Base Class: Ranger
An Empyrean Watcher is an eternal sentinel of the upper planes—or a mortal anointed by celestial power to serve as a vessel of the divine. They are not passive guardians who wait for darkness to take root, instead they are proactive, hunting corruption before it spreads. They walk unseen among the living and in the wilds, seeking out evil.
Blessed by celestials or taking oaths of divine service, an Empyrean Watcher does not seek praise or recognition. Their creed is simple: "Do good in secret." - They protect the innocent without ever revealing their hand. A village spared a demon’s wrath may never know who burned the sigil in salt around their fields. One who blackmails the King may one day vanish in the night, never to be heard from again.
They are the good in the shadow, serving the righteous, protecting the innocent and showing salvation to the penitent. To the damned they are utterly relentless when pursuing evil. They are divine hidden judges—tracking the damned across realms, exposing the wicked, and delivering final judgment without hesitation. They will even delve into the hells themselves in order to hunt Devils and Demons. To face an Empyrean Watcher is to be weighed not by law, but by judgement.
Tenets of the Empyrean Watcher
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Do Good in Secret – Do good without seeking thanks. Let no pride taint your purpose.
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Judgment Without Glory – Hunt evil, but never revel in its destruction. You are a blade, not a banner.
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Mercy is Measured – Offer redemption to those who stumble, but show no mercy to those who prey on the weak.
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One Light in the Dark – Wherever there is cruelty, deception, or fear—you are the answer.
Level 3: Pursuit of the Watcher
You channel celestial power into your weapons, exposing your quarry.
Censure. You can spend 1 hour to bless one weapon you are holding. You may only ever have one blessed weapon at a time. The imbued weapon deals an extra 1d6 radiant damage whenever it hits with an attack. If the creature is Fiend or Undead, the extra radiant damage increases to 2d6.
Mark of Pursuit. Whenever you hit a creature with your blessed weapon, you and all allies have a +1 bonus to attack rolls against that creature until the start of your next turn.
Nowhere to Hide. Whenever you hit a creature with your blessed weapon, the target cannot benefit from the Hide action or the Invisible condition until the end of its next turn.
Level 3: Relentless Hunt
You gain Darkvision with a range of 60 feet, which functions in both magical and nonmagical darkness. If you already have Darkvision, its range increases by 60 feet.
Whenever a creature you can see within your weapon’s range attempts to Dash, Disengage, Hide, or become Invisible, you can use your Reaction to make an opportunity attack against it. This attack ignores disadvantage imposed by the target being Invisible or Hidden, and ignores cover.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Level 7: Snare of the Sentinel
When a creature you can see within 60 feet attempts to teleport, you can use your Reaction to force it to make a Charisma saving throw against your spell save DC. On a failure, its movement is negated and wasted, and the creature becomes Restrained until the end of its next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a Long Rest.
Level 11: Seeker of the Damned
You become more adept at hunting evil and gain the following benefits:
Greater Censure. The Radiant damage of your Censure becomes 2d6 and 3d6 against Fiends and Undead.
Mark of Endless Pursuit. Mark of Pursuit improves to a +2 bonus to attack rolls.
Courage of the Righteous. You and your allies within 30 feet have Advantage on saving throws made to avoid or end the Frightened condition.
Level 15: Vengeance of the Empyrean
When a creature hits you with an attack, you can use your Reaction to immediately teleport up to 30 feet to an unoccupied space you can see and become Invisible until the start of your next turn. The triggering attack automatically misses.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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