Base Class: Warlock
None of this is real, not a lick of it. You, me, the whole damn world: we're nothing but pencil scratches on some pieces of paper. It doesn't matter if you believe me, because there's nothing you or I can do about it. The world is the way it is, and it only exists so long as the DM wants to tell a story; after that, the whole thing goes poof. The DM isn't one creature. It might be male, female, or something in between. Maybe it's old, young, handicapped, healthy, smart, dumb; or any one of a million different things. The DM may be no more powerful than a commoner in its own world, but to our world, its will is absolute. The DM grants us our powers and its laws and decisions dictate the way everything in our world works. In fact, it can change the very fabric of reality on a whim. Those that fight the will of the DM find that its ire is easy to rouse and hard to be rid of, but if you cater to it and play along with the story that it wants to tell, you might find that things go very well for you.
-Faering, first ever suspected to have made a pact with the Dungeon Master. Regularly called a conspiracy theorist.
You have made a pact with a being of unspeakable power. Truly a being that holds fate in the palm of its hands. You have made a pact with a mysterious entity that lies far beyond the outer planes, known only as the "Dungeon Master." You are very lucky! Aspiring warlocks searching for a worthy patron, rarely, may stumble across a rift, a rift that we humans call the fourth wall. Of these warlocks, only a few are able to make a deal with the Dungeon Master of their own universe, the others... all go insane.
You gained the ability to see beyond the world, beyond the weave, beyond the grid, into the chaos of chance and the madness of the metaverse and see the roll of fate's dice. You can see beyond the world... map. You have been cursed with the knowledge of your true existence, and have realized, through your connection to the Dungeon Master, that you are merely a pawn in a game much larger than yourself or anyone else.
The nature of your pact is very different than others, as your patron is ever present and always watching. New demands and amendments to your bargain can come at any time. Others will think you mad as you speak of scores, initiative and rolls of strange dice, however you know the truth. You know the powerful being you have bargained with, a being who's ends may not be best served by your survival.
Oh, and all of these powers can be revoked. You are entirely at the DM's mercy, after all.
Patron's Support
Patron's Support
Given your patron's constant presence they can gift you with extra spell slots. The DM can grant you a number of bonus warlock spell slots equal to 1/4 of your warlock level (minimum 1) per long rest. The DM may award these for good roleplaying, advancing the plot, self-sacrifice, an epic finishing move, or because it was Tuesday. Seriously, the DM is your patron, whatever they want is what you do.
You dropped these dice!
Starting at 1st level, your ability to perceive beyond the world (map) has given you the ability to bolster yours and your ally's endurance. At the end of a short rest, you can restore all of the used hit dice of one party member. If this is not all of their hit-dice, you can restore a number of your used hit dice equal to their unused hit dice.
Which one do we use again?
At 6th level, you learn to warp reality and bend fate by changing the dice to be rolled. Once per long rest you may choose one single purpose that a dice is used for by anyone at the table, and replace it with any of the following: D20, D12, D10, D8, D6, or D4.
This effect applies to one creature at a time. They must attempt a save against your warlock spell-save DC. On a successful save you can only move the dice size by one (replace a D20 with a D12, or replace a D4 with a D6). If they fail their save, you may replace things anyway you choose. A creature can choose to willingly fail this save IF your patron, the DM allows it.
This effect lasts 1 minute.
Let me see!
Starting at 10th level, your thoughts transcend this plan and see onto a higher plane. You can see what your patron sees... the DM's Guide. You can ask the DM to see the stat block of a creature in your line of sight. The first time this occurs after a long rest, the DM will set a 60 second timer. If you have not handed the block back to the DM and declared what you will be doing before this happens, the creature you just examined has noticed you and has advantage on attacks to hit you for the next minute. If you are in combat with a creature and do this, then you can also see it's current hit points and the status of it's expendable abilities (spells, breath weapons, Legendary actions or resistances, etc.). If the time runs out on you, you have spent your entire turn doing this. If not, this does not cost you an action or free action.
You can only do this once per long rest.
Plot Armour
At 14th level, your master knows you are important to the story. When you would die, you don’t. Instead, you regain hit points equal to three times your warlock level, and you gain inspiration. You can use this ability 3 times, and you regain all expended uses when you finish a long rest.
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