Watcher
A mail clad warrior surveys the battlefield. They note the positions of the enemies, and watch their skill with the blade. They see an opening, and take it. Exploiting the weaknesses they spotted in the enemy's swordsmanship, they swiftly maneuver to the back lines where they spot the general. As the general draws their blade to fight, it is already over. The warrior knows every move they are about to make.
A tiefling approaches the guarded keep in broad daylight. Bodies scatter the ground around them, full of arrows. Guards look over the side of the wall, but don't notice the bright blue tiefling as they casually enter the keep. The tiefling makes their way unimpeded through the keep, searching rooms until they find the hostage guarded by two burly humans in full plate. The tiefling ignores the guards, picks up the hostage, and whispers an incantation as they vanish.
Battle erupts in a moment as spells fly and the enemy mage ducks for cover. The gnome had missed her spell, and the enemy pops their head around the corner to heckle them for it. But the mage doesn't make another sound, as an arrow flies through their head in an instant. The gnome had not failed, they had learned how not to miss.
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 in 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, Foreseen | — | — | — | — | — |
2nd | +2 | Spellcasting, Understand Your Enemy | 2 | — | — | — | — |
3rd | +2 | Prying Eyes, Watcher Specialty feature | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Helpful Eye, Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Mimic, The Watcher's Gaze | 4 | 2 | — | — | — |
7th | +3 | Watcher Specialty feature, Greater Understanding | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Eyes from Further Beyond | 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, shields
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two 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) 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 and a shield
Eyes from Beyond
At first level when you pick this class your new bond causes you to gain 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.
- You can take the Search action as a bonus action.
Foreseen
Your link with your otherworldy entity lets you see a glimpse of the future. At 1st level as you or an ally is damaged by an enemy attack, spell or ability, but before any damage is rolled, you share your knowledge of the future with your allies, causing the triggering attack to deal the minimum possible damage. Every time you use this ability after the first you suffer one level of exhaustion. You can use this ability twice before suffering exhaustion at 5th level, three times at 11th level, and four times at 17th level. You must complete a Short or Long Rest to regain all uses of this feature.
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 + half your Watcher level, rounded down (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.
Understand Your Enemy
At 2nd level you have an uncanny ability to learn about your foe just by watching them. When an enemy creature makes an attack within 30 feet of yourself, you may use your reaction to choose one piece of information from the following list. The DM will tell you the related information about the creature.
- Which Ability Score is Highest
- Which Ability Score is Lowest
- Whether the creature has more than half its hit points
- Class Levels, if any
- One Random Vulnerability, if any
- One Random Resistance/Immunity, if any
After using this ability the chosen creature is considered 'understood' for the purposes of other abilities. You can use this feature a number of times equal to your Wisdom modifier, after which you must take a short or long rest to use this feature again.
Prying Eyes
Watchers keep watch on their foe, but to be seen is a feeling that Watchers also know well. At 3rd level when you take the Search action, until the start of your next turn you know the location of any invisible scrying sensor created by magic, or any invisible creature that was summoned or conjured by magic. To detect it, the sensor or creature must be within 120 feet of you, and can't be behind total cover. A summoned or conjured creature that isn't invisible instead has disadvantage on Dexterity (Stealth) checks to hide from you.
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.
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.
Helpful Eye
At 5th level you gain supernatural insight into how an ally can best strike their target. As a bonus action you can expend a spell slot to give a willing creature within 30 feet of you advantage on all attacks made before the start of your next turn. For every spell slot of 2nd level or higher you expend, you can target one additional willing creature to also gain this benefit.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
The Watcher's Gaze
At 6th level you learn how to focus your power into special abilities through your sight. 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.
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.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Greater Understanding
At 7th level you improve your ability to understand your foe. Whenever you use Understand Your Enemy on a creature you have advantage on the first skill check or attack roll you make against that creature within the next 1 minute.
Eyes From Further Beyond
At 10th 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.
Lesson in Pain
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 the creature that dealt the damage to make a Wisdom saving throw. On failure, the creature takes half the damage in the same type of damage that you just received. On success, the creature takes no damage.
