Base Class: Warlock
Your life has been lived notably, though that descriptor is vague, it is perhaps the only fitting term. Either through follies, glory, talent, or cunning, you have carved a mark into the face of this world, a mark deep enough for others to trace and follow. The Watchers are a collection of otherworldy entities, to the tune of powerful dragons, beholders, liches, and on occasion a crowd of adventurers or wizards that have gathered around a scrying ball or two. These creatures observe you at a distance, waiting to be entertained by your next escapade. Though their attention may be disconcerting, they attempt to prevent you from stopping their observation (or perhaps make your adventures more interesting) by offering you power in exchange for willing entertainment.
It should be noted, if a creature with this subclass ever has Nondetection cast on them, or in any manner have themselves protected from divination, they lose all Warlock class and subclass abilities while they cannot be scryed on.
Additional Spell List
Hey! Sorry to say, but D&DBeyond won't let me give you certain spells (even though as far as I can see all of them are from the PHB) so unfortunately you'll need to enter these manually.
| Level | Additional Spells |
|---|---|
| 1st | Identify, Tasha's Hideous Laughter |
| 2nd | Augury, Silence |
| 3rd | Motivational Speech, Sending |
| 4th | Confusion, Phantasmal Killer |
| 5th | Commune, Rary's Telepathic Bond |
Overlay
At 1st level, when you are chosen as one worthy to be watched, you are granted a minor insight into the minds of these observers. Laid over your vision you see a sliding tower of words, symbols, and simple, repeating images. Through reading these messages you can both gain insight into what your collection of "Viewers" wants, observes, and predicts. When you are attempting to observe or remember something and roll a check to do so, you can opt to read this length of text, or even ask these viewers a question. For all checks the chat makes, they have a bonus equal to your proficiency, +1 for each 2 "exotic" languages you know (Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, Sylvan, Undercommon) this is affected if you are under the influence of a spell that lets you read all languages for its duration. When the DM has made a check, they will tell you the truth on a success, or a lie on a failure, but will not reveal whether they failed or succeeded the check. Remember, a failure might not mean that the viewers don't know the information, but are misleading you because they deem it more entertaining.
Thanks for the Bits!
At 1st level, through exceptional failure or success, you entertain the hoard of viewers beyond your standard tomfoolery. In these instances they may offer more support to incentivise you. Whenever you roll a nat 1 or 20, roll 1d4 for each 2 warlock levels you have (rounded up), you heal this amount. Any excess healing is converted into your choice of gold pieces or temporary HP.
Chat, I'm not gonna...
At 6th level, your "chat's" cryptic predictions and insane instructions are beginning to get the better of you, and have the horrible habit of coming true. Using an action, you may gaze into the very depths of their predictions, and emerge with new knowledge. Roll a D100, the lower the number, the worse your fate is, and the higher the better. On a roll from 1-25, or 76-100, you get an omen. An omen is an act of fate supernaturally brought onto you, should you have never rolled, it would have never came to be, but reading this has conjured it into existence. A roll from 26-75 is a premonition. This is something that would always have happened, knowing it or being ignorant would never have changed the outcome. These might not just be acts of other forces, on occasion, they can be direct predictions of your actions and reactions, forcing you to make them when the time comes. When you read an omen or premonition, it must occur within the next minute, no action short of a wish spell can prevent this fate.
The information you gain comes not in the form of a cryptic rhyme or riddle, however, but in the lackadaisical comments of these higher beings, here are some examples along with the number rolled; "I'm gonna track your sending signal and burn your house down." (14), "How much you guys wanna bet he's gonna fall off the cliff" (28), "There's gotta be some gold in this dungeon, right?" (63), "Swear to god one of these days she's gonna ascend to godhood" (100)
You may take this action a number of times equal to half of your proficiency bonus (rounded down) per long rest.
Moderation
At 10th level, you finally have gained a modicum of control over your unruly audience. Through contracts, boons, persuasion, or sheer force of will, you have assembled a team of elite creatures that only refer to themselves as "The Moderators". Moderators, or "Mods" deal with threats and your chat on a hands-on level, meaning you don't actually see them all that often, but you are able to cast sending, targeting an active mod without expending a spell slot, and they may do the same. You have a rotating team of these Mods And can issue a number of commands per short rest equal to your charisma modifier+ your proficiency bonus. Below are a list of your available commands and their effects.
