+ your Intelligence modifier (minimum 1). Your mist can only heal allies up to 1/2 their maximum hit points. Anyone who attempts to attack you within the dome must make a Constitution saving throw to beat your spell save DC or take 2d12 + your Intelligence modifier (minimum 1) necrotic damage. Upon a success the attacker takes half the damage. You regain the use of this ability once you have finished a short or long rest.


 


Starting Equipment

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) longsword or (b) Two shortsword
  • (a) Studded leather armor or (b) A chain shirt
  • (a) Scholars pack or (b) Explorers pack
  • (a) longbow and a spellbook or (b) shortbow and a spellbook


 


Spellcasting

Spellcasting

At 1st level, you have gained the ability to use magic, and have learned how to bend it to your will.

Cantrips

At 1st level, you know 1 total cantrips of your choice from the wizard spell list, cleric spell list or the Oculus Spell List at the bottom of this page. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oculus table.

Spell Slots

The Aura Mastery Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Oculus spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the wizard spell list, cleric spell list and the Oculus Spell List.

The Spells Known column of the Oculus Table shows when you learn more Oculus spells of your choice from the wizard spell list, cleric spell list or the Oculus Spell List. Each of these spells must be of a level where you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the Oculus spells you know and replace it with another spell from your available spell lists, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Oculus spells, since the power of your magic relies on your intellect. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Oculus spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use any melee martial weapon as a spellcasting focus for your Oculus spells.


 


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