This ability only transfers damage, and copies no other effects. You can use this ability a number of times equal to your Wisdom modifier, and regain all uses after a 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 are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Once you use this feature, you can't use it again until you finish a short or Long Rest.
Supreme Understanding
At 18th level you have mastered your ability to learn a creature's skills in combat. When using Understand Your Enemy you can choose two choices from the list instead of one.
Additionally, if using Understand Your Enemy could reveal multiple traits, such as multiple resistances, you learn all of the traits instead of a random one.
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.
Once you use this feature, you can't use it again until you finish a Long Rest.
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 during short or long rests.
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 are skilled at disarming your enemies. At 3rd level if you score a critical hit against a creature that is wielding a weapon that they can drop, you can cause the attack to deal non-critical damage and instead force the creature to drop their weapon.
If you pick up this weapon you are considered proficient with it until the current initiative ends.
Exploit Weakness
At 7th level if a creature within 5 feet of yourself is understood you deal an additional 1d6 damage to them.
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 creature or object that comes into your melee range during this movement. Any opportunity attack made against you while moving in this way are made with disadvantage. If a wall or other obstacle blocks you from traveling your full movement, you stop at the obstacle.
Once you use this feature, you can't use it again until you finish a Long Rest.
Critical Understanding
At 15th level you know exactly how to make the most out of an attack against an enemy you understand. Attacks against an understood creature score a critical hit on a roll of 18-20.
Lore Seeker
Lore Seeker Watchers specialize in learning about the magical side of the world.
Learned Scholar
At 3rd level when picking this specialty 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.
Master of Lore
At 7th level, you sometimes recall knowledge about places you have never been. Pick a landmark that you know the name of and make a DC 10 Intelligence (History) check. On success, you recall an obscure fact about the location of the DM's choosing. The higher your success the more rare or immediately useful the information will become. You cannot use this ability on the same location more than once.
Unfailing Observation
At 11th level you can use Combat Understanding on a creature even if you do not hit your attack.
Spell Fusion
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.
Multiclassing
On the DM's discretion, you can multiclass in the Watcher class, as described in a book most players should have (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.
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 on yourself 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;
- Creature Type
- Armor Class
- If the creature is under the effects of a spell
- Highest level spell slot the creature can cast, if any
- If the creature has legendary resistance
- The senses of the creature
Distracting Eyes
You can spend 1 minute talking with a creature in an attempt to distract them. The creature must make a Wisdom saving throw against your spell save DC. On failure, the creature is distracted by you and will automatically fail any perception check made for the next 10 minutes, or earlier of you choose to end the effect. Additionally, while under this effect the creature is always considered surprised if they are attacked. Creatures immune to the charmed condition cannot be targeted by this feature.
Eye of Fear
You can cast Fear using a Watcher spell slot
Impair
As a reaction to when you are targeted by an attack roll, you can give the attack roll disadvantage. This cannot be done after the dice is rolled. You gain the ability to use this again when initiative next begins.
Improve
As a reaction to an ally within 30 feet making an attack roll, you can give the attack roll advantage. This cannot be done after the dice is rolled. You gain the ability to use this again when initiative next begins.
Magi
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 a spell scroll from any class list, treating it as a Watcher spell.
Magical Burst
While you have this ability you know one cantrip from the Wizard or Bard class spell list of your choosing. You can change this cantrip each time you pick this ability.
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.
Once you use this feature, you can't use it again until you finish a short or Long Rest.
Measured Approach
As a Watcher no enemy can cause you to waver from your goals. You have advantage on any saving throw to resist being charmed or frightened.
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.
Once you use this feature, you can't use it again until you finish a short or Long Rest.
Paralytic Glance
You can cast Hold Person using a Watcher spell slot
Peaceful Aura
You know the spell Calm Emotions. You always have this spell prepared and it doesn't count against the number of Spells you can prepare each day.
Power of Kings
When casting Geas, you reduce the casting time to 1 action.
Shooting Daggers
As a bonus action on your turn you can make a spell attack roll against a creature within 15 feet, dealing 1d6 psychic damage on a success and none on failure. This ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Once you use this feature a number of times equal to your Wisdom modifier, you can't use it again until you finish a short or Long Rest.
Sleepless Watch
You no longer need sleep. To gain the benifits of a long rest you can spend the entire time doing light activity, such as keeping watch.
