Base Class: Warlock
It watches. It waits. It learns. The All-seeing Eye is a creature of unknown origin, unknown power, and unknown desires. All it asks of those that serve it is to learn all they can, of every topic and subject. Why? No one knows, but the answer is likely more terrifying than we can comprehend.
Expanded Spell List
The All-seeing Eye 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.
All-seeing Eye Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Color Spray, Hunter's Mark |
| 2nd | Detect Thoughts, Pass without Trace |
| 3rd | Clairvoyance, Speak with Dead |
| 4th | Arcane Eye, Locate Creature |
| 5th | Arcane Hand, Legend Lore |
Always Watching
Starting at 1st level, your patron bestows upon you miniature servants, acting as your eyes and ears. They appear as floating, severed eyeballs, and they cannot move further than 30 feet away from you. In combat, they share your initiative count, and do not attack. For one or more to use their action, you must use your bonus action for them to do so.
You can have an amount of watcher servants equal to your proficiency bonus. If one or more are destroyed, they will reappear at the end of a long rest.
In addition, your watcher servants will also receive any sight-based benefits that you have from any source, such as the Devil's Sight invocation, or spells like True Seeing.
Tiny Aberration
Armor Class 13 (natural armor)
Hit Points 5 + your Warlock level
Speed fly 30 ft (hover).
Saving Throws Dex +2 plus PB, Wis +2 plus PB
Skills Intimidation +2 plus PB, Perception +2 plus PB x 2
Damage Immunities Force, Poison
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Darkvision 120 ft., passive Perception 12 + (PB × 2)
Languages Understands your languages but cannot speak
Challenge — Proficiency Bonus (PB) equals your bonus
Bound. The watcher servant is telepathically connected to its master, constantly transmitting everything it sees and hears to them. It cannot move more than 30 feet away from its master.
Ever Watching. The watcher servant does not sleep, and magic cannot put it to sleep. It also does not need to breathe, drink or eat.
Ineffable. The watcher servant is immune to telepathy from creatures other than you, magical tracking effects, and cannot be seen through magical scrying sensors. Wisdom (Insight) checks against the watcher servant have disadvantage.
Unblinking. The watcher servant has advantage on Wisdom (Perception) checks that rely on sight. The watcher servant has disadvantage on saving throws to avoid being Blinded.
Actions
Unnerving Stare. The watcher servant glares at a creature within 30 feet of itself. The creature must make a Wisdom saving throw against its master's spell save DC, or have disadvantage on attack rolls against the watcher servant and its master until the start of their master's next turn. Should a creature roll a natural 1 on the saving throw, they will be Frightened of the watcher servant and its master for 1 minute.
Unnatural Helpers
Also at 1st level, your watcher servants can help you discover lost things, watch for danger, or read the motives of an enemy. You cannot be surprised while you have one or more watcher servants.
Additionally, when you make an Insight, Investigation or Perception check, you can use one of your watcher servants to give you advantage on the roll. You can only use each servant in this way once per long rest.
Eldritch Eyes
At 6th level, you can cast your spells through your servants, catching your enemies off guard. When you cast a spell that requires an attack roll or forces a saving throw, you can cause the spell to come from one of your watcher servants instead. When you use the Eldritch Blast spell with this feature, you can cause each blast to come from a different servant.
Ineffable
At 10th level, your nature begins to shift, becoming more like the unknowable things that follow you. You gain the following benefits, and can turn them off at will:
- You are immune to being Charmed and Frightened.
- Your thoughts, emotions and alignment cannot be read by magical means.
- You are unaffected by magical tracking effects, and cannot be seen through magical scrying sensors.
- You do not need to sleep, and magic cannot put you to sleep.
- Insight checks made against you have disadvantage.
Servant of the Watcher
At 14th level, your patron's gaze empowers you, causing you and your servants to radiate with an unnerving aura. Hostile creatures that end their turn within 5 feet of you or one of your servants must make a Wisdom saving throw or be Frightened until the end of their next turn.
In addition, the link between you and your servants is even stronger, allowing you to imbue them with more magic. When you cast a spell that requires concentration, you can cause one of your servants to concentrate on it instead. While concentrating it cannot move on its own, and has disadvantage on all saving throws and ability checks.
Once you use this ability, you cannot do so again until you complete a long rest.
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