Automod- Using an action, you bring forward a projection of a Moderator, a creature made of white flame, wielding a green blade and a silver helmet. An Automod is a large construct that sheds bright light in a 15 foot radius and dim light in a 30 foot radius. You choose the amount of commands you expend when creating it, the more you expend, the stronger it is. The Automod remains summoned for 1 hour, or until it reaches 0 HP. So long as you use an action and expend commands, multiple Automods can be summoned at once, up to 3 at a time. Its stat block is listed below.
Ban That Guy- Noting behavior that goes against your content standards, you can instruct the mod team to remove them for a short while. You cast Banishment without using a spell slot, you do not need to hold concentration, but every turn that it is active, you must expend another command at the beginning of your turn in order to maintain it.
Censor- When a creature is acting especially unruly, and threatens to end the entertainment early, you can instruct the Mods to restrict what they can get across. You are able to cast Counterspell without using a spells slot by expending commands, the number of commands you expend reflect the level of Counterspell cast (yes, hypothetically you could cast a 1st level Counterspell with this ability). The mods prevent casting by replacing the caster's words with a high-pitched beep, and obscure their hands with large black boxes, meaning if a spell requires neither verbal nor somatic components, the Counterspell is ineffective and all commands are wasted.
Delete Misinformation- Chat almost always remember something, and only seem to "fail" and recalling something when it's funny, luckily your Mod Team can try to remove the false information before it gets to you. No action required, when you ask a question using your overlay ability, chat has advantage on the roll.
Enforce Rule- You construct a rule that a creature of your choice must abide by, and your Moderators help to maintain that instruction. You may cast Command without expending a spell slot, the level Command is cast at equals the number of commands you expend.
AUTOMOD
Large Construct
Armor Class 10 + commands expended (natural armor)
Hit Points 5 + 10 times commands expended
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities radiant
Damage Resistances fire, nonmagical piercing, slashing, and bludgeoning
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses Truesight 60 ft., passive Perception 12 + PB
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Features
Spectral Form: The Automod can fit through any gap as large as 2 feet in diameter, and can occupy the spaces of and have their space be occupied by other creatures smaller than it, as only its helmet and sword are fully psychical.
Obedient Servant: The Automod will not take actions on its own, not even to defend itself, unless instructed to by its summoner, which has a constant psychic link with it. If this link is ever severed, the Automod disappears. The summoner may also cast spells and issue Moderation Commands from the Automod's space rather than their own, in a similar manner to that of a familiar. A summoner may also instruct it to issue a command on its turn, this expends the Automod's action, but the summoner's number of commands.
Conditional Multiattack: An Automod can make a number of attacks in an action equal to the number of commands you've expended divided by three (round to nearest number, minimum of 1)
Actions
Emerald Edge. Melee Weapon Attack: your spell attack modifier to hit, range 10 ft., one target. Hit: 3d4 + your charisma modifier magical slashing damage.
Light Warp. The Automod and a number of willing creatures of your choice equal to the amount of commands expended within 10 feet of it teleport up to 30 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 3d6 + your charisma modifier radiant damage.
Defensive Stance. Using an action, the Automod may allow itself a brief burst of agility and protective ability. Until the beginning of its next turn, whenever an ally within 10 feet of its current position is targeted by an attack, the Automod automatically teleports to the targeted creature's position, and the attack is made against it instead, this ability does not use a reaction and may happen multiple times in a single round.
Guest Appearance
At 14th level, your audience has grown vast and mighty, when you are in peril you may call upon them to assist you, and they will do so eagerly. However, giving them access to this realm takes a toll on your psyche. You may cast any Conjuration spell with the word "Summon" or "Conjure" within their title (except for Conjure Barrage and Drawmij's Instant Summons/Instant Summons) without expending a spell slot or needing to know it. When you do so, roll 1d6 for each level the spell is cast at. You take this amount of psychic damage (this damage cannot be prevented or reduced in any way), and your max hp is reduced by this amount until your next short rest. The damage you take is distributed evenly across the newly summoned creatures as temporary hit points. All creatures summoned are friendly to you and your companions, and able to understand at least one language you speak, though you may not understand them in turn. You may not bypass the damage by casting one of these summoning spells using a Warlock spell slot unless it is known by you.
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