Base Class: Ranger
An eye in the sky, peering from a distance, and raining death from a distance, Watchers are at their most powerful far from the conflict. Watchers gather information through observation and form strategies instead of blindly leaping into action. Whether peering through a spyglass or disguised in a bar, Watchers are masters of gathering intel. Once all the pieces are in place, a Watcher can be trusted to ensure a quick victory.
Watcher Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Watcher Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| City Lurker Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Disguise Self |
| 5th | Detect Thoughts |
| 9th | Clairvoyance, Tounges |
| 13th | Greater Invisibility |
| 17th | Scrying |
Watchful Eye
When you choose this option at 3rd level, you gain proficiency in the Perception skill. If you are proficient already, your proficiency doubles. Whenever you roll a Perception check, it cannot be lower than half your Passive Perception rounded up. This effect does not apply if you have disadvantage on the roll.
At 9th level, no perception roll can be lower than your passive perception. If you have disadvantage, the effect is removed, but you need only roll once.
Cunning Eye
At 7th level, you have mastered the art of ambush. In combat, you gain benefits based on how much preparation you have undergone. To be considered familiar, you must have already rolled a Perception check of at least 17 on any particular factor of the encounter. To be considered prepared, your Perception roll must exceed 20.
- If you are familiar with the terrain, or if you are in your favored terrain, your movement increases by 10 during the first round of combat. If prepared for the terrain, your movement increases by 20.
- If you are familiar with at least half of the enemies, or if they are among your favored enemies, you have advantage on attacks during the first round of combat. If you are prepared for at least half the enemies, all your allies also gain advantage on attacks during the first round of combat.
- Unless you are surprised, you may add a bonus to your initiative equal to your Wisdom Modifier. If you or friendly creatures initiate combat, you may additionally add your Intelligence Modifier to your initiative.
- If attacking an enemy that is surprised, your critical range is 17-20. If you are hidden when you attack a surprised enemy, your range is 15-20.
Additionally, you have learned that no plan is foolproof, and remain vigilant even in harrowing situations. During combat, your Passive Perception is always at advantage.
Intuitive Eye
At 15th level, you have watched enough conversations that you can infer the context, even if you don't speak the language. Whenever you observe an individual speaking in a language you do not speak, roll an Insight check and add the number of languages you speak against a DC of 10 + the creature's Charisma modifier + their proficiency. On a success, you can understand their basic intentions, mood, proper nouns, names, individual words, and the topic they are discussing. You recognize untranslated nouns or numbers as being such, but do not know specifically what they mean except via context. This feature applies to individuals, not the language itself, and can be repeated for each member of the conversation. On a failed save, you gain nothing except what you can observe visually.
Whenever you gain a level in the class above 15, roll a d20 and add your Intelligence modifier. If your roll exceeds 17, you learn any 1 language you have used this feature on.
Patient Eye
At 15th level, you've trained your body to remain motionless for hours on long stakeouts. You can choose to Patiently Watch a target for a number of hours up to 8 + your Constitution modifier. During this time, you ignore hunger and exhaustion, and all perception rolls have a +10 bonus. Your Watch ends early if you take damage, move more than your movement speed within one hour, or lose sight of your target for more than 5 minutes. If your Watch lasts at least half its maximum length, you take one point of exhaustion when it ends.
Long, boring nights of stakeouts have trained you even further. At 13th level, you can last twice as long without food or water, you only need to rest for half as long to gain the benefits of a long rest, and a short rest can remove 1 level of exhaustion for you.
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