Base Class: Warlock
A darkly robed individual stalks the rooftops, pacing back and forth. They listen to a conversation happening blocks away, waiting for their quarry to leave their meeting. Silently, they vanish from the roof, gently gliding through the air to bring their target down.
A party of adventurers stalk the dimly lit caverns and crypts below a broken city. Silently they move before being blocked by debris, leftover by some triggered trap. They quickly gather around a bald human with glowing eyes, then silently fade and reappear on the other side.
A Watcher in the Woods patron seeks to witness the quiet influences of a dedicated individual. Assassins, thieves, cast-down heirs, and talented individuals seeking revenge often find themselves receiving benefits and visions beyond their own; giving their eyes and ears to a benevolent being seeking to influence the world they watch from afar.
Expanded Spell List
The Watcher in the Woods 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 in the Woods Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | faerie fire, feather fall |
| 2nd | blindness/deafness, pass without trace |
| 3rd | blink, clairvoyance |
| 4th | banishment, greater invisibility |
| 5th | passwall, teleportation circle |
Drawn to the Brink
Starting at 1st level, your patron imbues you with the ability to to step lighter and provides you an intrinsic draw to hidden places.
Gain proficiency with the Stealth skill, and you may add two times your proficiency bonus to any check made with that skill. You may also use the Hide action as a bonus action.
You have advantage on Intelligence (Investigation) checks to locate a hidden room or space.
Step through the Veil
At 1st level, you have accepted your patron's guidance to take your first steps beyond the Material Plane.
When you take a Bonus Action to Hide using your Drawn to the Brink feature, you can choose to fade slightly from your current plane of existence, Creatures within 15ft have disadvantage to detect you or on attack rolls to hit you until the start of your next turn, and your movement speed increases by 10ft while this feature is active.
You may use this feature a number of times equal to your proficiency bonus, and regain all uses after a short or long rest.
Leap of Faith
At 6th level, you learn how to fold the material plane around yourself and travel in a blink of the eye.
While you Step through the Veil, you may choose to teleport instead of your normal movement on that turn. Choose any unoccupied space that you can see within a range equal to your remaining movement and instantly appear there. This movement uses your movement but makes no noise.
If you wind up in the air, you will begin to fall at the start of your next turn. In this case, you may use your Reaction to expend another use of this feature and instantly re-appear where you started.
If your teleport ends next to a ledge, you have advantage on any dexterity or strength check meant to catch and prevent yourself from falling.
You may use this feature a number of times equal to your Charisma modifier per long rest.
Pass the Gift
At 10th Level, your patron teaches you how to bring others with you as they once did for yourself.
You may choose any number of willing creatures in contact with you as you take a Leap of Faith and have them teleport alongside you, or up to 2 unwilling creatures.
If the creature would be unwilling to be transported, they may make a Charisma saving throw against your spell save DC to avoid being displaced. If the creature cannot see you or is surprised, it has disadvantage on this save.
All teleported creatures benefit from the same advantage on a Dexterity or Strength check to grab a ledge if applicable.
Glimpse Between the Worlds
At 15th Level, your body and mind begin to seep into the Etherial Plane.
Your Step through the Veil feature now lasts until the end of your next turn, and provides you resistance to Fire and Cold damage types.
When you Step through the Veil, you gain Truesight in up to a 60ft sphere around yourself. You gain a basic idea of the general layout of the region in that range and can consider all space in range visible to yourself.
Once per turn, you can focus on one of these creatures as an Action, learning their thoughts as if casting the Detect Thoughts spell.
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