Watcher
The battle wages on. The commanders are all far away in safety, none watching their men fall. But one warrior watches... one warrior understands.
A band of bandits topple the merchant's cart, and begin to pillage the contents therein. Suddenly, a cry is heard overhead, announcing a wyvern's arrival. A passing traveler watches... the traveler understands.
The priests of the temple cry out to their god in desperation, the enemy are nearly upon them. They beg for their devotion to be traded for protection. One priest stays silent... one priest understands.
The warrior makes an opening. Slicing through droves of enemies, he finds the enemy general. With one powerful swing of his blade the battle ends. The enemy retreat... the enemy understands.
As the bandits' cries go silent, the wyvern turns to the lone traveler. It bellows with all the strength of its lungs. The traveler stands silent, and the wyvern backs away... the wyvern understands.
An enemy breaches the doors to the temple and fills the building with fire. As they wait for the smoke to clear they see a lone priest watching them. The enemy doesn't get a chance to scream as their body bursts into flame... and in that moment the enemy understands.
The Watchers are experienced warriors and mages who have been granted power by otherworldly entities that watch the world unfold. A Watcher's specialty is making openings hopeless situations, and poking holes in enemy strategies.
To Watch the World Unfold
Watchers pursue understanding just as a wizard hunts knowledge. To know the world and the creatures which inhabit it is their greatest goal, leading most Watchers into a life of adventure. A Watcher never stops pursuing wisdom, never stopping to settle down. The slower their lives become, the stronger their desire to journey forth becomes.
Creating a Watcher
When creating a Watcher, it is important to know who you were before you received your call. Were you a simple warrior, a doctor, or an urchin? Was the mantle of Watcher thrust upon you by a mentor, or did you find and choose this path yourself?
A Watcher can be any alignment, but they are never lazy. Sometimes they are driven by a single question or goal, while others are driven by the desire to understand everything they can. What do you search the world for? Why?
Quick Build
You can make a Watcher quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength, or Dexterity. Second, choose the Soldier or Acolyte background.
Watcher Table
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Eyes from Beyond | — | — | — | — | — |
2nd | +2 | Prying Eyes, Spellcasting | 2 | — | — | — | — |
3rd | +2 | Watcher Specialty feature, The Watcher's Gaze | 3 | — | — | — | — |
4th | +2 | Unrestricted Gaze, Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Understand Your Enemy, Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Mimic | 4 | 2 | — | — | — |
7th | +3 | Watcher Specialty feature, Measured Approach | 4 | 3 | — | — | — |
8th | +3 | Eyes from Further Beyond, Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Combat Understanding | 4 | 3 | 2 | — | — |
11th | +4 | Watcher Specialty feature | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Lesson in Understanding | 4 | 3 | 3 | 1 | — |
15th | +5 | Watcher Specialty feature | 4 | 3 | 3 | 2 | — |
16th | +5 | Piercing Gaze, Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Supreme Understanding | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Burning Eyes | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Watcher, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Watcher level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Watcher level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: none
- Saving Throws: Intelligence, Wisdom
- Skills: Choose three from Arcana, Athletics, History, Insight, Investigation, Medicine, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) a shortsword or (c) any simple weapon
- (a) a hand crossbow or (b) 3 javelins
- (a) leather armor or (b) a chain shirt
- (a) a diplomat's pack or (b) an explorer's pack
- a component pouch
Eyes from Beyond
With your new power you can see much more than would be normal for a creature of your kind, giving you some otherworldly abilities.
- You gain darkvision for 60 feet. If you already had darkvision, increase it's range by another 60 feet.
- You gain proficiency in Wisdom (Perception) checks.
Prying Eyes
Watchers keep watch on their foe, but to be seen is a feeling that Watchers also know well. At 2nd level you are aware if you are being actively watched and the direction of the creature watching you. Additionally, if you are seen through a spell (such as a familiar, or a sensor from Scrying) you are immediately made aware of the direction of the detector.
This ability does not detect the caster of the spell nor the exact location of the creature watching or the exact spell being used, only the direction of the detector and an awareness that you are being watched.
Spellcasting
By the time you reach 2nd level, you have learned to use the power from your otherworldy entity to cast Watcher spells. See chapter 10 for the general rules of spellcasting and the bottom of the class sheet for the Watcher spell list. Spells listed with a (L) can only be casted by the Lore Watcher subclass.
Spell Slots
The Watcher table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Preparing and Casting Spells
The Watcher table shows how many spell slots you have to cast your spells. To cast one of your Watcher spells of 1st level or higher, 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 prepare the list of Watcher spells that are available for you to cast, choosing from the Watcher spell list. When you do so, choose a number of Watcher spells equal to your Wisdom modifier + your Watcher level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Watcher, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare a 1st-level spell, and you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Watcher spells requires time spent in silent meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Watcher spells. Your magic comes from your connection to an otherworldly entity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Watcher spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Ritual Casting
You can cast a Watcher spell as a ritual if that spell has a ritual tag and you have that spell prepared.
