Base Class: Warlock
The Collector
Your patron is an enigmatic extradimensional entity known only as the Cabinet.
Nobody knows what the Cabinet truly is. It might be an ancient vault constructed by forgotten gods, a sentient collection of magical artifacts, the treasury of a dead deity, an impossible demiplane that developed a consciousness of its own, or something stranger still.
Whatever its origin, the Cabinet desires one thing above all else:
Preservation.
Collectors granted power by the Cabinet learn to recognize things of unusual value, mark creatures they consider worthy of preservation, step briefly outside reality, and eventually imprison creatures within the impossible halls of their patron.
A Collector does not need to destroy something valuable.
It can simply be collected.
Level 3: Cabinet Spells
Your connection to the Cabinet ensures that certain spells are always prepared for you.
When you reach the Warlock level specified in the Cabinet Spells table, you thereafter always have the listed spells prepared. These spells count as Warlock spells for you, and they don't count against the number of Warlock spells you have prepared.
Warlock Level 3: Alarm, Ensnaring Strike, Hold Person, Misty Step
Warlock Level 5: Glyph of Warding, Hypnotic Pattern
Warlock Level 7: Banishment, Dimension Door
Warlock Level 9: Hold Monster, Modify Memory
Level 3: Magpie's Eye
The Cabinet teaches you to recognize things worthy of preservation.
You gain proficiency in Investigation and Sleight of Hand. If you already have proficiency in either skill, you instead gain Expertise in that skill.
You also gain the Appraise ability.
As a Magic action, choose one object, creature, or magical effect you can see within 30 feet. You learn one of the following pieces of information of your choice:
• Its approximate monetary value.
• Whether it is magical.
• Its magical rarity, if applicable.
• Whether it is cursed.
• One significant magical property it possesses.
• Whether it is currently affected by a spell.
You can use Appraise a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Level 3: Magpie Blink
You can briefly step outside reality and return somewhere nearby.
As a Bonus Action, you teleport up to 15 feet to an unoccupied space you can see.
This teleportation doesn't provoke Opportunity Attacks.
When you Blink, your body briefly dissolves into a black-and-silver silhouette filled with tiny glimmering eyes before breaking apart into black feathers and silver fragments. A faint click, like a lock opening, accompanies your disappearance.
Magpie Blink isn't a spell and requires no components or Concentration.
You can use Magpie Blink a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
At Warlock level 10, the distance of Magpie Blink increases to 30 feet.
At Warlock level 14, the distance increases to 60 feet.
Level 3: Magpie's Mark
As a Bonus Action, choose one creature you can see within 30 feet. A shimmering silver feather appears on the target, and it must make a Charisma saving throw against your Warlock spell save DC.
On a failed save, the creature is Marked by you for 1 minute.
The creature can repeat the saving throw at the end of each of its turns, ending the Mark on itself on a success.
You can have only one creature Marked at a time. Marking another creature ends the previous Mark.
While a creature is Marked, you know its direction while it is within 1 mile of you, and you have Advantage on Wisdom (Perception) checks made to locate it.
In addition, once per turn when you deal damage to the Marked creature, you can immediately teleport up to 10 feet to an unoccupied space you can see without expending a use of Magpie Blink. This teleportation doesn't provoke Opportunity Attacks.
Once you gain the Collect feature, only a creature Marked by you can be unwillingly transported into the Cabinet.
Level 6: Collect
The Cabinet can preserve creatures you deem worthy of joining your collection.
When a creature Marked by you is at or below one-quarter of its Hit Point Maximum, you can take a Reaction to attempt to collect it.
The creature must make a Charisma saving throw against your Warlock spell save DC.
On a failed save, the creature disappears from its current space and is transported into the Cabinet.
On a successful save, the creature remains where it is and becomes immune to your Collect feature for 24 hours.
Once you successfully use Collect, you can't successfully use it again until you finish a Long Rest.
Initially, the Cabinet can contain one collected creature at a time.
A creature inside the Cabinet remains conscious but is magically sustained. It doesn't age and doesn't require food, water, air, or sleep while inside.
The Cabinet creates an environment appropriate for its inhabitants. Its impossible interior might contain libraries, glass display cases, gardens, miniature landscapes, cages, velvet-lined chambers, endless bookshelves, or other environments created by the Cabinet.
A creature imprisoned by Collect can't normally leave the Cabinet without your permission, though magic capable of planar or extradimensional travel can function at the DM's discretion.
As a Bonus Action, you can release one collected creature. It appears in an unoccupied space of your choice within 30 feet of you and is no longer Marked.
