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Watchers

Something is always watching you and draws ethereal spirits that take the form of creatures made of shadowstuff, usually in the shape of Tiny beasts, that follow you and gather in your general vicinity. These creatures act like normal examples of their kind, but their behavior suggests a hint of malice. No matter what precautions you take, you can't permanently drive these spirits away. They always return, wait just beyond the reach of deterrents, or later crawl out of your clothes and equipment.   Roll on or choose an option from the Watchers table to determine what sorts of forms the spirits typically take when they follow you.

Watchers
D8Watchers
1Carrion Eaters. Jackals, ravens, vultures
2Inescapable Judgments. Animate tools of punishment, drifting eyeballs, religious iconography
3Night Wings. Bats, moths, owls
4Plague Carriers. Fleas, rats, squirrels
5Unnatural Observers. Animate objects, clockwork devices, otherworldly voyeurs
6Sea Skulkers. Crabs, eels, jellyfish
7Stray Souls. Ghost orbs, shadows, ectoplasmic wisps
8Venomous Vermin. Scorpions, serpents, spiders
Borrowed Eyes: As an action, you can influence the presence guiding the watchers for 1 hour. For the duration, you gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can't be blinded. Once you use this feature, you can't use it again until you finish a long rest.   Dread Presence: You have disadvantage on Charisma (Deception), Charisma (Performance), and Charisma (Persuasion) checks made against creatures that can see the watchers, and you have disadvantage on saving throws made against the Scrying spell.   You can temporarily disperse or hide the watchers with some effort. With 1 minute of work and a successful DC 15 Charisma (Animal Handling) check, you can suppress your Borrowed Eyes and Dread Presence for 1 hour. Once you successfully suppress these features, you can't do so again until you finish a long rest.


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