Warlock
Base Class: Warlock

The original Beholder in the Far Realm from which all other beholders originate, has chosen you to be its new set of eyes

Expanded Spell List

The Many Eyed 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.

Fiend Expanded Spells
Spell Level Spells

1st

Detect Magic, Identify

2nd

Locate Object, See Invisibility

3rd

Clairvoyance, Nondetection

4th

Arcane Eye, Locate Creature

5th

Legend Lore, Telekinesis

Watcher’s Sight

Starting at 1st level, you gain proficiency in Perception and can add your proficiency modifier score twice.

Gifted Eyes

At 6rd level, you are gifted with enhanced vision by your patron. Choose one of the following Gifts to benefit from.

Magic

You gain access to the Eldritch Sight Eldritch Invocation (You can cast Detect Magic at will, without expending a spell slot or material components.) without it counting against your number of Invocations known. Additionally, you can see the faint aura around any visible creature or object within 10’ that bears magic at all times.

Understanding

You gain access to the Eyes of the Runekeeper Eldritch Invocation (You can read all writing.) without it counting against your number of Invocations known. Additionally, you can cast Detect Thoughts at will.

Vision

You gain access to the Devil’s Sight Eldritch Invocation (You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.) without it counting against your number of Invocations known. Additionally, you cannot be blinded by bright lights, and you ignore the effects of the sunlight sensitivity racial ability if you have it.

The Third Eye

Beginning at 10th level, as your connection to your patron strengthens, your ability to see that which is hidden greatly improves. After you complete a short or long rest you may choose one of the following benefits that last until your nest short or long rest.

  • Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

  • See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

  • Ghost Sight. As an action, you gain the ability to see through solid objects to a range of 10 feet. This last until dispelled as a bonus action or you are incapacitated. While Ghost Sight is active you perceive objects as ghostly, transparent images.

Unimpeded Vision

At 14th level, the magic in your eyes protect you against sight based magical abilities. You can choose to ignore any magical ability or affect that triggers by you looking at something, such as a Medusa's or a Basilisk's Petrifying Gaze.

Future Sight

At 14th level you gain the ability to look a few moments into the future. As a bonus action you can activate Future Sight. You gain the following benefits until the start of your next turn.

  • Creatures and objects you can see have disadvantage on attacks against you.
  • You have advantage on attack rolls made against creatures and objects you can see.
  • You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature after you finish a Long Rest

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