Tasha’s Cauldron of Everything is the newest hardback book to hit the D&D markets and dungeon spelunkers the world over are salivating at the juicy, juicy details. TCoE is a pretty large book, printing 30 subclasses, adding new rules for character creation, optional variants for existing class features, and so much more.

The Oath of the Watchers received a reprint in Tasha’s Cauldron of Everything, having previously made a debut in D&D’s Unearthed Arcana, a content series sponsored by Wizards of the Coast that provides players with new material in exchange for feedback. Eventually, the best material makes its way into a published book. The article below will go over the updates made to the Oath of the Watchers.

When you choose this Oath at 3rd level, you gain access to Oath Spells, at the paladin levels listed. These spells are always prepared for you and don’t count against the number of spells you can prepare each day. If the spell doesn’t normally appear on the paladin spell list, it is nonetheless a paladin spell for you. The main takeaway from this list are Moonbeam, Counterspell, and Banishment.

Also at 3rd level, Watchers get two ways in which to use their Channel Divinity options:

– Watcher’s Will – As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum 1). For 1 minute, you and the chosen creatures gain advantage on Intelligence, Wisdom, and Charisma saving throws.
– Abjure the Extraplanar – As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

Aura of the Sentinel appears at 7th level, granting you an aura while you aren’t incapacitated. When you and any creatures within 10 feet of you roll for initiative, you all gain a bonus to the roll equal to your proficiency bonus. At 18th level the range of this aura increases to 30 feet.

Towards the end of the class, Vigilant Rebuke comes in at 15th level. Whenever you or another creature you can see within 30 feet of you succeeds on a Wisdom, Intelligence, 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.

Finally, Mortal Bulwark wraps the subclass up at 20th level. As a bonus action, you gain the following benefits for 1 minute:

– You gain truesight out to 120 feet.
– You have advantage on attack rolls against aberrations, celestials, elemental, fey, and fiends.
– When you hit a creature with an attack roll and deal damage to it, 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 not currently there. On a successful save, the creature can’t be banished by this feature for 24 hours.

Once you use this bonus action, you can’t do so again until you finish a long rest or expend a spell slot of 5th level to recover it.

If you like this subclass and would like to see more, it’s recommended to visit the D&D website for more information.