Warlock
Base Class: Warlock

Something of the stars has bonded with you on its eternal journey through space. It seeks to discover, and uncover; to witness and to understand. It’s bold intelligence is alien to you, but the memories it shares with you carry with them clear and strong emotions. It’s love for the Great Expanse transfers to you quickly, and you often feel the desire to see the Sun, the Moon and the starry-sky. There is so much space out there: enough for you too, eventually.

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

color spray, feather fall

2nd

darkvision, moonbeam

3rd

beacon of hope, melf's minute meteors

4th

divination, storm sphere

5th

control winds, flame strike

Bonus Cantrip

At 1st level, you learn the dancing lights cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.

Quiet of the Dark

Starting at 1st level, you gain a second perspective of the depths of space that bestows unending peace when you need it most. As an action, you can cause each creature in a 10-foot sphere centered on your position to immediately make a Wisdom save against any charmed or frightened condition currently affecting them. They have advantage on this saving throw.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Irradiated Flare

Also at 1st level, when you are attacked by a creature, you can use your reaction to channel the radiant light of a pulsar. Each creature within a 20-foot sphere centered on the attacker takes takes radiant damage equal to your Charisma modifier. You also take this damage as it streams from you.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Three Suns

Starting at 6th level, when you take damage from a creature you can use your reaction to momentarily pull your minds into your patron’s realm. What is familiar to you will shake their being. They must make an Intelligence saving throw against your warlock spell save DC. On a fail they take psychic damage equal to your warlock level and are then affected by the confusion spell, though they must make Intelligence saves to break from the charm.

Once you use this feature, you can’t use it again until you finish a long rest.

Solar wind

Starting at 10th level, your patron shows you how to ride the light of the stars. You gain resistance to radiant damage, and when you are dealt radiant damage you gain a flying speed equal to your walking speed until the end of your next turn.

Call of the Stars

Starting at 14th level, you can summon a compelling vision of space, complete with the enticing whispers of solar winds. As an action, you can cause every creature of your choice in a 20-foot sphere centered on your position to make a Wisdom saving throw against your warlock spell save DC. On a failed save, each creature that can see or hear is charmed by you for up to 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this enchantment ends, affected creatures are stunned  and levitate 10ft into the air on each of their turns. At the end of their turns, affected creatures can make a Wisdom saving throw. If they succeed, the effects end for that creature.

Once you use this feature, you can’t use it again until you finish a long rest.

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