Warlock
Base Class: Warlock

You have made a pact with a tremendous astral intelligence... if it was even your choice. The Mother of Puppets, The Spider, The Great Spider, The Mother, The Spinner of Schemes, The Story Spinner, The Hidden Machination, or The Web; all names for this expansive spinning fear, manipulating all of the factors around it to further its spread and its power. 

Perhaps you were born into it, a creature from an orphanage, or maybe you had been taken into the strands of another avatar of this silken power, only to gain a pact with the patron that gave them the power; perhaps you simply read a book, and it nearly got you eaten by what lays behind the door illustrated; whatever it is, you have joined the machinations of The Web, not that you may know what that is. 

Entities that may give you this connection could be: giant intelligent spiders; nobles, hidden lords that when you look at them in the right light may not have the right number of legs; marionette makers that seem to weave people, not toys; filmmakers that scour for the perfect role, the perfect shot; or ancient Driders that quite possibly could be running their societies. 

Expanded Spell List

When you learn a warlock spell, the Mother of Puppets lets you choose from an expanded list of spells. The following spells are added to the warlock spell list for you.

Mother of Puppets Expanded Spells
Spell Level Spells

1st

Bless, Illusory Script

2nd

Web, Suggestion

3rd

Clairvoyance, Hypnotic Pattern

4th

Compulsion, Secret Chest

5th

Mislead, Modify Memory

Web Spinner

Starting at 1st level, you have grasped the strings of humans and begun weaving your web, your web of schemes. Whenever you cast a spell of the school Enchantment, it is not noticeable to the target but still has its desired effect. Even after the subject does not realize the manipulation unless it succeeds in a Wisdom (Insight) check at disadvantage against your Charisma (Deception) check at advantage. Illusion spells are at disadvantage to see through (or to be conceived as untrue), and Divination spells are harder to detect, with the detector having disadvantage to do so. 

Additionally, you gain expertise in Charisma (Deception) Checks.

Puppet Weaver

Starting at 6th level, you have weaved your own web, and it is far more expanding than most realize. You have a grasp upon a person's will and can manipulate it in ever-so-subtle ways; you can cast Charm Person and Suggestion without the use of a spell slot, and if the target has an addiction or an addictive habit, they automatically fail the saving throw. Creatures that are targeted by your enchantment spells have disadvantage on their saving throws against your spell DC. Addictive habits are to be discussed with the GM on a case-by-case basis, but examples could be Blood lust, smoking, drugs, alcohol consumption, etc. 

Casting Charm Person or Suggestion without the use of a spell slot is limited by your charisma modifier, and your proficiency bonus; that being the number of times you can cast without the use of a spell slot, resetting on a long rest. 

Additionally, creatures that are immune to being charmed have advantage against your saving throw but can be charmed under your enchantment spells. 

The Spider's Gift

Starting at 10th level, you have gained aspects of you, ones of your great mother and her many spinning webs; maybe from just the right angle, it seems like you have too many eyes, and maybe it looks like you too many legs, thin and long. You gain the ability to webwalk and websense, look at the Giant Spider stat block for an example; additionally, you can lay a metaphysical web of your own, any ally, or target that has been magically influenced by you has gained a Strand. 

A Strand marks a creature, a marked creature allows you to see through their eyes at will, and feel what they're feeling as distant thoughts at will; whenever they hit 0 up you know, and additionally you have advantage on any checks required to find or track them. 

Additionally you can use an action to try and directly attach a strand to a target within 30 ft. 

A Guest for Mister Spider

Starting at 14th level, you lay at the center of your own web, it crisscrosses and extends every which way, you lay at the nexus for your insipid commands. You gain the ability to mark an item with your power; using an hour and 100 GP worth of precious gems, you can make a magical item that marks a creature with a strand if they fail their Wisdom Saving Throw; when you make the item you imbue it with a command or compulsion, and if the creature that comes in contact with it fails their save they will try to do that compulsion to their best ability for the next hour, which can be as long as five words. If the item has pictures or script of some kind, you can enchant it so that whenever read or looked upon in a certain order, they make their Wisdom Saving Throw at disadvantage, and then you can encode them to do up to a sentence, and the influence lasts for up to 24 hours. This magic counts as an Enchantment spell for the use of your Web Spinner class feature, and the magic lasts as long as you are considered alive; if you are reanimated, all strands and magical objects re-enchant themselves. 

Additionally, any creature that is Marked by your Strands, you can use an action to compel them to do something; they can make an Intelligence Saving Throw at disadvantage, and if they fail, they will carry out the compulsion (which can be as long as a sentence) as best to their ability for the next 36 hours.

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