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Revision as of 18:41, 29 September 2022 by Jarvis (talk | contribs)
File:Holder of the cards.png
They hold almost all the cards in the game. Maybe they'll even let you see them.

Most everyone in Quelmar understands that there are higher powers in the world; forces at work that determine the fate of the world on any given day. But you know something that most others don't: that there are forces above even the gods. There are fickle entities playing with the very fabric of the world you live in, and one even tells you what you can and can't do. That one, the one the other strange entities call "Dungeon Master", they have agreed to give you a little power. Why in the Hells they decided that was a good idea you'll never know, but you're gonna run with it until they catch wise.

Expanded Spell List

The Dungeon Master, or DM, lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Tasha's Hideous Laughter, Command
2nd Detect Thoughts, Calm Emotions
3rd Sending, Conjure Animals
4th Confusion, Divination
5th Dominate Person, Antilife Shell

Table Talk

Starting at 1st level, your new understanding of the world allows you to talk to other creatures without uttering a word. As a bonus action, choose one member of your party present at the table or one NPC within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are at the table, or a number of miles equal to your Charisma modifier (minimum of 1 mile) if you connect to an NPC. You must share a language to understand each other.

The connection lasts a number of minutes equal to your character level. It ends early if one of the players leaves the table (in which case the connection cannot be made with that PC again until next session), if one of you is incapacitated, or you use this ability again to form a connection with a different creature.

Do I Hear a Waltz?

At 6th level, you become even more attuned to the DM and their habits. You can now hear the soundtrack the DM is using, and can pick up clues when the music changes. You can ask the DM if you are listening to battle music, normal music, or something to that effect, and they have to answer you honestly.

Be warned. While you can always do this, the DM is a fickle creature, and will probably start to change soundtracks randomly to throw you off once they know what you're doing. They have to tell you what kind of music/soundtrack you're listening to, but not why.

Don't Tell Me What To Do

Beginning at 10th level, the DM is probably questioning the legitimacy of this subclass, and you're kind of fed up with NPCs commanding or charming or scaring you into to doing things. You are immune to being charmed and have advantage on saving throws against becoming frightened (once you're frightened though, you're stuck with that shit).

Can I use Charisma Instead?

At 14th level, how the fuck did the DM keep you as their Warlock this long? Who knows, but you've stretched a lot of rules already, so what's one more? When you make an attack roll, saving throw, or ability check, you can forgo the check the DM is asking for and instead make a Warlock spell attack with the same DC. If you succeed on the roll, you have somehow done the thing in a way that was... not a possible way to do the thing. If you fail, the consequences are more severe, as the DM punishes you for your impudence.

Regardless of the successfulness of the roll, once you use this feature, you cannot do so again until your player finishes a number of long rests equal to the result of your roll.

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