Warlock:The Dungeon Master

Warlocks are no stranger to making unnatural pacts with incomprehensible beings that wield unfathomable power. Sometimes, with the right offering (usually pizza), a warlock may come to an arrangement with a creature from a higher plane of existence with the power to control creatures, the world, and fate itself on a whim-the omnipresent Dungeon Master. Warlocks tied to a Dungeon Master have unparalleled abilites of divination and are able to alter reality in subtle ways.

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 Command, Identify
2nd Augury, Locate Object
3rd Clairvoyance, Revivify
4th Divination, Compulsion
5th Legend Lore, Commune

Glimpse Behind the Screen

Starting at 1st level, you are able to take quick glances at the DM's notes on various NPCs, settings, and items.

You gain proficiency in the arcana, history, and religion skills if you do not already have it.

In addition, once per short rest you may double your proficiency bonus for a single skill check made using arcana, history, or religion.

Bump The Table

Starting at 6th level you can "accidently" hit the table with your leg, potentially knocking over minis.

As an action you can choose a number of creatures within 30 feet of you up to your proficiency modifier to make a Dexterity saving throw against your warlock spell save DC. Any creatures that fail their saving throws are all knocked prone. Flying creatures cannot be targeted by this ability.

Bathroom Break

Starting at 10th level you can excuse yourself from the table to empty your tiny bladder.

As an action, you can shift yourself into a personal demiplane temporarily. Until the end of your next turn you cannot be targeted by any spells or attacks except by anything you were carrying. You can maintain concentration on spells while using this ability.

You can use this ability once per long rest.

It's Cocked

Starting at 14th level, you can claim that your dice didn't roll properly or make some contrived excuse about why the roll didn't count.

When you make a roll of any kind, you may roll an additional die and choose which one to use. If the roll was for an attack roll, ability check, or saving throw you can use this feature after the outcome is revealed.

You can use this ability once, regaining use after a short or long rest.

The Dungeon Master