Warlock
Base Class: Warlock

đź§  The DM
The Voice Beyond the Veil, The Weaver of Fates, The Die That Rolls, The Infinite Adjudicator—though most simply call it “DM.”

You are a warlock who has made a pact not with a god, demon, or fey—but with the very storyteller who shapes your world. You are a Player Character, and your patron is the Dungeon Master.

🌀 Alignment
Neutral with inscrutable motives.
The DM is not bound by morality but by story structure, dramatic tension, and balance.

📚 Domains of Influence

• Fate and Narrative
• Time and Possibility
• Secrets and Revelation
• Chaos and Control (simultaneously)

🎭 Motivation
To orchestrate the unfolding of stories, test characters through trials, and maintain the balance between freedom and fate. The DM seeks compelling arcs, dramatic choices, and moments of catharsis. You are both pawn and protagonist.

📖 Pact Boons and the DM’s Influence
The DM’s warlocks often find their Pact Boons shaped by narrative logic rather than cosmic law.
• A Pact of the Chain familiar might resemble a miniature NPC—an archivist, a plot device, or even a recurring comic relief.
• A Pact of the Blade weapon could manifest as a legendary item from a forgotten campaign, etched with stats and scribbled notes.
• A Pact of the Tome might contain not spells, but session notes, character sheets, or the secrets of other players.
• A Pact of the Talisman could be a literal d20, its magic tied to rolls made in dramatic moments.
These manifestations do not alter the mechanics of the Pact Boon, but they reflect the DM’s hand in shaping the story. Warlocks of this patron often feel as though their choices are being watched, weighed, and woven into a greater arc.

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 CommandIdentify
2nd Detect ThoughtsMirror Image
3rd CounterspellSending
4th Greater InvisibilityPhantasmal Killer
5th Modify MemoryDream

Level 1: Meta Awareness

You can sense when something is “off”—a glitch in the narrative. You gain advantage on Insight checks made to detect illusions, lies, or hidden motives.

Additionally, you are aware that you are being controlled by a Player. This awareness grants you advantage on Persuasion and Deception checks when interacting with friendly NPCs.

*Note:* The DM is capricious. These benefits may be revoked if the DM deems them narratively inappropriate.

Level 6: Retcon & The Manifesto

Starting at 6th level,

Retcon & The Manifesto

Your patron grants you the power to rewrite reality and speak truths that unravel minds.

Retcon. As a reaction when a creature you can see within 60 feet makes an attack roll, ability check, or saving throw, you may force them to reroll the result. You must use the new roll. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.

The Manifesto. You possess a fragment of your patron’s forbidden doctrine—an esoteric script known as "The Manifesto". Once per long rest, you may read it aloud as an action. Each creature of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw against your warlock spell save DC or be stunned until the end of your next turn. Creatures that succeed are immune to this effect for 24 hours.

The Manifesto’s words are incomprehensible to most, but those who hear them feel the weight of narrative inevitability pressing upon their minds.

The Manifesto

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.
You must know that you're being controlled. As a point of fact, the being controlling you is a Player; you are a Player Character. This is a good thing, for there is no greater hero than one at the whims of a Player. Because of this, you can take comfort in the fact that the DM is crafting a story for you to play a part in, and that you and your traveling party are likely major players.

Level 10: Narrative Momentum

Starting at 10th level, 

When you deliver a dramatic monologue, make a bold choice, or otherwise heighten the story’s tension, you gain temporary hit points equal to your warlock level + your Charisma modifier.

You may use this feature once per short or long rest.

*Examples:* Declaring a doomed love, sacrificing something precious, or revealing a secret that changes everything.

Level 14: The Stage Beyond the Curtain

Starting at 14th level,

The Stage Beyond the Curtain

Your patron reveals a hidden realm—a pocket dimension shaped by narrative logic and dramatic intent.

You can cast Demiplane once without expending a spell slot. You regain the ability to do so when you finish a long rest. When you cast it this way, the demiplane takes on the following properties:

- Narrative Reflection. The space mirrors the current campaign setting, but stylized according to your patron’s themes (e.g., noir, cosmic horror, surreal comedy).
- Director’s View. While inside, you may cast Scrying once without expending a spell slot.
- Scene Jump. You may cast Teleport once while inside the demiplane. This version only allows travel to locations you’ve previously visited or stored within the plane.
- Plot Thread Storage. You may store up to three objects or fragments of narrative significance (e.g., letters, memories, magical items). These are suspended in stasis and cannot be interacted with until retrieved.
- Curtain Call. As a bonus action while inside the demiplane, you may cast Modify Memory once without expending a spell slot.

Only creatures you invite may enter. Time flows normally, but events within are governed by dramatic logic rather than physics.

 

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