Truth of the Beholder
You can cast Zone of Truth without expending any spell slots.
Once you use this feature, you can't use it again until you finish a short or Long Rest.
Unrestricted Gaze
You cannot be blinded by non-magical means, and have advantage on any saving throw to avoid being blinded.
Versions History
Version 8
- Added links to previous versions. This is in case someone is using/prefers an older version they can have access to it
- Added Shield proficiency and a shield to equipment
- Added spell slot info to Devil's in the Details
- Made Supreme Understanding also let you learn all traits linked to a single question instead of a random one
- Gave Lesson in Understanding a limit to uses
- Reduced the number of skills known from three to two
- Foreseen now recharges at short/long rests
- Fixed missing text in spellcasting, should only prepare a number of spells with half the Watcher level not equal to
- Prying Eyes is now at will
- Completely rewrote opening text
- Changed Lesson in Understanding to Lesson in Pain and changed it to target attacker instead of creature of choice
- Removed Prepare Gaze Ability
- Reworded Improve and Impair to only be usable before the attack is rolled
- Changed Distracting Eyes so that it is no longer a charm ability, and instead creatures immune to charm cannot be targeted
- Exploit Weakness no longer gives an extra attack, instead allows you to deal additional damage
- Critical Understanding no longer gives guaranteed crits, instead increasing the crit range
Version 7 (link)
- Changed Understand Your Enemy from level 5 to level 2 and changed how it is activated
- Changed Supreme Combat Understanding to Supreme Understanding
- Supreme Understanding now allows more choices instead of allowing it to be used without expending a charge
- Cleaned up errors left over from changes in version 6
- Reworked Prying Eyes to no longer be always active, no longer detects non-magical creatures
- Moved Prying Eyes to level 3
- Moved Measured Approach to a Gaze Ability
- Removed Combat Understanding
- Added Greater Understanding
- Moved Eyes From Further Beyond to level 10
- Changed Exploit Weakness to give a bonus action attack against nearby understood creatures
- Moved Helpful Eyes to level 5 and made it a bonus action
Version 6
- Brought to Discord of Many Things
- Changed Forseen to use proper syntax
- Reworded Combat Understanding and Lesson in Understanding to be more clear
- Removed Piercing Gaze's ability to ignore cover
- Completely reworked Supreme Combat Understanding. No longer uses a charge, and removed restrictions on how many times a single creature can be targeted
- Burning Eyes no longer causes damage to self when used, but can only be used once per day
- Reworded Hidden in Plain Sight again
- Completely reworked Master of Weapons. No longer involves a skill contest, now only activates on critical hits
- Moved Master of Lore to now be the Lore Watcher's second ability instead of third
- Removed Dangerous Game from Lore Watcher
- Added Unfailing Observation to Lore Watcher
- Renamed Spell Mixer to Spell Fusion
- Reworded Distracting Eyes and made it a charm effect
- Removed Gaze Ability Fighting Blind
- Reworded Magi, Magical Burst, Prepare, and Sleepless Watch
- Reworked Peaceful Aura
- Reduced the range of Shooting Daggers from 30 to 15 feet
- Reworded most abilities to use proper syntax when stating how long before it can be used again
- Added "at level 1" to the first level abilities
- Moved Unrestricted Gaze to a Gaze Ability
- Moved The Watcher's Gaze to 6th level (have yet to remove all level requirements of 6th or below from abilities till more solid)
- Reworked Helpful Eye to no longer give free crits, now is an upgraded "help" action with similar flavor to smite
Version 5 (link)
- Added Forseen and Helpful Eye to give the class more use at early levels
- Gave the gaze ability Shooting Daggers a range
- Gave Burning Eyes a cost
- Gave Hidden in Plain Sight a time to activate so it can't be used in combat (easily)
Version 4 (link)
- 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 (link)
- 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
- Published on reddit for help reviewing
Version 2 (link)
- 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
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.
A lot of the features in here are converted from abilities of various PHB classes.
I wish I could credit the artist of the amazing blue eye picture I used, but the only sources I can find are wallpaperplay.com or pexels.com or even cutewallpaper.org with no credit to the original artist.