It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.
Source: I Made It the Fuck Up
Coven of Eyes Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.
| Gloom Stalker Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Enhance Ability |
| 5th | See Invisibility |
| 9th | Clairvoyance |
| 13th | Locate Creature |
| 17th | Arcane Eye |
Darkest Sight
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.
Witch Eyes
Also at 3rd level, your eyes change to your weird, animalistic nature. You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.
- Avian Eyes. Your familiar is limited to: hawk, owl, and raven. You have advantage on Wisdom (Perception) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.
- Feline Gaze. Your familiar is limited to: cat. You have advantage on Dexterity (Acrobatics) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.
- Serpentine View. Your familiar is limited to: lizard or poisonous snake. You have advantage on Dexterity (Stealth) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.
Sight Beyond Sight
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive Perception while your eyes are closed, you cannot be Blinded, and enemies do not gain any benefit from half cover when you act against them.
Witch's Brew
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a Flask, a Glass Bottle, a Vial, or Waterskin.
- Dead Eye Ale. After you drink this potion, whether it is before combat or using the use an object action during combat, your ranged attacks during the next two rounds have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.
- Feral Fair Lady Elixir. After you drink this potion, whether it is before combat or using the use an object action during combat, you have heightened animal instincts. You gain a number of temporary hit points equal to double your level. While under the effects of this potion, your attacks gain a penalty equal to your proficiency bonus and your damage gains a bonus equal to your level. You also gain a bonus on any Wisdom (Perception) checks equal to your proficiency bonus. Your eyes seem be like that of a wild beast. When you lose these temporary hit points or after ten minutes (whichever comes first), you return to normal.
Unnatural Precision
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.
See also: Coven of Eyes