Otherworldly Patron: The Watcher
Otherworldly Patron: The Watcher
Otherworldly Patron: The Watcher
Patron
The beings that serve as patrons for warlocks are mighty
inhabitants of other planes of existence—not gods, but
almost godlike in their power. Various patrons give
their warlocks access to different powers and
invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic
knowledge relatively freely or boasting of their ability to
bind mortals to their will. Other patrons bestow their power
only grudgingly, and might make a pact with only one
warlock. Warlocks who serve the same patron might view
each other as allies, siblings, or rivals.
The Watcher
Prerequisite: eldritch blast cantrip
A beholder is an aberration of terrible might, possessing
chaotic and destructive powers, rivaled only by a few effect to each creature you hit with eldritch blast. If you hit
horrible creatures. Their hatred of all other beings, a creature with multiple beams of your eldritch blast or roll
especially other beholders, is legendary. There are, a critical hit with one, you can choose which d10's damage
however, documented cases of beholders empowering a value you use for the effect applied to your target.
minion to do their bidding, typically, to assassinate a rival
beholder or to commit some atrocity in the beholder's
Rays of the Eldritch Eye
name. In addition to manifesting beholder-like powers, the Damage
Roll Effect
personality of a beholder's warlock might also warp to
1 Charm Ray. The creature has disadvantage
become more like that of their patron, making them more on attack rolls against you until the
xenophobic, covetous, and utterly hateful. beginning of your next turn.
2 Paralyzing Ray. The creature has
Expanded Spell List disadvantage on Dexterity checks and saving
The Watcher lets you choose from an expanded list of throws until the beginning of your next turn.
3 Fear Ray. The first attack the creature
spells when you learn a warlock spell. The following spells
makes on its next turn has disadvantage.
are added to the warlock spell list for you. 4 Slow Ray. The creature's speed is reduced
by 10 feet until the beginning of your next
Watcher Expanded Spell List turn.
Spell Level Spells 5 Enervation Ray. The creature can't regain
1st magic missile, sleep hit points until the beginning of your next
turn.
2nd blindness/deafness, see invisibility
6 Telekinetic Ray. The creature is pushed 10
3rd hypnotic pattern, slow feet away from you or pulled 10 feet closer.
4th arcane eye, locate creature 7 Sleep Ray. The creature becomes drowsy
5th legend lore, telekinesis and sluggish. On their next turn, they can
take an action or a bonus action, but not
both.
Rays of the Eldritch Eye 8 Petrification Ray. The creature cannot take
Starting at 1st level, your eldritch blast is warped by your reactions until the end of your next turn.
patron. When you cast your eldritch blast cantrip, you add 9 Disintegration Ray. One nonmagical object
that the creature is carrying is destroyed.
an additional effect to the spell, determined by the number 10 Death Ray. The target takes an additional
that you rolled on the damage die. You can only apply one 1d6 necrotic damage.
Gaze of the Eldritch Eye
Starting at 10th level, your patron's dreadful
stare suffuses all the spells that you cast.
When you cast a spell of 1st-level or higher
that requires a spell attack roll, roll a d10. If
you hit with your spell attack, apply the
effect on the Rays of the Eldritch Eye table
that corresponds to the result of your d10 roll
to the target.
In addition, you gain one spell of 1st-level
or higher from any spell list that requires a
spell attack roll, such as ray of sickness or
scorching ray. This spell counts as a warlock
spell for you, and does not count against your
warlock spells known.
Antimagic Aura
Starting at 14th level, you can use an action
to ward yourself against the magic of other
spellcasters. You create an antimagic field (as
per the spell) with a 15-foot radius, centered
on yourself. This antimagic field moves with
you. Spells cast through your Pact Magic or
warlock class features, as well as objects
created by your warlock class features, are
not affected by this antimagic field. This
antimagic field persists for 1 minute and does
not require your concentration.
Once you use this feature, you can’t use it
again until you finish a long rest.