Base Class: Warlock
The Pact of the Watcher grants you many abilities, allowing you to propel yourself and others forwards, or alter fate against any adversaries.
Level 3: Roll 1d6 per Warlock level at the end of a long rest. Throughout the day, you may use a reaction to increase or decrease any d20 roll made by a single creature within 30 ft. You can repeat this reaction equal to the total of dice you have, and multiple dice may be spent on the same creature.
Level 6: You call upon your patron to grant you visions into the future.
1 Charge: You can determine the action an enemy will take on its turn as a bonus action. Only the action and who the action effects are described, and more intelligent creatures are capable of changing their plans should the situation in front of them change. This ability can also be used out of combat to determine any actions a creature within 30ft will make within the next 6 seconds.
3 Charges: You can spend an hour of time in order to gain a vision of an important event that will occur within the next 24 hours. The vision is never longer than a minute, and only displays one important event, not multiple.
You have a number of charges equal to your charisma bonus. This ability regains all expended charges at the end of a long rest.
Level 10: You fill a nearby creatures vision with visions of their own demise.
Target a creature as a reaction. They must succeed a charisma saving throw = 8 + proficiency bonus + charisma bonus, or they are marked by fate. For the next minute the creature has disadvantage, and on a missed attack the creature takes damage equal to your warlock level + your charisma bonus.
Level 14: Your patron sends forth a crow to distract your enemies.
Once per long rest, you can interrupt any attack made by an enemy as a crow flies in front of their attack, causing it to miss as the blow connects with the crow. Immediately gain an action in this moment. Any spells cast during this action do not cost a spell slot.
Level 3: Wave of Eyes and Voices
Roll 1d6 per Warlock level at the end of a long rest. Throughout the day, you may use a reaction to increase or decrease any d20 roll made by a single creature within 30 ft. You can repeat this reaction equal to the total of dice you have, and multiple dice may be spent on the same creature.
Level 3: Watcher Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Watcher Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Detect Magic, [Tooltip Not Found], Identify, Comprehend Languages |
| 5 | Clairvoyance, Detect Thoughts |
| 7 | Foresight, Divination |
| 9 | Geas, Wish |
Level 6: All Seeing Eye
You call upon your patron to grant you visions into the future.
1 Charge: You can determine the action an enemy will take on its turn as a bonus action. Only the action and who the action effects are described, and more intelligent creatures are capable of changing their plans should the situation in front of them change. This ability can also be used out of combat to determine any actions a creature within 30ft will make within the next 6 seconds.
3 Charges: You can spend an hour of time in order to gain a vision of an important event that will occur within the next 24 hours. The vision is never longer than a minute, and only displays one important event, not multiple.
You have a number of charges equal to your charisma bonus. This ability regains all expended charges at the end of a long rest.
Level 10: Curse of Sight
You fill a nearby creatures vision with visions of their own demise.
Target a creature as a reaction. They must succeed a charisma saving throw = 8 + proficiency bonus + charisma bonus, or they are marked by fate. For the next minute the creature has disadvantage, and on a missed attack the creature takes damage equal to your warlock level + your charisma bonus.
Level 14: Murder of Crows
Your patron sends forth a crow to distract your enemies.
Once per long rest, you can interrupt any attack made by an enemy as a crow flies in front of their attack, causing it to miss as the blow connects with the crow. Immediately gain an action in this moment. Any spells cast during this action do not cost a spell slot.
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