Rogues with some magical training who specialize in surveillance, Dark Eyes often have a reputation as sinister as their name suggests. Trained to see more effectively, more quickly, and more reflexively than others, there is little that escapes their ever-vigilant notice.
Beginning at 3rd level, you develop uncanny skill in knowing what to look for—and where to look for it. You gain the following benefits:
Also at 3rd level, you have trained to use magic to enhance your powers of observation, stealth, and combat. Dark eyes focus on spells that further augment their stealth, awareness, and observational reach.
At 3rd level, you know two cantrips of your choice drawn from the wizard spell list. These spells count as rogue spells for you. You learn an additional cantrip at 10th level.
The Dark Eye Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these 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.
You know three 1st-level spells of your choice selected from the following schools: obscurement, scrying, senses, and shadow. The Spells Known column of the Dark Eye Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another qualifying spell of a level for which you have spell slots.
Intelligence is your spellcasting ability for your spells. 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 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
At 9th level, your formidable powers of observation and quick mind allow you to accurately predict the location of projectiles and their targets, greatly increasing your effectiveness with ranged weapons. In your hands, the range (both standard and long) of any ranged weapon you are proficient with increases by a number of feet equal to 5 × your proficiency bonus.
Also at 9th level, darkness, even magical darkness, no longer impedes your vision. You gain darkvision to 60 feet. If you already have darkvision, instead the range of your darkvision increases by 60 feet. Your darkvision can pierce magical darkness, treating it as dim light.
At level 13, you learn to place magical sensors by spending spell energy. As an action, you can expend a spell slot of first-level or higher and touch a solid surface to create a magical sensor about the size of your fist. The sensor is not quite invisible, but is difficult to spot, requiring a Perception or Investigation check against your spell save DC to notice. A sensor has 1 hit point and an AC of 10.
Once the sensor is placed, it lasts indefinitely. As long as you are on the same plane as the sensor, you can spend an action to look through the sensor as if you were looking through the eyes of a familiar, becoming blind to your own senses for the duration. The sensors can transmit sights, but not sounds, smells, or other sensory information.
The sensor benefits from your dark eye features. You may have a number of sensors in existence at the same time equal to your proficiency bonus. If you create a new one while at your maximum, you choose which previouslycreated sensor dissipates.
Beginning at level 17, your senses attain infallible sharpness. You gain Truesight with a range of 30 feet.