Mystic Eye – new magic item for DnD

Mystic Eye magic item for Dungeons and Dragons

This new magic item for Dungeons & Dragons is a hovering eye with detection powers that improve as the user gains levels. Spot enemies from a distance and make an eye beam attack with the Mystic Eye!


Mystic Eye

Wondrous Item, uncommon [Tier1]

(requires attunement)

Weight: 1 lb.

This glowing eye-like orb hovers in the air near its user. While attuned to the eye, you mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As a bonus action, you can move the eye up to 30 feet in any direction. The eye can move up to 120 feet away. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Rare [Tier 2] upgrade

When you achieve level 5 while attuned to the eye, its darkvision extends out to 60 feet. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence.

Invisibility. The eye becomes invisible for up to 1 hour per day, requiring your Concentration.

Spellcasting. The eye has 4 charges, and it regains 1d4 expended charges daily at dawn. While attuned to the eye, you can use an action to expend 1 or more of its charges to cast one of the following spells:

  • Detect Evil and Good (1 charge)
  • Detect Magic (1 charge)
  • Detect Poison and Disease (1 charge)
  • See Invisibility (2 charges)

Mystic Eye magic item card 1
Mystic Eye magic item card 2

Very Rare [Tier 3] upgrade

When you achieve level 10 while attuned to the eye, its darkvision extends out to 120 feet.

Alertness. While attuned to the eye, you have advantage on Wisdom (Perception) checks and on rolls for initiative. In addition, you can’t be surprised while the eye is within 60 feet of you, except when you are incapacitated.

Eye Beam. As an action, you can make the eye fire a beam of energy at a creature it can see within 120 feet of it. The targeted creature must make a DC 16 Constitution saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. This feature can be used a number of times per day equal to your proficiency bonus.

Improved Invisibility. The eye becomes invisible for up to 8 hours per day and does not require your Concentration. The invisibility ends if the eye makes an Eye Beam attack.

Legendary [Tier 4] upgrade

When you achieve level 17 while attuned to the eye, the eye’s features improve.

Truesight. The eye has truesight out to 30 feet.

Improved Eye Beam. As an action, you can make the eye fire 2 beams of energy. Each beam hits a creature the eye can see within 120 feet of it. The targeted creature must make a DC 18 Constitution saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. This feature can be used a number of times per day equal to your proficiency bonus.

Improved Spellcasting. The eye has 8 charges, and it regains 2d4 expended charges daily at dawn. More spells are available:

  • Freedom of Movement (4 charges)
  • Greater Invisibility (4 charges)

Mystic Eye magic item card 3

Power Tiers

To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.

Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.

Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.

Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.

Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.

An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.


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