Base Class: Warlock
Also referred to as The Watcher in the Woods, That Which Follows, or The Eyes in the Dark, The Watcher goes by many names but its influence and presence has been felt for generations by countless wanderers of the forests of the world. Said to be a remnant of druid circles long past, it is believed to be a protector of nature twisted by darkness. That tingling sensation that something is watching, stalking, just out of sight -- When you turn to look at it, nothing is there. That is The Watcher.
Watcher Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Watcher Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Bane, Disguise Self, Pass Without Trace, Silence |
| 5 | Blink, Nondetection |
| 7 | Arcane Eye, Greater Invisibility |
| 9 | Mislead, Seeming |
Ever Present, Ever Watchful
When you begin your pact with The Watcher, your patron gifts you with one of its subjects. This strange woodland creature can be any sort of odd cryptid, between tiny to medium in size. You can determine the cosmetic characteristics of the cryptid, such as its color, markings or patterns, etc; your choice has no effect on its game statistics.
Watchful Cryptid Companion: As an action, you can magically summon the cryptid that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The cryptid is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Watchful Cryptid Companion stat block.
In combat, the cryptid shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the cryptid can take any action of its choice, not just Dodge.
The cryptid remains until it is reduced to 0 hit points, until you use this feature to summon the cryptid again, or until you die. Anything the cryptid was wearing or carrying is left behind when the cryptid vanishes.
Watchful Cryptid COMPANION
Tiny to medium Beast and/or Monstrosity (Discuss with DM)
Armor Class 12 + Your spell casting modifier (natural armor)
Hit Points 5 + five times your Warlock level (the cryptid has a number of Hit Dice [d8s] equal to your Warlock level)
Speed 30 ft. Walking, 30 ft. Climbing/Flying/Burrowing (Determined by DM)
Saving Throws Cha +3, Dex +3
Forest's Curse Whenever a hostile creature makes an attack roll or a saving throw and is within 15 feet of the Watchful Cryptid, the Cyrptid may use its reaction to have the creature roll 1d4 and subtract the number rolled from the attack roll or saving throw.
Senses Passive Perception 19, Darkvision 120 feet.
Languages Common, Sylvan
Challenge Rating — Your Warlock level
Eyes of The Watcher. While the Watchful Cryptid is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your cryptid's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it may have. During this time, you are deaf and blind with regard to your own senses.
Actions
Attack. Melee Weapon Attack: +3 plus your spell casting modifier to hit, reach 5 ft., one target. Hit: 1d4 plus your spell casting modifier psychic damage.
Reactions (Limited Proficiency bonus uses per short rest)
Piercing Stare. When another creature within 30 feet of the cryptid that it can see rolls to hit a target with an attack, the cryptid can add your spell casting modifier to that attack roll.
Just the Wind... When another creature within 60 feet of the cryptid that it can see attacks it, the cryptid can teleport 15 feet away to an unoccupied space and become invisible until the start of its next turn. The attack is then made with disadvantage.
Bump in the Night. When another creature within 30 feet of the cryptid that it can see hits a target with an attack, the cryptid pours darkness into the strike, causing the target to take extra necrotic damage equal to 1d8 plus your spell casting modifier.
Eyes Everywhere
Also at 3rd level, the Watcher gifts you with its constant and unending gaze. You gain 30 feet of darkvision and you now add your Charisma bonus to your perception checks and your passive perception. If you already have darkvision, it is increased by 30 feet.
Encroaching Darkness
The Watcher is a guardian of its realm, and through you it can punish intruders that dare to enter its lands. At 6th level, whenever a creature fails a saving throw or misses with an attack roll, if they are within 30 feet of you or your Watchful Cryptid, you may use your reaction to deal necrotic damage to the creature equal to your Warlock level.
Nowhere to Run
The Watcher's eyes are everywhere, and its enemies quickly discover they can never truly hide from it. Often enough, that disparaging helpless feeling can quickly turn into terror.
Starting at 10th level, whenever a creature is damaged by you or your Watchful Cryptid, you may have that creature make a Wisdom save against your spell casting DC or become frightened of you for 1 minute.
The creature may use an action on subsequent turns to attempt the save again. Additionally, if a creature that you can see within 120 feet of you is frightened of you, you may use a bonus action to have your Watchful Cryptid teleport to an unoccupied space anywhere within 30 feet of that creature.
Lost in the Woods
Nothing is more terrifying, or more deserving of panic, than getting lost. Starting at 14th level, The Watcher gifts you with the ability to curse your enemies with the horror of being lost.
Whenever a creature moves within 60 feet of you, you may force that creature to make a Wisdom save against your spell casting DC. Creatures that are suffering from the frightened condition have disadvantage on this save. On a failure, you may dictate the path the creature takes for the remainder of their movement.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/9/2024 2:03:05 PM
|
6
|
2
|
2024
|
Coming Soon
|
Comments