Watcher Specialty
At 3rd level, you choose a specialty to focus on. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
The Watcher's Gaze
At 3rd level you learn how to focus your power into special abilities through your eyes.
You learn two Gaze abilities of your choice. Additionally, when you gain a level in this class, you can choose one of the Gaze abilities you know and replace it with another Gaze ability that you could learn at that level.
A level prerequisite in a Gaze Ability refers to Watcher level, not character level.
Unrestricted Gaze
At 4th level your sight cannot be restricted easily. You cannot be blinded by non-magical means, and have advantage on any saving throw to avoid being blinded.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Understand Your Enemy
At 5th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about the target. Choose one from the following list:
- Which Ability Score is Highest
- Which Ability Score is Lowest
- Current hit points
- Class Levels, if any
- One Random Vulnerability, if any
- One Random Resistance/Immunity, if any
The DM tells you the related information about the creature. You may use this feature twice, and regain all uses after a short or long rest. Starting at 10th level, you can use it thee times before a rest, and four times at 17th level.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Using a Gaze ability that requires an action can replace one of your attacks.
Mimic
At 6th level you learn how to watch how others avoid danger and mimic their reactions. If you and one or more creatures are simultaneously subjected to a saving throw, you can choose to automatically succeed at the saving throw if at least one of the other creatures succeed. Additionally, if the other creature has an ability such as evasion that would allow it to take no damage on success, you also take no damage. You may use this ability once/long rest.
Measured Approach
As a Watcher no enemy can cause you to waver from your goals. At 7th level you have advantage on any saving throw to resist being charmed or frightened.
Eyes From Further Beyond
At 8th level your vision improves even further.
- You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
- You can use double your proficiency bonus in Wisdom (insight) checks made to determine if a creature is lying.
Combat Understanding
At 10th level you improve your ability to understand your foe. Whenever you damage a creature in combat you can instantly use the Understand Your Enemy ability on that creature. You may only use this feature once on the same turn.
Lesson in Understanding
At 14th level, you can cause a creature to feel the same pain that you just experienced. As a reaction when you take damage, force one creature that you can see within 60 feet to make a Wisdom saving throw. On failure, the creature takes the same amount and type of damage that you just received. On success, the creature only takes half damage.
If the effect forced you to make a saving throw, this skill does not force the new target to make that saving throw. This ability can be used once/long rest.
Piercing Gaze
At 16th level, your sight becomes so powerful that even physical obstructions do not limit your sight. As an action, you can see through most barriers for 1 minute, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You ignore cover and can see creatures in full cover while this ability is active. You can use this ability again after a short or long rest.
Supreme Combat Understanding
At 18th level you have mastered your ability to learn a creature's skills in combat. You can use the Understand Your Enemy ability the first time you damage a creature in combat without expending a use of the ability. Once you use the ability in this way it cannot be used again until the next dawn on the same creature. The ability can be used in this way multiple times on the same turn, but still only once per creature
Burning Eyes
At 20th level you learn how to permanently remove sight from a creature. As an action choose a creature within 60 feet of you, they must make a Constitution saving throw against your spell save DC. On success, the target is blinded for 1 hour. On failure, the creature is permanently blinded, and their eyes burn from their sockets. A creature that looses their sight in this way can only restore their sight through the use of a Regenerate spell cast at 8th level or higher, or through the use of a Wish spell.
Constructs and creatures that do not have eyes or are otherwise immune to blindness can not be targeted by this ability.
Watcher Specialties
Watchers come from many different places and are good at many different things. There are three typical specialties for Watchers: the True Watcher, the Watchblade, and the Lore Seeker.
True Watcher
Many Watchers only adhere somewhat to the ideals of their kin. Those who focus on the core of what makes a Watcher so strong are given the title of True Watchers. True Watchers appear as pacifists to others, while in reality they are waiting for the right moment to make a move.
Unending Watch
When you choose this specialty, gain double your proficiency bonus when making Wisdom (Perception) checks.
You also have advantage on all Wisdom (Perception) checks made when keeping watch.
Watching Undisturbed
At 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a rest, you gain the effect of a sanctuary spell that lasts until the start of your next rest (the spell can end early as normal).
The saving throw DC for the spell is the same as your spell save DC.
Eyes of Truth
At 15th level, your eyes can see the world for how it really is. You gain truesight at a range of 60 feet.
Watchblade
The warriors of the Watchers are known as the Watchblades. They use their powerful eyes to spot openings in combat and weaknesses in an enemy's defense.
