TEXT:  
  Otherworldly 
  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 
  horrible creatures. Their hatred of all other beings, 
  especially other beholders, is legendary. There are, 
  however, documented cases of beholders empowering a 
  minion to do their bidding, typically, to assassinate a rival 
  beholder or to commit some atrocity in the beholder's 
  name. In addition to manifesting beholder-like powers, the 
  personality of a beholder's warlock might also warp to 
  become more like that of their patron, making them more 
  xenophobic, covetous, and utterly hateful. 
  Expanded Spell List 
  The Watcher 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. 
  Watcher Expanded Spell List  
  Rays of the Eldritch Eye 
  Starting at 1st level, your eldritch blast is warped by your 
  patron. When you cast your eldritch blast cantrip, you add 
  an additional effect to the spell, determined by the number 
  that you rolled on the damage die. You can only apply one  
   
   
   
   
   
   
   
   
   
  effect to each creature you hit with eldritch blast. If you hit 
  a creature with multiple beams of your eldritch blast or roll 
  a critical hit with one, you can choose which d10's damage 
  value you use for the effect applied to your target.  
  Rays of the Eldritch Eye  
   
   
  Spell Level 
  Spells 
  1st 
  magic missile, sleep 
  2nd 
  blindness/deafness, see invisibility 
  3rd 
  hypnotic pattern, slow 
  4th 
  arcane eye, locate creature 
  5th 
  legend lore, telekinesis 
  Damage 
  Roll 
  Effect 
  1 
  Charm Ray. The creature has disadvantage 
  on attack rolls against you until the 
  beginning of your next turn. 
  2 
  Paralyzing Ray. The creature has 
  disadvantage on Dexterity checks and saving 
  throws until the beginning of your next turn. 
  3 
  Fear Ray. The first attack the creature 
  makes on its next turn has disadvantage. 
  4 
  Slow Ray. The creature's speed is reduced 
  by 10 feet until the beginning of your next 
  turn. 
  5 
  Enervation Ray. The creature can't regain 
  hit points until the beginning of your next 
  turn. 
  6 
  Telekinetic Ray. The creature is pushed 10 
  feet away from you or pulled 10 feet closer. 
  7 
  Sleep Ray. The creature becomes drowsy 
  and sluggish. On their next turn, they can 
  take an action or a bonus action, but not 
  both. 
  8 
  Petrification Ray. The creature cannot take 
  reactions until the end of your next turn. 
  9 
  Disintegration Ray. One nonmagical object 
  that the creature is carrying is destroyed. 
  10 
  Death Ray. The target takes an additional 
  1d6 necrotic damage. 
  
   
  Paranoia of the Eyes 
  Starting at 6th level, you constantly perceive enemies in all 
  directions, just as your patron does. If you are surprised at 
  the beginning of combat and aren't incapacitated, you can 
  act normally on your first turn. Once you use this ability, 
  you can't use it again until you finish a short or long rest. 
       Additionally, your patron has granted you a potent 
  weapon to slay its rivals: your eldritch blast is unaffected 
  by areas of antimagic generated by the antimagic field 
  spell, or a monster's ability such as a beholder's antimagic 
  cone. 
   
   
   
   
   
   
   
  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. 
  Eldritch Invocations 
  If an eldritch invocation has prerequisites, you must 
  meet them to learn it. You can learn the invocation at 
  the same time that you meet its prerequisites. 
  Wrath of the Eldritch Eye 
  Prerequisite: 15th level 
  You can cast the spell disintegrate without expending 
  a spell slot. Once you do so, you can't cast the spell 
  again in this way until you finish a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Watcher.pdf