Eye of the Parallel World

Wondrous item, artifact (requires attunement)

An extremely powerful eye that is derived from the Eye of the Wandering World. The Eye of the Parallel World is a corrupted version of the Eye of the Wandering world where the vision connected to the creator is no longer pure. Instead of the vision of creation, you can only create a parallel or duplicate of the original. Unlike the eye of the Wandering world, the eye of the Parallel world cannot be normally created but due to its difference, it can be inherited. Creatures that inherit the Parallel world do not have it immediately but will need to awaken it. In addition, the Eye of the Parallel world has many forms which is significantly weaker than its predecessor, unless it reaches its strongest state. Due to the eye being able to inherited, there is a family that each member has the chance of awakening this Eye.

This is the strongest state and peak of the Parallel world. To achieve this state, one must first already have the eyes of Perfect Duplication. Once you have those eyes, you must either kill another owner of the Eye of Perfect Duplication or have them donate it to you. If you succeed in either of them, you gain the Eyes of the Parallel World.

Perfect Duplication. You gain all the abilities of the Eye of Duplication with increased power. While attuned to the Eye of Perfect Duplication, you gain the following bonuses:

You gain a +7 bonus to your Perception skill.

You are always under the effect of the spell detect magic but the range is increased to 180 feet.

You can cast the spell suggestion (Spell DC 22) as an at will spell and the spell dominate monster thrice per day.

When you see a creature do an action or minor movement, you can spend an action to memorize it, allowing you to mimic it with near perfection. You cannot copy an action that you are not physically capable of.

Might of the Parallel World. The Eye of the Parallel World has the ability to project and create extremely powerful effects. Since it has reached its perfect form, it no longer punishes the user. The Eye of the Parallel World has 20 charges which you regain all of them after a long rest.

Complete Armor of the Parallel World (Costs 10 Charges). You have the ability to create an ethereal armor that will protect you from harm and destroy your enemies. As an action, you summon an Ethereal armor that is two sizes category larger than you that surrounds you. The Armor uses the stat block presented in the next page. The complete armor appears to be a whole body with you suspended either in the middle or in the head. It has two limbs that both carry either a weapon or a shield but it will always have the same form of attacks. While the armor is active, you are immune to all forms of damage and you're considered to have full cover. For every two rounds the Armor is active, you gain one level of exhaustion. This exhaustion can only be removed by taking a long rest.

Fire of the Dark Sun (Costs 5 Charges and requires eyesight). You conjure the flames that stoke the dark sun which is capable of burning everything. As an action, you conjure a powerful dark flame in a 30 foot radius sphere that you can see. Each creature in that area must make a DC 22 Dexterity saving throw, taking 8d10 fire damage on a failed save or no damage on a success. A creature that fails their saving throw takes 3d10 fire damage at the start of their turn until they succeed on the saving throw. A creature can take an action to remove the burning part by succeeding on a DC 22 Dexterity saving throw. A 7th level Dispel Magic also removes the fire.

Saving Grace (Costs 20 Charges and requires your right eye). You refuse to deny your destruction by sacrificing your right eye. If you hit 0 hit points and is about to die, you can use a reaction to sacrifice your right eye, changing reality to save you. Your body disappears and reappears on the start of your next turn in an unoccupied space of your choosing within 120 feet of you. Once you appear, you gain the benefits of a long rest.

Soul Trap (Costs 10 Charges and requires your left eye). You stare at a creature with eyes and sacrifice your left eye. If you do not have a left eye, you cannot use this ability. As an action, you force a creature within an illusory world where they are permanently stuck until they succeed. The creature must make a DC 22 Wisdom and Intelligence saving throw. On a failed saving throw of any of the saves, a creature is displaced and enters a demiplane where they cannot escape. They cannot use any racial feature, features or class features and cannot teleport out of the demi plane. At the end of every 30 days, the creature can repeat its saving throw against this ability. If it succeeds on its saving throw, the spell ends.

World of Spiritual Darkness (Costs 1 Charge and requires eyesight). You stare at a creature with eyes. As an action, you create an illusion that throws the creature to a personal hellscape you created for them. The creature must make a DC 22 Wisdom saving throw. On a failed saving throw, a creature becomes stuck in their own mind and they cannot take an action or move and take 5d10 psychic damage at the start of their turns that lasts until the creature succeeds. On a successful saving throw, a creature is not affected. A creature can repeat the saving throw at the start of their turn, escaping the illusion on a success. A dispel magic of the 5th level can remove this effect.

Void Rip (Costs 1 Charge and requires eyesight). You can teleport either yourself or another creature of your choice to another place or area you know of within 120 feet of you. If the space is occupied, the creature appears adjacent in an unoccupied space. A creature that does not want to be teleported can make a DC 22 Dexterity saving throw. On a failed saving throw, the creature is teleported. On a successful saving throw, a creature is not affected.