The Oculist

An Oculist is an artificer who has found themselves in the possession of a singular item of wonder: the Eye of Vecna. Through careful study and a healthy respect for this object of alleged inherent evil, they have found a way to work in tandem with it---without compromising their own agency.

Versed in both magic and the sciences, the Oculist utilizes the Eye to reach new heights of power. Unlike other artificers, the Oculist does not use upgrades. Instead, they gain a deeper understanding of the Fog, the inherent magic that surrounds everything in the Material Plane, and find new ways of interfacing with it.

This subclass is intended for use with the Revised Artificer class by KibblesTasty.

See Reason When you choose this specialization at 1st level, you gain expertise in Wisdom (Insight) checks related to sight, which means your proficiency bonus is doubled for any ability check you make it with.

Move Like They Do Beginning at 1st level, the Eye grants you both the knowledge and ability to defend it---and by extension, yourself. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Phylactic Monocle At 1st level, you craft a monocular goggle to focus and take advantage of the power of the Eye of Vecna. This is a specialized Wondrous Item that only you can attune to. Phylactic Monocle Wondrous Item, Attunement (creator only).

Weight .5 lb.

While wearing this monocle, you can make a ranged spell attack originating from the Eye by concentrating its power into a beam. The monocle first blasts of arcane energy which deal 1d8 + your Intelligence modifier necrotic damage. This blast has a range of 30 feet. You are proficient in this weapon. When you take the attack action, you can use this ranged spell attack in place of any attack made. At 5th level, this spell attack gains +1 to attack and damage rolls; this increases to a +2 at 14th level.

Read the Room Starting at 3rd level, you gain the ability to read an opponent like a book and develop a counter to their likely actions. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) or Dexterity (Sleight of Hand) check. If you succeed, the next attack that creature makes against you or your allies before your next turn is made with disadvantage. Alternatively, you may instead grant yourself or one of your allies advantage on your next attack against it. This attack must be made before the end of your next turn. You may use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest.

Eye for Detail Also at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Not Faster Than the Eye At 5th level, you have learned to utilize the Eye so well you can determine the nature and approach others take in their actions at a glance, allowing the Eye to temporarily imbue you with abilities you do not possess. Whenever another creature you can see uses a skill or tool, as a bonus action, you may gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can’t do so again until you finish a short or long rest.