Base Class: Warlock
Your patron is a being who watches over the dead and the living as entities of an endless dance of balance, such as Viduus or Charon. their ability to reach into the world is limited. Thus, they turn to mortal warlocks to serve their will. they concerns themself with ensuring that those fated to die pass from the world as expected, and bids their agents to defeat those who seek to cheat death through undeath or other impure imitations of immortality.
Expanded Spell List
The Watcher lets you 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.
Watchers Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Bonus Cantrip
At 1st level, you learn the Spare the Dying cantrip. It counts as a warlock cantrip for you, but does not count against your number of cantrips known.
Sentinel of Balance
Starting at 1st level, you gain the service of a spirit sent by your Patron to watch over you. The spirit assumes the form and game statistics of a vulture, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While the vulture is perched on your shoulder, you gain a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the vulture can’t be targeted by any attack or other harmful effects; only you can cast spells on it; it can’t take damage, and it is considered incapacitated.
You can see through the vulture’s eyes and hear what it hears while it is within 100 feet of you.
In combat, you roll initiative for the vulture and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
The vulture doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The vulture vanishes into ash when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the vulture back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Become Change
At 6th level, you gain the ability to merge with your vulture spirit. As a bonus action when your vulture is perched on your shoulder, your body merges with your vulture's form. While merged, you replace your speed with the vulture’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you retain the bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks granted by Scavenging Sentinel. As an action, or if you take damage, you and the vulture return to normal.
If the merger ends because of damage you can't use this feature for 1 minute.
Watchful Eye
At 10th level, your Patron grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
Judgement of The Watch
Starting at 14th level, you can grant judgement by your Patron. As an action, choose a creature you can see within 60 feet of you. The target is instantly transported to a space directly directly before your Patron.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target is frightened of you and suffers an additional effect based on its current hit points:
- 100 hit points or fewer: blinded
- 80 hit points or fewer: blinded and deafened
- 60 hit points or fewer: blinded, deafened, and stunned
- 40 hit points or fewer: killed instantly and cannot become undead
At the end of each of its turns until the effects end, the target must make a Wisdom saving throw. On a successful save, the effects end. Undead make this saving throw with disadvantage.
Once you use this feature, you can't use it again until you finish a long rest.
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