TEXT:  
  Otherworldly Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The DM 
  None of this is real, not a lick of it. You, me, the whole 
  damn world: we're nothing but pencil scratches on some 
  pieces of paper. It doesn't matter if you believe me, because 
  there's nothing you or I can do about it. The world is the 
  way it is, and it only exists so long as the DM wants to tell 
  a story; after that, the whole thing goes poof. 
       The DM isn't one creature. It might be male, female, or 
  something in between. Maybe it's old, young, handicapped, 
  healthy, smart, dumb; or any one of a million different 
  things. The DM may be no more powerful than a 
  commoner in its own world, but to our world, its will is 
  absolute. The DM grants us our powers and its laws and 
  decisions dictate the way everything in our world works. In 
  fact, it can change the very fabric of reality on a whim. 
  Those that fight the will of the DM find that its ire is easy 
  to rouse and hard to be rid of, but if you cater to it and play 
  along with the story that it wants to tell, you might find that 
  things go very well for you. 
  DM Spells 
  Spell Level 
  Spells 
  1st 
  detect magic, identify 
  2nd 
  augury, locate object 
  3rd 
  clairvoyance, remove curse 
  4th 
  divination, locate creature 
  5th 
  commune, legend lore 
  Player Character 
  You must know that you're being controlled. As a point of 
  fact, the being controlling you is a Player; you are a Player 
  Character. This is a good thing, for there is no greater hero 
  than one at the whims of a Player. Because of this, you can 
  take comfort in the fact that the DM is crafting a story for 
  you to play a part in, and that you and your travelling party 
  are likely major players. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       At 1st level, you gain advantage on Persuasion and 
  Deception skill checks when interacting with friendly 
  NPCs. Be warned, though: the DM is capricious, and may 
  revoke this ability when he feels that it is not appropriate. 
  Benny 
  Your goal, as a Player Character, is to succeed, and 
  hopefully look as impressive as possible while doing it. 
  Consequently, failure isn't generally an option for you and 
  your traveling companions. Because you are aware of this, 
  you can gain the unique ability to pull victory out of your 
  ass when you otherwise should have failed. Starting at 6th 
  level, on any occasion that you attempt an attack roll, skill 
  check, or saving throw and it fails, you may re-roll that 
  check; you must take the results of the re-roll. 
       You should exercise caution with ability: using it too 
  often will easily inspire the wrath of the DM, who will be 
  inclined to force your player to destroy you and select a 
  new, dumber, champion. You can safely do this once; you 
  should take a long rest before you do so again. 
  
   
  Plot Armor 
  Another part of your goal as a Player Character is to 
  complete the story the DM is crafting with you; there's an 
  overarching plot, and your role in it is pivotal. As such, the 
  whole universe has an incentive to keep you and your 
  merry band of mates alive; if you all died, the whole thing 
  collapses. At 10th level, once per day, following a short or 
  long rest, you and any allies in your party gain temporary 
  HP equal to your warlock level + your Charisma modifier. 
  OP Class Feature 
  Understanding the Game is the only way to truly make 
  yourself powerful. The world, for better or worse, is 
  balanced in its own way: no one is too weak or too 
  powerful, since that would be no fun. This was a bigger 
  problem in previous versions of our world, but has gotten 
  better over time. Knowing this, though, allows you to 
  temporarily turn things heavily in your favor, though it runs 
  great risk of offending the other players or even the DM. At 
  14th level, as a bonus action, you may break the balance of 
  the Game, allowing you to deal maximum damage with 
  your cantrips for one minute. 
       Of course, the DM is capricious, and may think of 
  something more interesting or thematic to do instead. Still, 
  the DM will never brook with a creature that tries to abuse 
  this sort of power; once you use this ability, you must take 
  a long rest before doing so again. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The DM.pdf