##### Watcher Table
| Level | Proficiency Bonus | Features |
Understood Bonus
| 1st | 2nd | 3rd | 4th | 5th
|:---:|:---:|:---|:---:|:--:|:--:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 1st | +2 | Eyes from Beyond, Trained Eye, Understanding, Unerring Mark | 2 | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Peace of Mind, Spellcasting | 2 | 2 | — | — | — | — |
| 3rd | +2 | Prying Eyes, Watcher Specialty feature | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Picked Apart | 3 | 4 | 2 | — | — | — |
| 6th | +3 | The Watcher's Gaze, Mimic | 3 | 4 | 2 | — | — | — |
| 7th | +3 | Watcher Specialty feature | 3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | — | — | — |
| 9th | +4 | Eye for an Eye | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | Eyes from Further Beyond | 3 | 4 | 3 | 2 | — | — |
| 11th | +4 | Watcher Specialty feature | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Psychosis | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Watcher Specialty feature | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Piercing Gaze, Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Supreme Understanding | 5 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Complete Comprehension | 5 | 4 | 3 | 3 | 3 | 2 |
## Class Features
As a Watcher, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per Watcher level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Watcher level after 1st
#### Proficiencies
___
- **Armor:** light armor, medium armor, shields
- **Weapons:** simple weapons, hand crossbows, longbow, longswords, rapiers, shortswords
___
- **Saving Throws:** Intelligence, Wisdom
- **Skills:** Choose two from Arcana, Athletics, History, Insight, Investigation, Medicine, Religion, Survival
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#### 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 with 20 bolts or *(b)* 3 javelins
- *(a)* leather armor or *(b)* a chain shirt
- *(a)* a diplomat's pack or *(b)* an explorer's pack
- an arcane symbol, a simple weapon, and a shield
### Eyes from Beyond
At 1st level as you begin to learn the ways of the watcher, your eyes become far more perceptive and you begin to understand that which you never noticed.
- You gain darkvision for 60 feet. If you already had darkvision, increase it's range by 30 feet.
- You gain proficiency in Perception.
- You add double your proficiency bonus to all Wisdom (Perception) checks that rely on sight.
- You can take the Search action as a bonus action.
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### Trained Eye
Also at 1st level, one of the first things you have mastered is the art of dissecting a foe as it fights. As a bonus action, choose a creature you can see. You consider that creature **understood** for 1 minute, or until the target dies.
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.
### Understanding
You always have an edge when fighting an **understood** foe. At 1st level, the first weapon attack roll you make on your turn against an **understood** creature gains a +2 bonus. If you are targeted by an **understood** creature you see, you can use your reaction to gain a +2 bonus to your AC and saving throws until the end of that creature's turn.
This bonus increases as you level, as shown in the Understood Bonus column of the Watcher table.
### Unerring Mark
Also at 1st level, you can cast the *hunter's mark* spell. Once you cast it with this trait, you must complete a short or long rest before you can do so again.
A creature under the effects of *hunter's mark* cast by you is also considered **understood** for the duration of the spell.
At 2nd level, it is considered a watcher spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
### Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
##### Agile Marksman
When you are wielding a ranged weapon in both hands and are not wearing medium or heavy armor, you gain a +2 bonus to damage rolls with that weapon.
##### Arcane Discipline
You learn two cantrips of your choice from the wizard or bard spell list. They count as watcher spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard or bard spell list.
##### Defense
While you are wearing armor, you gain a +1 bonus to AC.
##### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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##### Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
##### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
> If you have TCE, you also have the additional options of Blind Fighting, Interception, and Superior Technique
### Spellcasting
By the time you reach 2nd level, you have learned to use your perceptive power 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.
#### 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 5th-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 four 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.
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#### Spellcasting Ability
Wisdom is your spellcasting ability for your watcher spells. Your magic comes from your powerful understanding of the world. 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.