Base Class: Warlock
You have made a pact with a being of unspeakable power. Truly a being that holds fate in the palm of it's hands. You have made a pack with... The Dungeon Master!
How you gained the ability to see beyond the world, beyond the weave, beyond the grid and see the roll of fate's dice. You can see beyond the world... map.
The nature of your pact is very different than others, as your patron is ever present and always watching. new demands and amendments to your bargain can come at any time. others will think you mad as you speak of scores and rolls of strange dice, however you know the truth. you know the powerful being you have bargained with, a being who's ends may not be best served by your survival
Patron's Support
Given your patron's constant presence they can gift you with extra spell slots. The DM can grant you a number of bonus warlock spell slots equal to 1/4 of your warlock level (minimum 1) per long rest. The DM may award these for good roleplaying, advancing the plot, self-sacrifice, an epic finishing move, or because it was Tuesday. Seriously, the DM is your patron, whatever they want is what you do
You dropped these
Starting at 1st level, your ability to perceive beyond the world (map) has given you the ability to bolster yours and your ally's endurance. At the end of a short rest You can restore all of the used hit dice of one party member, if this is not all of their hit-dice, you can restore a number of your used hit dice equal to their unused hit dice.
Which one do we use again?
At 6th level, you learn to warp reality and bend fate by change dice. Once per long rest you may choose one single purpose that a dice is used for by anyone at the table, and replace it with any of the following: D20, D12, D10, D8, D6, or D4.
The purposes you can select are: To hit, to save, damage for a specific weapon, ability checks, for example. This effect applies to one creature at a time. They must attempt a save against your warlock spell-save DC. On a successful save you can only move the dice size by one (replace a D20 with a D12, or replace a D4 with a D6). If they fail their save, you may replace things anyway you choose. A creature can choose to willingly fail this save IF your patron the DM allows it
This effect last 1 minute
Let Me See...
Starting at 10th level, your thoughts transcend this plan and see onto a higher plane. You can see what your patron sees... the DM's Guide. You can ask the DM to see the stat block of a creature in your line of sight. The first time this occurs after a long rest, the DM will set a 60 second timer. If you have not handed the block back to the DM and declared what you will be doing before this happens, the creature you just examined has noticed you and has advantage on attacks to hit you for the next minute. If you are in combat with a creature and do this, then you can also see it's current hit points and the status of it's expendable abilities (spells, breath weapons, Legendary actions or resistances, etc.) If the time runs out on you, you have spent your entire turn doing this. If not, this does not cost you any action or free action.
The 60 second timer does not reset until you complete a long rest.
I'll Do that too
At 14th level, you gain the ability to copy the racial or class ability of any of your party members. This takes effect at the end of a long rest, and last until you begin another long rest
If you copy a cleric, paladin, or druid's subclass spell list, you have access to those specific spells, BUT are still limited to your warlock spell slots
If you copy another class's Spell casting feature, it scales to your level, but you only have access to your warlock spells (which will cast with the new spell casting modifier)
If you copy a skill which references a skill, ability, or spell you do not already have, you do not gain that skill, ability, or spell.
The DM can tell you no to any ability you wish to copy. Because he is your patron
w grammar lil bro
the moment i saw this i was like "i want that" my brother is our DM so he might let me get away with some stuff
My first thought was replace fireball damage die with d20
This is beutiful and now one of my players in game gf class
The fact you actually put time into this is beautiful, it ain't balanced, but it's well done.
imagine a member of this subclass casting meteor swarm(I know it's impossible without magic items) and turns all the d6s into d20s.
this power comes a cost. It's a burden. It demands sacrifices.
you have to pay for the dm's share of pizza and snack.
This is helarious. Very orginal too. Not sure if balanced tho.
My friend showed this to me so I created my own take on the class! Really cool, existential idea! https://www.dndbeyond.com/subclasses/508116-the-dungeon-master
cOooL
Good point, the uses I have listed there, should probably be all the uses.
I'd recommend being only able to change a single die, as opposed to all of the dice for one purpose. That way, you can't cast fireball and deal 8d20 fire damage to every creature within 20 feet of the origin point once per long rest. Otherwise, though, everything else seems really original, and super fun to use.