Base Class: Warlock
“With great power, there must also come… great storytelling.”
Some Warlocks strike pacts with eldritch horrors, shadowy fey, or ancient dragons. But your power comes from a far stranger—and far more marvelous and enigmatic figure who speaks in narration boxes, manifests in floating speech bubbles, and weaves the threads of fate like an artist with ink and quill. This cosmic being, known only as Stan lee , is the Architect of Universes, the Master of Multitudes, and the Writer Supreme. He exists beyond the veil of fiction and reality, scribbling tales of heroism, tragedy, and triumph into the margins of the multiverse.
This being may appear to you as a kindly old sage with glasses and a grin, wearing a faded windbreaker or holding a mighty pen. You’ve been chosen to become a narrative agent, a character of purpose, and your arc must be legendary. Whether you play the noble hero, the charming rogue, or even the reluctant villain, your patron demands only one thing: make it memorable,
Telepathic Panel
You can form a telepathic “panel” between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet. You and the chosen creature can communicate telepathically while you are within a number of miles of each other equal to your Charisma modifier (minimum 1 mile). To understand each other, you both must mentally use a language the other knows.
The connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.
The rewards of Believing
| Warlock Level | Spells Added |
|---|---|
| 1st | Heroism, Disguise Self |
| 3rd | Suggestion, Mirror Image |
| 5th | Major Image, Counterspell |
| 7th | Dimension Door, Greater Invisibility |
| 9th / 11th | Wall of Force, Hold Monster |
| 17th | Plane Shift, Disintegrate |
Psychic Spells
When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.
Mind link
.When you form a telepathic bond with a creature using your Mind Link, you can force that creature to make a DC {{savedc:cha}} Wisdom saving throw. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Level 10: Narrative Hex
As a Bonus Action, you can unleash a Narrative Hex on one creature you can see within 90 feet. Choose one ability score: the target has Disadvantage on ability checks made with that score. In addition, the first time you hit the cursed creature with an attack on each of your turns, you deal an additional {{modifier:cha@min:1#unsigned}} psychic damage as your will reshapes their fate.
The hex lasts for 1 minute or until the target drops to 0 hit points. You can end it early as a Bonus Action on your turn or move it to a new creature when the current target drops to 0 hit points.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest, unless you expend a Pact Magic spell slot to use it again.
While under the effects of your Narrative Hex, the target’s actions often reflect their new “role” in your unfolding story — a villain doomed to fail, a rival set up for a fall, or a pawn in a panel yet to turn.
Level 10: Thought Bubble Shield
Starting at 10th level, your thoughts become unreadable to others unless you allow it. You are immune to any effect that would sense your emotions or read your mind, as well as any divination spells you do not choose to be affected by. This includes telepathy unless you willingly engage.
Additionally, whenever a creature deals psychic damage to you, you can choose to reflect the backlash of narrative interference. That creature takes half the psychic damage it dealt to you, as your mental defenses rebound the narrative energy in a flurry of comic book backlash — like a villain trying to rewrite a hero’s caption box and getting zapped by the panel frame itself.
“You don't just think you're hurting me — you narrated the wrong page!”
Level 14: Rewrite Their Role
While charmed in this way, the creature and you share a permanent telepathic bond (no range limit as long as you're on the same plane), and the creature obeys your verbal or mental commands to the best of its ability, interpreting them as if fulfilling its "role" in your comic’s plot.
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While under this effect, the creature cannot be detected or influenced by divination magic or mind-reading effects unless you permit it — the "author's intent" cloaks them.
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If the thrall takes damage from you or your allies, it can repeat its saving throw (Charisma, DC {{savedc:cha}}) at the end of each of its turns to end the effect.
You can only have one creature affected by this feature at a time. Using this feature again ends the effect on the previous creature.
“Your origin story is over. I just made you a sidekick.”
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