Base Class: Warlock
Your patron is almost indisputably the most powerful being to influence the world in which you live. As the puppet Master of everything that happens in your world, they are capable of granting you anything you wish. However, nothing is ever that simple. The Dungeon Master is a fickle patron, monitoring and moderating more things than you could realize or even fathom. One thing is for certain - they have everything that will ever happen planned and accounted for.
Learning of the reality of existence, that your reality only exists through the power of greater beings, is both a blessing and a curse. Learning this information comes with a price: knowing about the Dungeon Master means doing what they need you to do as one of the few beings in the universe blessed with free will, whatever that may entail.
Emergency Spell
Starting at 1st level, once per day you can expend a spell slot of any level. By doing so, the magic you use will be shaped by the Dungeon Master into a spell of that level or lower which is applicable to the situation and will help move your plans forward.
Lifeline
Once per day, you can ask the Dungeon Master for a hint or convenient bit of information to help you out of a scenario.
The amount of times you can do this per day increases at level 8, then again at level 16.
Declaration
At 6th level, you gain the ability to declare truths about the world you live in once per day. If a detail has not yet been mentioned, you can declare that detail to be true. The Dungeon Master has the power to decide if the truth you declare is reasonable or if there are stipulations to the declaration (for instance, if you declare that the walls of a pit trap are littered with cracks, the Dungeon Master may specify that these cracks are large enough to drive a small object into, but not large enough to fit your fingers inside. If you declare that a body you're looting was carrying a bag containing 6,000 gold coins, the Dungeon Master may simply veto the idea).
Alternatively, this ability can be used to add or subtract 1d6 from any roll made by a player or an NPC once per day.
Knowledge is Power
At level 10, you gain the ability to sacrifice a number of points in one of your ability scores to temporarily increase one of your other ability scores or an ability score of another creature you can see by the same amount, to a maximum of 20. This effect ends the next time you finish a short or long rest, at which point you regain the points you sacrificed and add them back to the ability score from which you took them.
Glimpse the Truth
Starting at 14th level, when you come into contact with another creature, you can use this feature to show that creature a vision of the beings who control the world in which they live. The creature is then paralyzed until the end of your next turn, and must make a Wisdom saving throw (set by your Spell Save DC) in an effort to comprehend what they've seen, or take 6d8 psychic damage and gain long-term madness for 1d10x10 hours.







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Posted Jan 10, 2022This one is more balanced and can actually be playable. Good job!
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Posted Jun 23, 2020This Warlock subclass was inspired by Zoken44's Dungeon Master subclass for Warlocks: https://www.dndbeyond.com/subclasses/89456-dungeon-master