The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.
Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
Loyalty. Stay true to your order, your comrades, and your duty.
Discipline. You are the shield against the endless terrors that lie beyond the mortal realms. You must be forever ready.
As a Magic action, you can expend one use of your Channel Divinity while presenting your Holy Symbol or weapon and verbally castigating unworldly beings to force each Aberration, Celestial, Elemental, Fey, and Fiend of your choice within 60 feet of yourself that can see or hear you to make a Wisdom saving throw.
If a creature fails its save, it has the Paralyzed condition for 1 minute. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Your dedication to your oath ensures you always have certain spells ready.
When you reach a Paladin level specified in the Watcher's Spells table, you thereafter always have the listed spells prepared. They are Paladin spells for you and do not count against your Prepared Spell limit.
Paladin Level | Spells |
---|---|
|
Alarm, Detect Magic |
|
Moonbeam, See Invisibility |
|
Counterspell, Nondetection |
|
Aura of Purity, Banishment |
|
Hold Monster, Scrying |
Once during your turn when you hit an Aberration, Celestial, Elemental, Fey, or Fiend with a weapon attack, you can force the target to make a Charisma saving throw against your spell save DC, gaining the Paralyzed condition on failure. At the end of each of its turns, the target repeats the save, ending the condition on itself on success. On a successful save, the creature can't be affected by this feature for 24 hours.
You and your allies gain a bonus to Initiative equal to your Proficiency Bonus while in your Aura of Protection.
Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, Wisdom, or Charisma saving throw, you can use your Reaction to deal 2d8 + your Charisma modifier Force damage to the creature that forced the saving throw.
As a Bonus Action, you gain the following benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest, or expend a level 5 spell slot to restore it (no action required).
See Truly. You gain truesight with a range of 120 feet.
Watcher's Edge. You have advantage on attack rolls against Aberrations, Celestials, Elementals, Fey, and Fiends.
Banish Outsider. Once per turn when you hit an Aberration, Celestial, Elemental, Fey, or Fiend with a weapon attack, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.