Fighter
Base Class: Fighter

Those that are an archetypal watchman have honed their skills as policemen to the limit. They survived rougher times where the rule of law wasn't as prevalent and have emerged with street smarts and a sixth sense for danger.

Dirty Fighting

Beginning when you choose this archetype at 3rd level, you know how to exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll.


The amount of the extra damage increases as you gain levels in this class: 2d6 at level 7, 3d6 at level 10, 4d6 at level 15, and 5d6 at level 18.

Street Smarts

You have learned how to spot danger and lies. At 3rd level, you gain proficiency in Perception and Insight.

Watchman's Shield

You gained the knack for noticing subtle changes in the environment that forbodes danger. Starting at 7th level, you cannot be surprised while you are conscious.

Big Man He Up Down Very Sorry

You strike like a viper when the time requires it. Starting at 10th level, if you spend at least 1 minute interacting with another creature outside of combat, you can make an unarmed attack against the creature as a surprise attack if you are within 5 feet of them. The attack gains a bonus to the attack and damage rolls equal to your wisdom modifier.

Where's My Cow?

You are an expert at spotting danger and lies. Starting at 15th level, your proficiency bonus for Perception and Insight is doubled.

Watchman's Aegis

You sense threats preternaturally. Starting at 18th level, no attack roll against you has advantage while you aren't incapacitated.

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