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The Watcher

By July 6, 2018September 9th, 2022Warlock

Otherworldly Patron
Comments from the Knuckle: The Knuckle didn’t leave any comment here, so instead I (the Finger) will provide one: Watermelon watermelon, jibber-jabber jibber-jabber.

The Watcher

Prerequisite: eldritch blast cantrip
A beholder is an aberration of terrible might, possessing chaotic and destructive powers, rivaled only by a few horrible creatures. Their hatred of all other beings, especially other beholders, is legendary. There are, however, documented cases of beholders empowering a minion to do their bidding, typically, to assassinate a rival beholder or to commit some atrocity in the beholder’s name. In addition to manifesting beholder-like powers, the personality of a beholder’s warlock might also warp to become more like that of their patron, making them more xenophobic, covetous, and utterly hateful.

Expanded Spell List
The Watcher lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Watcher Expanded Spells

Spell Level Spells
1st magic missile, sleep
2nd blindness/deafness, see invisibility
3rd hypnotic pattern, slow
4th arcane eye, locate creature
5th legend lore, telekinesis

Rays of the Eldritch Eye
Starting at 1st level, your eldritch blast is warped by your patron. When you cast your eldritch blast cantrip, you add an additional effect to the spell, determined by the number that you rolled on the damage die. You can only apply one effect to each creature you hit with eldritch blast. If you hit a creature with multiple beams of your eldritch blast or roll a critical hit with one, you can choose which d10’s damage value you use for the effect applied to your target.

Damage Roll Effect
1 Charm Ray. The creature has disadvantage on attack rolls against you until the beginning of your next turn.
2 Paralyzing Ray. The creature has disadvantage on Dexterity checks and saving throws until the beginning of your next turn.
3 Fear Ray. The first attack the creature makes on its next turn has disadvantage.
4 Slow Ray. The creature’s speed is reduced by 10 feet until the beginning of your next turn.
5 Enervation Ray. The creature can’t regain hit points until the beginning of your next turn.
6 Telekinetic Ray. The creature is pushed 10 feet away from you or pulled 10 feet closer.
7 Sleep Ray. The creature becomes drowsy and sluggish. On their next turn, they can take an action or a bonus action, but not both.
8 Petrification Ray. The creature cannot take reactions until the end of your next turn.
9 Disintegration Ray. One nonmagical object that the creature is carrying is destroyed.
10 Death Ray. The target takes an additional 1d6 necrotic damage.

Paranoia of the Eyes
Starting at 6th level, you constantly perceive enemies in all directions, just as your patron does. If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn. Once you use this ability, you can’t use it again until you finish a short or long rest.
     Additionally, your patron has granted you a potent weapon to slay its rivals: your eldritch blast is unaffected by areas of antimagic generated by the antimagic field spell, or a monster’s ability such as a beholder’s antimagic cone.

Gaze of the Eldritch Eye
Starting at 10th level, your patron’s dreadful stare suffuses all the spells that you cast. When you cast a spell of 1st-level or higher that requires a spell attack roll, roll a d10. If you hit with your spell attack, apply the effect on the Rays of the Eldritch Eye table that corresponds to the result of your d10 roll to the target.
     In addition, you gain one spell of 1st-level or higher from any spell list that requires a spell attack roll, such as ray of sickness or scorching ray. This spell counts as a warlock spell for you, and does not count against your warlock spells known.

Antimagic Aura
Starting at 14th level, you can use an action to ward yourself against the magic of other spellcasters. You create an antimagic field (as per the spell) with a 15-foot radius, centered on yourself. This antimagic field moves with you. Spells cast through your Pact Magic or warlock class features, as well as objects created by your warlock class features, are not affected by this antimagic field. This antimagic field persists for 1 minute and does not require your concentration.
     Once you use this feature, you can’t use it again until you finish a long rest.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Wrath of the Eldritch Eye
Prerequisite: 15th level
You can cast the spell disintegrate without expending a spell slot. Once you do so, you can’t cast the spell again in this way until you finish a long rest.

Changelog: 7/6/18: Rays of the Eldritch Eye: Disintegration Ray: Does not disintegrate an object worn by the creature
Telekinetic Ray: Can push or pull 10 feet
Wrath of the Eldritch Eye: pushed to 15th level
7/8/18: Hand of the Watcher: Renamed Paranoia of the Eyes, being able to cast a 1st level spell in an AMF replaced with ignoring surprise
Archetype prerequisite added

 

 

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