Base Class: Fighter
Expert scouts and skirmishes, the life of a Watcher is one of diligence and patience. Trained to brave the dangers of the wilderness, Watcher’s excel when it comes to finding their way, tracking others, and alerting allies of potential threats.
Not typical fans of restrictive armor and heavy weapons, Watchers favor lighter protection and armaments. This ensures that they can move as quickly as possible from one area to the next, ideally without the enemy ever knowing they were there.
Combat Superiority, Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.
Additonally, at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest.
You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:
• Survival Superiority. When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
• Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
• Evasion. If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
Guerilla Warfare
At 7th level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits in the wilderness:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
These advantages only apply when you are anywhere in the wilderness, and would thus not apply when you are in a colonized settlement (villages/towns/cities), or some other plane of existence that you would otherwise not be familiar with traversing.
Extraplanar Companion
Choose any CR 0 beast from available sources. This creature becomes your cosmic scouting ally for the duration
Once per short rest, you can summon this creature from its plane of existence and form a telepathic link with it. You can use this feature to scout enemy encampments, spot potential environmental hazards, or uncover hidden secrets from vantage points you may otherwise find it difficult to reach. For the duration, you can experience all senses directly from the creature as if you were one with it. Your physical form remains incapacitated and unresponsive while this link is established.
While linked with your ally, you can send a brief message of no more than 25 words to a person of your choice, so long as they are willing and able to mentally receive it. They can respond back to your message once delivered, but one message is all your ally is capable of delivering.
Your ally’s stats match those of the creature you’ve selected. If they’re brought to 0 hit points by an enemy combatant, the creature phases back to its native plane -- the link severed until you finish a short or long rest — while you suffer 1d6 psychic damage due the sudden jolt back to your physical form.
You may choose a different creature when you use this feature again when the situation calls for it, so long as its CR is no higher than 0.
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Everlasting Gaze
Due to your time spent training as a Watcher, you’ve honed your eyesight to an unnatural limit, resulting in the following benefits:
- You are immune to being blinded, even by magical means.
- You have advantage on Perception checks used to spot traps, environmental hazards, hidden enemies or other similar dangers.
- Once per long rest, you are capable of seeing with Truesight for a period of 10 minutes.
Truesight. A creature with truesight can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
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