My Documents
Become a Patron!
## The Game Master ### GATEKEEP, GASLIGHT, GIRLBOSS. These are the three holy aspects of The Game Master an entity that transcends the concept of fictional reality influenced by the meta of the game. Those with the Game Master as their Patron are wildcards, functionally operating on a different state of play to other creatures, seeing past the world to the table itself, with only one goal. Do you wanna play the Game? #### Expanded Spell List The Game 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. ##### Game Master Expanded Spells | Spell Level | Spells | |:------------:|:--------------------------------------------| | 1st | *alarm, disguise self* | | 2nd | *calm emotions, find traps* | | 3rd | *beacon of hope, bestow curse* | | 4th | *compulsion, confusion* | | 5th | *awaken, geas* | #### Prerequisites Starting at 1st level, you gain proficiency in both the insight and deception skills as well as a gaming set of your choice, as you must be able to both understand and deceive to begin the GAME. \columnbreak
#### All Fun and Games Also at 1st level, you have a pool of power represented by a wellspring of joy called Fun Points. You gain Fun Points each time a player or the Dungeon Master laughs during the session and you lose all your Fun Points whenever a session ends. You can expend a Fun Point to reroll any die roll you wish as long as you can convince a majority of the table that it would be funny. #### Someone Gets Hurt At 6th level, if a creature is reduced to 0 hit points you can use your reaction to have that creature drop to 1 hit point instead, this creature is also charmed by you until the end of your next turn. #### Don't Hate the Player At 10th level, you gain resistance to psychic damage and are immune to any damage from non-hostile creatures. #### THE G A M E At 14th level, you can finally initiate the GAME. As an action, you can address a creature that can hear you if they would like to play the GAME after which the creature must make a Wisdom saving throw. On a failed save, the creature acknowledges you, dragging them into a game they have already lost as you take the roll of the Dungeon Master and describe the remainder of the creatures existence.
Once you use this feature you cannot do so again until you finish a long rest or successfully gaslight a person at the table.