Master of Weapons
You make an attack with the intent to take the opponent's weapon. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics). If you win the contest, the attack causes no damage or other ill effect, but you take the target's weapon. If you do not have a free hand to hold the weapon or otherwise cannot wield it, it drops on the floor instead. You have disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than you, or disadvantage if it is smaller.
You are considered proficient in the weapon you take until combat ends. If you have multiple attacks on a turn, this action can replace one of them.
Exploit Weakness
When you use the Understand Your Enemy ability, that creature is considered "Understood" for the next 10 minutes.
At 7th level the first attack you make against an Understood creature is made with advantage.
Perfect Opening
At 11th level you can spot rare but advantageous moments in combat to exploit. As an action on your turn before you have used any movement, use your full movement in a single direction. You can make a melee attack against every target that comes into range during this movement. Any opportunity attack made against you while moving in this way is made with disadvantage. If a wall or other obstacle blocks you from traveling your full movement, you stop at the obstacle. This ability can only be used once/long rest.
Critical Understanding
At 15th level you know exactly how to make the most out of an attack against an enemy you understand. Any melee attack you make that has advantage and hits an Understood creature is considered a critical hit.
Lore Seeker
Lore Seeker Watchers specialize in learning about knowledge and magic.
Learned Scholar
Gain proficiency in two skills, tools, or languages of your choice.
Your spell list is also expanded to include three additional spells per spell level. These spells have an (L) besides them.
Dangerous Game
At 7th level when using the Understand Your Enemy ability, gain two charges of this ability. When making a melee or ranged spell attack roll you may spend any number of your stored charges and add that number to the attack roll. All unused charges are removed after a long rest.
Master of Lore
At 11th level, you sometimes recall knowledge about places you have never been. Pick a landmark or city that you know the name of and make a DC 10 Intelligence (History) check. On success, you recall an obscure fact about the location. The higher your success the rare or immediately useful the information will become. You cannot use this ability on the same location more than once.
Spell Mixer
At 15th level you can cast magic more powerfully by sacrificing some of your weaker spell slots. When casting a Watcher spell, you can use two spell slots instead of one to cast the spell as if it was one level higher. You can only use spell slots gained from the Watcher class in this way.
Multiclassing
On the DM's discretion, you can multiclass in the Watcher class, as described in Player's Handbook (page 163-165). If you do so, the following rules are applied.
Prerequisites
To qualify for an Watcher class, you must meet the ability score proficiencies for the Watcher class, as shown in the table below.
Table: Multiclassing Prerequisites
Class | Ability Score Minimum |
---|---|
Watcher | Wisdom 13 |
Proficiency Bonus
When you multiclass into the Watcher class, you gain the following proficiencies as shown in the table.
Table: Multiclassing Proficiencies
Class | Proficiencies Granted |
---|---|
Watcher | One skill from the class's skill list. |
Class Feature: Spellcasting
When you multiclass into the Watcher class and gain the Spellcasting feature from both the Watcher class and other classes, you add half your levels (rounded down) in the Watcher class when you determine your available spell slots.
Credits
Class is created by /u/Rachayz unless noted otherwise. Special thanks to GM Binder for allowing me to format this so nicely.
Also thanks to Weirdo Whoever for creating their artificer class which I used to help formating, and /u/Charrmeleon who crated the scholar class which I drew inspiration and used wording from.
Some inspiration was also drawn from the Bard class, Ranger class, Warlock class, and Monk class, as well as the Battle Master Fighter Subclass.
Watcher Spells
Spells with a (L) can only be prepared by the Lore Watcher subclass.
1st Level
- alarm
- color spray (L)
- compelled duel
- command
- cure wounds
- detect magic (L)
- disguise self
- find familiar (L)
- sanctuary
2nd Level
- alter self (L)
- blindness/deafness (L)
- blur
- crown of madness
- continual flame
- darkvision
- invisibility (L)
- lesser restoration
- levitate
- mirror image
- see invisibility
3rd Level
- blinding smite
- clairvoyance
- counterspell (L)
- gaseous form (L)
- glyph of warding
- protection from energy
- revivify
- slow (L)
- water breathing
4th Level
- arcane eye
- banishment (L)
- confusion
- death ward (L)
- dominate beast
- fabricate (L)
- phantasmal killer
- stoneskin
5th Level
- animate objects (L)
- circle of power
- contact other plane
- creation (L)
- dominate person
- geas
- legend lore
- passwall (L)
Gaze Abilities
Charming Personality
You can cast Charm Person using a Watcher spell slot.
