Homebrew Watcher Species Details

A Watcher is a mysterious race no one knows where they came from but many story's depict them as protectors of the realms that were created to combat living statues called weeping angels that could move extremely fast with only one weakness, they couldn't move well observed. the unblinking watchers are said to have rid the realms of the angels. Ever since the watchers have lived amongst humans they normally join cities, towns, villages, or even adventuring parties. Watchers on average are completely docile to anyone who's not hostile towards them. Although this is commonly known they are still ostracized from society preferring to cover their head head to blend in with human. Watchers skin is a lighter shade of the color their eye is. A Watchers head is a big eyeball that resembles a human eye and the iris can be any color except white or black

Watcher Traits

Your watcher has the following racial traits

Speed

Your base walking speed is 30 feet.

Alignment

Watchers tend toward neutral good alignments.

Age

Watcher mature and age at about the same rate as humans.

Languages

You can speak, read, and write Common, Undercommon and Deep Speech 
You can also understand allsee a non verbal unwritten language only watchers can understand
Each watcher can grant one person or creature an understanding of allsee for as long as the watcher is alive (can never be changed or forgotten)
Because you have no mouth you speak telepathically 

Ability Score Increase

Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

Creature Type

Your creature type is both Humanoid and Aberration.

Size

Watchers tend to be taller then average humans. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d10

Height = 5 feet + 6 inches + your size modifier in inches

Weight in pounds = 180 + (2d6 × your size modifier)

Darkvision

You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Watcher's Awareness

You gain proficiency in perception. 

Devoted Companion

All watchers are born with a small floating eye that can speak to them and only them from anywhere even through different planes of reality

Eye Rays

As an Action, you can unleash a random ray attack from your eye. Choose one target you can see within 90 feet then roll 1d10 and apply the following effect to the target. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.

  1. Magic Suppression Ray. The targeted creature must succeed on a Dexterity saving throw or have one of its magic items lose all magical properties until the start of your next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
  2. Dazing Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed until the start of the your next turn. While the target is charmed in this way, its speed is halved.
  3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened until the start of the your next turn.
  4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a Strength saving throw or be moved up to 30 feet directly away from the you or towards you.
  5. Frost Ray. The targeted creature must succeed on a Dexterity saving throw or take 1d10 + Con Mod cold damage. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.
  6. Fire Ray. The targeted creature must succeed on a Dexterity saving throw or take 1d10 + Con Mod fire damage. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.
  7. Wounding Ray. The targeted creature must succeed on a Constitution saving throw or take 1d8 + Con Mod necrotic damage. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.
  8. Psychic Ray. The targeted creature must succeed on a Intelligence saving throw or take 1d8 + Con Mod psychic damage. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.
  9. Aversion Ray. The targeted creature must succeed on a Charisma saving throw or have disadvantage on attack rolls until the start of your next turn.
  10. Stunning Ray. The targeted creature must succeed on a Constitution saving throw or be stunned until the start of your next turn.
 

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