Warlock
Base Class: Warlock

All throughout the multiverse, beings of great power often begin to hoard eldritch collections, be it knowledge, beasts or treasures. A lich, dragon, a lesser diety or some other being would be the sponsor of a warlock of The Collector. This subclass focuses on control and conjuration, gaining a set of powerful gifts from their patron as they level up, gifts that enable them to curate a collection of their own.

Expanded Spell List

The Collector 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.

  1. Identify, Find familiar
  2. Locate object, Enhance Ability
  3. Magic circle, Glyph of warding
  4. Banishment, Resilient sphere
  5. Hold monster, Arcane hand

Otherworldly Loan

As a token of gratitude to your loyalty, your patron can grant you one of the following features at 1st, 6th, 10th and 14th level.

  • Magical items, the quantity and rarity depending on your level.
  • The ability to conjure a monster of a certain challenge rating, depending on the level you take this option at.
  • A spell from any other class list.

You can take these options multiple times to varying effects. For example, taking the Magical Items feature at level 1 will grant you 3 common items, and taking it at level 14 grants you a single rare item.

Archived Knowledge

Your patron gifts you the knowledge to cast a single spell, the level of spell not exceeding your current ability.

Curated Creature

Your patron gifts you access to a creature that you may choose. The creature's Challenge rating must be equal or less than your current level divided by four. If the GM feels that your choice is too powerful for one reason or another, they may veto it.

Hoarded Treasure

Your patron gifts you one or more magical items, with strict rules on what exactly you may procure from their collection.

1st level: 3 common items

6th level: 1 uncommon item

10th level: 1 uncommon item

14th level: 1 rare item

If the item is destroyed by any means other than depleting its charges, it will magically reappear before you after 1d8 days. Only you may wield or use the gifted items. Any other creature attempting to use it will simply be unable to. Other than the subjected rules, you may procure any wonderous item, magical weapon or magical accessory that you desire, though the GM may veto your choice if they feel it doesn't fit your current level of play.

Vault of Greed

You learn from your patron to store a collection of your own. By reaching out into a space and concentrating, you can summon an entrance to a demiplane just wide enough for you to fit your arm inside of that only you can percieve. As an action, you can store or retrieve any number of magical or mundane items small enough to fit inside of your hand into this vault. The demiplane always has just enough room to fit the desired item into. It does not accept living creatures and has no oxygen inside. If you attempt to place any other item with extradimensional storage inside, the entrance to the vault shimmers before violently rejecting the item.

Curator's Enchainment

The capabilities of your Vault of Greed expand. Once a day, by extending your hand towards a non-humanoid target 10 feet away or less, you can attempt to subjugate it, though only if the creature has less than half its maximum hit points. If the creature's challenge rating is equal to your character level divided by 3, rounded down, you can absorb it unconditionally. If it is stronger, you must actively dominate it by making a Charisma roll contested by an ability of the creature's choice. If you succeed this check, the target is put under the effect of the Hold monster spell for 2 rounds. On your next turn, you can force the creature to make a Wisdom saving throw against your spell save DC. If it fails this check twice, you can trap it inside of your Vault. If you fail the check, your magic backfires, causing you to take 1d8 of force damage per creature CR. To contain a creature this way, you must have prepared a gemstone worth 100 GP multiplied by the creature's CR rating.

As an action, you may release the creature from your Vault of Greed, summoning it in a space adjacent to you if one is available. The creature is friendly to you and your allies, and you share its senses. On your turn, you can use a bonus action to send a telepathic command to the creature that it will do its best to follow. This command can be as vague or as specific as you want, though the interpretation is up to the monster and by extension the GM. Every 3 rounds the creature is unleashed, it can make a wisdom check to try and escape your control, contested by your spell save DC.

When a creature is contained inside of your vault, the sealing magic weakens it, halving its hit-point value and causing it to lose 2 points in every ability score. Additionally, you must expend a spell slot to allow the creature to perform an action that isn't a melee or ranged weapon attack. You may only have 3 creatures sealed within your vault at any given time.

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