Defensive Measures
You can cast Mage Armor without expending a spell slot
Devil's in the Details
You gain the following additional options to choose from when using the Understand Your Enemy Ability;
- Species
- Armor Class
- If the creature is under the effects of a spell
Distracting Eyes
When not in combat and talking with a creature you can attempt to cause them to become unaware of their surroundings. The creature must make a Wisdom saving throw against your spell save DC. On failure, the creature will automatically fail any perception check made for the next 10 minutes or when your conversation ends, whichever happens first. Additionally, while under this effect the creature is always considered surprised if combat starts.
Eye of Fear
You can cast Fear using a Watcher spell slot
Fighting Blind
You attempt to blind an enemy, while sacrificing your own sight in the process. As a bonus action you force one creature within 60 ft. to make a Constitution saving throw against your spell save DC. On a failure, you and that creature are blinded for 1 minute. The creature can repeat this save at the end of each of it's turns. You remain blind until the creature regains it's sight. You can target 1 additional creature when you reach 5th level (2), 11th level (3), and 17th level (4). You may use this ability once per long rest.
Impair
As a reaction to when you are targeted by an attack roll, you can give the attack roll disadvantage. This can be done after the roll but not after the DM determines the results. You gain the ability to use this again when initiative next begins.
Improve
As a reaction to an ally within 60 feet making an attack roll, you can give the attack roll advantage. This can be done after the roll but not after the DM determines the results. You gain the ability to use this again when initiative next begins.
Magi
Through the power of the Otherworldly Entity you gain a special affinity with magic. When a creature is casting a spell with verbal and/or somatic components, you can tell what spell is being cast as well as the spell level it is being cast at.
Additionally, you can attempt to use any spell scroll even if the spell is not on your spell list, treating it as if it was.
Magical Burst
While you have this ability you know one cantrip from the Wizard or Bard class spell list of your choosing.
Make Alone
As an action you force one creature of your choosing to make an Intelligence saving throw against your spell save DC. On failure, the creature can no longer perceive any allies around them, treating them as if they were invisible. An ally of any affected creature can end this effect by spending an action alerting them to their presence (slapping or shaking them, yelling, etc). This effect lasts 1 minute, or can be ended by you using a bonus action. You can use this ability once per short or long rest.
Medusa's Gaze
As an action, you can force a creature within 30 ft. of you that can see you to make a Constitution saving throw against your spell save DC. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. A creature restrained by this effect must make another Constitution saving throw at the end of its next turn. If it successfully saves against this effect, the effect ends. On failure it is turned to stone. This effect also ends if you use your action to do anything else other than continue this effect, lasting up to 1 hour.
Paralytic Glance
You can cast Hold Person using a Watcher spell slot
Peaceful Aura
You can cast Calm Emotions spell centered on yourself once per day without using a spell slot.
Power of Kings
When casting Geas, you reduce the casting time to 1 action.
Prepare
As a bonus action on your turn you ready yourself to react to danger. Until the start of your next turn, every successful attack of opportunity you make refunds your reaction, allowing you to use your reaction again. This ability can be used a number of times equal to your Wisdom Modifier and regains all charges after a long rest.
Shooting Daggers
As a bonus action on your turn you can make a spell attack roll, dealing 1d6 psychic damage on a success. This ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). This ability can be used a number of times equal to your Wisdom Modifier and regains all charges after a long rest.
Sleepless Watch
You no longer need sleep. To gain the benifits of a long rest you can spend all 8 hours doing light activity, such as keeping watch.
Truth of the Beholder
You can cast Zone of Truth without expending any spell slots. You regain the use of this ability after a short or long rest.
Versions
Version 4
- Removed the Watch and Learn ability and replaced it with The Watcher's Gaze ability
- Added the Gaze Abilities table
- Improved Perfect Opening to give attacks of opportunity made against you disadvantage
- Switched the Eyes of Truth ability and Piercing Gaze
- Reworded Critical Understanding
- Changed Hidden in Plain Sight to be a check against passive perception instead of an active roll for each creature
- Improved Prying Eyes to also detect non-magical means of being seen
- Reworked Dangerous Game to give constant charges instead of charges based on enemy CR
- Gave the ability Understand your Enemy one additional use across all levels
Version 3
- Revisions made to wording and quality check
- Improved Eyes from Beyond ability
- Removed Watch and Learn ability's feature that allowed copying of skills and replaced with weapons instead
- Dangerous Game reworded for clarity and changed in wording
- Added component pouch to equipment (woops)
- Gave Master of Lore restrictions but lowered the DC
- Showing to peers for extra perception checks
Version 2
- Transfered to GM Binder.
- Near complete rework of entire class, including removing Mark/Burn core mechanic due to being overly complicated
- Added new core mechanic of Understand Your Enemy
Version 1
- Original idea written out in Word
- Mark mechanic introduced as core mechanic. Abilities cause you to gain marks, and too many causes damage or other affects