Warlock
Base Class: Warlock

You have made a pact with a mysterious entity that lies far beyond the outer planes, known only as the "Dungeon Master." This being's alignment and motives are mostly unknown to you, and its actions seem mysterious. The Dungeon Master and beings similar possess incredible amounts of raw creative power, and seem to have contributed to this world and its gods, landscapes, people, creatures, cities, and everything around you. 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. Beings that share the Dungeon Master's strength are from beyond the outer planes, and can include other options such as any other player at the table, or even the lost dice gods.

Expanded Spell List

The Dungeon Master 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.

Dungeon Master Expanded Spells
Spell Level Spells

1st

Heroism, Identify

2nd

Enhance Ability, Suggestion

3rd

Clairvoyance, Major Image

4th

Hallucinatory Terrain, Divination

5th

Dominate Person, Legend Lore

Great Insight

At 1st level, you gain proficiency with the insight skill, and you learn the guidance cantrip. It counts as a warlock cantrip for you, but doesn't count against your number of cantrips known.

Game of Meta

Starting at 1st level, you gain the ability to ask your patron to provide its knowledge on one creature's identity. As a bonus action, choose one creature you can see within 60 feet of you. The DM tells you about the creature in regard to one of the following characteristics of your choice:

  • Highest Ability Score
  • Armor Class
  • Maximum Hit Points
  • Alignment
  • Challenge Rating

Additionally, when you use this bonus action, you also gain advantage on all attack rolls made against this creature for 1 minute as you learn their true weaknesses.

Alternatively, when you use this bonus action you can instead gain advantage on all charisma (intimidation, persuasion, and deception) checks made towards the creature for 1 minute. During this time, the creature also has disadvantage on the next wisdom saving throw or wisdom (insight) check it makes.

Once you use this feature, you can't use it again until you finish a short or long rest.

Plot's Armor

Starting at 6th level, you gain a permanent bonus of +1 to your AC, as your patron considers your importance to the main story.

Additionally, your patron develops a bias towards you, and shields you from harm when convenient by rewriting the story to be in your favor. Whenever you take damage as a result of an attack against you or as a result of a failed saving throw, you can use your reaction to halve the damage taken. You can use this reaction only once, and you must finish a short or long rest before you can do so again.

At higher levels, you gain more uses of this ability per short or long rest: two uses at 10th level, and three uses at 14th level.

Score Siphon

Starting at 10th level, you channel the power of your patron, and gain the ability to manipulate the ability scores of others in this world. As an action, you can choose one creature you can see within 30 feet, including yourself, and siphon points from one ability score that you select. The creature makes a save using that ability score equal to your warlock spell save DC, and for every point that you choose to siphon, the save DC is lowered by 1. If a creature is willing, no save is required. The minimum you can make any one ability score is 6 with this ability.

The DM has the option to refuse the siphoning of any one ability score. If this is the case, you must either choose another ability score for the creature you are targeting or cancel your siphoning altogether, keeping your use unexpended.

On a successful save, you can immediately use your reaction (or an action in the next minute) to grant the stolen ability score points to another creature within 30 feet of you, giving them the amount you siphoned in one ability score that you select, up to a maximum ability score of 22. Any ability score points left over after granting points will return to the creature it was originally siphoned from. If a minute passes and no ability score points are granted, the points return to the creature you stole them from. 

The creature receives this temporary ability score improvement for 10 minutes. After these 10 minutes pass, the ability score points are returned to the creature that they were stolen from, and the ability scores of the creature that received the points return to normal.

Once you use this feature, you can't use it again until you finish a long rest.

The Truth

Starting at 14th level, you can mentally shatter your opponents, granting them vision beyond the outer planes and into the Dungeon Master's domain. When you hit a creature with an attack, you can stun them, revealing their true existence to them. The creature takes an additional 8d10 psychic damage and is stunned until the end of your next turn, as the creature's mind is broken from this revelation. When the creature returns from being stunned, it is frightened of you for a number of minutes equal to your charisma modifier (minimum of 1)

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/23/2021 4:04:40 AM
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9/28/2022 10:07:56 PM
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