The Dungeon Master
Medium humanoid (storyteller), chaotic good
- Armor Class
- 18 (DM screen)
- Hit Points
- Endless patience (15 years of tables)
- Speed
- 30 ft., replies to ravens within 2 days
- STR
- 10 (+0)
- DEX
- 12 (+1)
- CON
- 16 (+3)
- INT
- 18 (+4)
- WIS
- 17 (+3)
- CHA
- 20 (+5)
- Skills
- Performance +11, Insight +9, History +8, Improvisation +13
- Senses
- passive Perception 23 (notices the quiet player who wants a turn)
- Languages
- Common, Elvish, Draconic, Goblin (badly)
- Challenge
- 20 (but always fair)
Session Zero. Before the first adventure, the Dungeon Master sets tone, lines and veils with the party. Everyone at the table has advantage on fun.
Living World. NPCs remember what the party did. Sometimes fondly.
Actions
Multivoice. The Dungeon Master speaks as up to three NPCs in one round, each with a distinct voice. The tavern keeper always sounds suspicious.
Cliffhanger (Recharge 6). The session ends at the worst possible moment. Each player must succeed on a DC 15 Wisdom saving throw or text the group chat about it all week.