Base Class: Ranger
Watchers travel the wilderness is shadow and secrecy. They seek to find and understand the monsters and darkness of the world in order to protect against it. They care for no glory or fame, instead finding reward in the joy and innocence their work allows to flourish. Sometimes their sacrifice and loyalty to their duty is respected and admired, but more often their strange and dangerous techniques are viewed with suspicion and fear by others.
Through their long study of magic and monsters, Watchers have gained an understanding of their foes able to determine their strengths and weaknesses at a single glance. They are constantly alert to danger and have developed a resiliency against the more unnatural aspects of their foes.
Eyes in the Night
When you select this subclass at 3rd level, you learn to notice your surrounding even in the dark or when travelling. You gain Darkvision of 60ft, and travelling at a fast pace does not impose disadvantage on your perception checks.
Watcher's Lore
At 3rd level you have learned to quickly assess the capabilities of the monsters you fight. As a bonus action, you can make a Wisdom (Perception) check against a creature's Deception check. On a success you learn the capabilities of the creature, choose one from the follow list:
- Damage resistances, immunities and vulnerabilities.
- The creature type and native plane.
- AC and condition immunities.
- Skill proficiencies, and senses.
- Two saving throw modifiers of your choice.
If the target creature is one of your favoured enemies you learn two things from the list instead of one.
Watcher's Magic
Beginning at 3rd level, your watcher's training grants you access to specific spells. These spells count as ranger spells to you but don't count against your number of spells known.
| Ranger Level | Spell |
|---|---|
| 3rd | alarm |
| 5th | branding smite |
| 9th | remove curse |
| 13th | banishment |
| 17th | hold monster |
Watcher's Symbol
Beginning at 7th level, you choose a symbol to represent your personal style.
Boar
When you hit a creature with a weapon attack you can deal a bleeding wound. The targeted creature takes 1d10 damage at the start of its turn. In addition, you automatically succeed on Wisdom (Survival) checks to track the target. The wound remains for 1 minute or until you use this feature again or the creature regains hit points from any source. You can use this ability a number of times equal to 1+ your Wisdom modifier, you regain all uses of this ability when you complete a long rest.
Eagle
You can use a bonus action to magically summon eagle wings from your back. While these wings are present you have a fly speed equal to your walking speed. The wings last for 1 minute or until you are reduced to 0 hp. You can use this feature a number of times equal to 1+ your Wisdom modifier, you regain all uses when you finish a long rest.
Snake
As an action, you silently reach out with your magic to confuse one creature that you can see within 120 ft of you. The target creature has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks while confused in this way. In addition, during the first round of combat any attack that targets a confused creature has advantage. This confusion lasts for 1 minute or until the target takes a turn in combat. You regain all uses of this feature when you complete a long rest.
Wolf
You work together seemlessly with your allies. You have advantage on the first melee attack roll you make on your turn if one of your allies is within 5ft of the target of your attack.
Keen Alertness
At 7th level, you're always alert to danger. You have advantage on initiative rolls and cannot be surprised as long as you are conscious.
Fortitude
At 11th level, you gain one of the following features of your choice.
Elemental Resistance
You gain resistance to fire, cold, and lightning damage
Mental Fortitude
You gain proficiency with Wisdom saving throws, and you have advantage against being frightened
Physical Fortitude
You gain proficiency in Constitution saving throws, and you are resistant to poison damage
Eternal Sentinel
At 15th level, your determination and integrity enable you to defy even death to fulfill your duty. When you are reduced to 0 hp you can resist and drop to 1 hp instead. When you do so you gain resistance to all damage for 1 minute. Once you use this feature you cannot use it again until you finish a long rest.
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