Sorcerer – Inner Eye

The inner eye is a magical gift that grants the ability to see things as they are, as they were, and as they will be. By strange twists of fate, some mortals are blessed with an unusually potent inner eye that empowers them to pierce the veil of perception and wield the magic of a sorcerer with one eye always on the Weave of Magic. This gift can result from the hand of prophecy – souls heavily touched by fate learn before birth how to recognise it. Some bearers issue from great lineages of seers, often families who are consulted by generations of wise kings. In yet more cases, the origins of the gift are completely inscrutable, even to the clear-sighted bearer.

The Inner Eye

Sorcerer Level Feature 1st Second Sight, Oracular Talent 6th Instinctive Casting 14th True Sight 14th All-Seeing Eye

Second Sight

Your highly-developed inner eye allows you to master instinctively the divination magic others must study or pray for. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list as long as it belongs to the school of divination. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Oracular Talent

Your inner eye is especially attuned to a particular oracular skill. You learn one of the following cantrips as your oracular talent: blade ward, guidance, resistance, true strike. Whichever you choose, it is a sorcerer cantrip for you, and is considered to belong to the school of divination. In addition, you can cast it as a bonus action. Once you have done so, you may not do so again until you complete a short rest, unless you spend 1 sorcery point for each time you cast your oracular talent as a bonus action.

Your oracular talent does not count towards your cantrips known.

Instinctive Casting

Starting at 6th level, your inner eye foresees danger unconsciously and your seer's magic responds. When you are surprised, you may take the Cast a Spell action.

True Sight

Starting at 14th level, your inner eye sees things as they truly are. You can use a bonus action to open your inner eye. When you do so, you gain truesight and can see into the ethereal plane out to a range of 60 feet. These benefits last until you're incapacitated, you die, or you close your inner eye as a bonus action.

While your inner eye is opened, you automatically fail saving throws made against effects that would blind you, and when you become blinded your inner eye immediately closes.

All-Seeing Eye

Beginning at 18th level, your reactions are supernaturally heightened by your foresight. Whenever you make a saving throw, you can use your reaction to spend 3 sorcery points to gain advantage on the roll. You must use this feature before you roll.