Watcher [Class]

by Rachayz

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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 skull 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 The Watcher's Gaze, Mimic 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 Pain 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 an extra d6 of damage on the first damage roll made before the start of your next turn. For every spell slot of 2nd level or higher you expend, the damage increases by another d6.

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. You have advantage on the first attack roll you make against an understood creature.

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.
  • You open your third eye, and can now have three gaze abilities instead of two.
  • Your eyes can be used as a spellcasting focus.

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 up to a range of 60 feet 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 10 minutes, and can make another saving throw at the end of each of their turns for the duration. 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 no longer need sleep. To gain the benefits of a long rest you can spend the entire time doing light activity, such as keeping watch.

You also have advantage on all Wisdom (Perception) checks made when keeping watch during short or long rests.

Hidden in Plain Sight

At 7th level you have learned how to cause enemies to ignore you, as if you weren't even there. You spend 1 minute in meditation, then for the next 10 minutes all creatures, other than creatures of your choice, who's passive perception is lower than your spell save DC will consider you invisible. Creatures that are not alerted get a -5 to their passive perception to detect you. Affected creatures will not react to any simple movements you perform, such as opening or closing doors or performing somatic/verbal components for spells. If you make an attack or cast a spell that affects a creature other than yourself this effect ends.

At the end of this duration, all creatures that would've seen you suddenly remember seeing you and any actions you preformed while you were in their line of sight.

Once you use this feature, you can't use it again until you finish a short or Long Rest.

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 and a number of willing creatures up to your Proficiency modifier 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.

You also gain immunity to the Charmed and Frightened condition.

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 you don't provoke attacks of opportunity from understood creatures.

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, and your reach with melee weapons are considered 10 feet if it is not already higher. 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 taking a short rest you regain up to two 1st level spell slots. At 11th level, you instead regain up to four.

You can also use Understand Your Enemy outside of combat by spending 1 minute observing the creature.

Picked Apart

At 7th level, you gain an unhealthy knowledge of a creature's skills by observing their corpse. If you spend 10 minutes observing an unconscious or dead creature, for the next hour using Understand Your Enemy on any creature with the same creature type will not expend a use of the ability.

Unfailing Observation

At 11th level you can instantly use Understand Your Enemy on a creature that you miss with an attack. You can only use this ability once per round.

Spell Fusion

At 15th level you can cast magic more powerfully by sacrificing some of your weaker spell slots. You can use your bonus action to combine two available spell slots of the same level into a single spell slot of one level higher. Once you use this feature you must complete a short or Long Rest before using it again.

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

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

1st Level
  • alarm
  • (XGE) cause fear
  • color spray
  • command
  • compelled duel
  • cure wounds
  • detect magic
  • disguise self
  • faerie Fire
  • find familiar
  • hunter's mark
  • sanctuary
  • sleep
  • tasha's hideous laughter
  • thunderwave
  • (XGE) zephyr strike
2nd Level
  • alter self
  • blindness/deafness
  • blur
  • continual flame
  • crown of madness
  • darkvision
  • invisibility
  • knock
  • lesser restoration
  • levitate
  • (XGE) maximilian's earthen grasp
  • (XGE) mind spike
  • mirror image
  • misty step
  • see invisibility
  • silence
  • suggestion
3rd Level
  • blinding smite
  • blink
  • clairvoyance
  • counterspell
  • (XGE) enemies abound
  • fly
  • gaseous form
  • glyph of warding
  • protection from energy
  • revivify
  • sending
  • slow
  • (XGE)thunder step
  • water breathing
4th Level
  • arcane eye
  • banishment
  • confusion
  • death ward
  • dimension door
  • dominate beast
  • fabricate
  • freedom of movement
  • hallucinatory terrain
  • phantasmal killer
  • stoneskin
5th Level
  • animate objects
  • circle of power
  • contact other plane
  • creation
  • dominate person
  • geas
  • legend lore
  • mislead
  • passwall
  • telekinesis
  • wall of force

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
  • One random condition immunity, if any

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 Erasure

Prerequisite: 13th level

As an action you focus your gaze on a creature within 60 feet of yourself. That creature must make a Wisdom saving throw, and on failure it cannot cast any spells for 1d4 rounds. You must use your action on subsequent turns to keep this effect active, and if you use your action to do anything else the effect ends and the creature can use spellcasting as normal. A creature that successfully saves from this effect is immune to it for 24 hours.

You can use this ability a number of times equal to your Wisdom modifier, and regain all uses after a Long Rest.

Eye of Fear

Prerequisite: 9th level

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

Prerequisite: Lore Master subclass

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

Prerequisite: 9th level

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

Prerequisite: 11th level

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

Prerequisite: True Watcher subclass

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

Prerequisite: 17th level

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.

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 any means.

Versions History

Version 10 (current)
  • Changed Helpful Eye to give bonus damage to one attack instead of advantage on all attacks
  • Sleepless Watch Gaze ability was moved to the True Watcher's Unending Watch
  • Hidden in Plain Sight was buffed to no longer require you see the creatures you wish to be hidden from, gives a -5 debuff to passive perceptions sometimes, and allows you to cast spells as long as no creatures are affected
  • Watching Undisturbed now allows you to give allies the Sanctuary effect as well
  • Eyes of Truth now gives immunity to Charm/Frighten
  • Changed Picked Apart to require less bookkeeping
  • Spell Fusion was changed to allow you to combine spell slots to make more powerful ones instead of upcasting one spell.
  • Perfect Opening now increases weapon reach by 5 ft during the ability.
  • Removed proficiency bonus when multiclassing
  • Upgraded Unrestricted Gaze to make you immune to being blinded by any means even magical
  • Hidden in Plain Sight now has all creatures remember you after the duration (to avoid easy shop stealing)

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.

 

This document was lovingly created using GM Binder.


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