Level 10: The Cabinet Between Worlds
Your connection to the Cabinet deepens.
The range of your Magpie Blink increases to 30 feet.
Whenever you Blink, you can briefly pass through the Cabinet. To observers, a tiny silver doorway appears in reality for a fraction of a second, offering a glimpse of the impossible halls beyond before closing with a metallic click.
Cabinet Step
Once per Short or Long Rest, when you use Magpie Blink, you can empower the teleportation with the Cabinet.
When you do so, choose one of the following benefits:
Ambush. You have Advantage on the next attack roll you make before the end of your turn.
Displacement. The next creature that makes a saving throw against one of your spells or Warlock subclass features before the end of your turn has Disadvantage on that saving throw.
Escape. You have Advantage on Dexterity saving throws until the start of your next turn.
Growing Collection
Your Cabinet can now contain up to three collected creatures simultaneously.
A willing creature can also voluntarily enter your Cabinet by touching your spellcasting focus and choosing to enter. No saving throw or use of Collect is required.
You can release a willing creature in the same way you release any other inhabitant of your Cabinet.
Blink Through the Cabinet
When you use Magpie Blink, you can teleport through one nonmagical object, wall, or structure no more than 5 feet thick.
You disappear on one side and reappear on the other.
You can't pass through a magical barrier that prevents teleportation or extradimensional travel.
If there is no unoccupied space within range on the other side, the teleportation fails and the use of Magpie Blink isn't expended.
Level 14: The Cabinet Opens
Your connection to the Cabinet is nearly complete.
The range of your Magpie Blink increases to 60 feet, and your Cabinet can now contain up to five collected creatures simultaneously.
In addition, once per Long Rest, you can take a Magic action to open the Cabinet itself.
Choose an unoccupied space you can see within 60 feet. A magical silver doorway up to 10 feet wide and 10 feet tall appears there and remains for 1 minute.
Beyond the doorway lie the impossible halls of the Cabinet.
While the doorway remains open, you and willing creatures can enter or leave the Cabinet through it. Objects can also be moved between the Cabinet and the world.
As a Bonus Action while the doorway exists, you can teleport to an unoccupied space you can see within 60 feet of the doorway.
You can also use a Bonus Action to release any number of creatures from your collection. Each creature appears in an unoccupied space of your choice within 30 feet of the doorway.
The doorway closes early if you dismiss it as a Bonus Action or if you become Incapacitated.
Creatures and objects remaining inside the Cabinet when the doorway closes remain safely within it.
Nothing valuable need ever truly be lost.
It need only be preserved.
The Cabinet Between Worlds
Your connection to the Cabinet has become strong enough that reality itself begins to behave like one of its rooms.
Improved Magpie Blink
The teleportation distance of your Magpie Blink increases to 30 feet.
Whenever you Blink, you can briefly pass through the Cabinet. To observers, a tiny silver doorway appears in reality for a fraction of a second, offering a glimpse of the impossible halls beyond before closing with a metallic click.
Cabinet Step
Once per Short or Long Rest, when you use Magpie Blink, you can empower the teleportation with the Cabinet.
Choose one of the following benefits:
Ambush. You have Advantage on the next attack roll you make before the end of your turn.
Displacement. The next creature that makes a saving throw against one of your spells or Warlock subclass features before the end of your turn has Disadvantage on that saving throw.
Escape. You have Advantage on Dexterity saving throws until the start of your next turn.
Growing Collection
Your Cabinet can now contain up to three collected creatures simultaneously.
A willing creature can voluntarily enter your Cabinet by touching your spellcasting focus and choosing to enter. No saving throw or use of Collect is required.
You can release a willing creature in the same way you release any other inhabitant of your Cabinet.
Blink Through the Cabinet
When you use Magpie Blink, you can teleport through one nonmagical object, wall, or structure no more than 5 feet thick.
You disappear on one side and reappear on the other.
You can't pass through a magical barrier that prevents teleportation or extradimensional travel.
If there is no unoccupied space within range on the other side, the teleportation fails and the use of Magpie Blink isn't expended.
The Cabinet Opens
Your connection to the Cabinet is nearly complete.
The range of your Magpie Blink increases to 60 feet, and your Cabinet can now contain up to five collected creatures simultaneously.
Open the Collection
Once per Long Rest, you can take a Magic action to choose an unoccupied space you can see within 60 feet.
A magical silver doorway up to 10 feet wide and 10 feet tall appears there and remains for 1 minute.
Beyond the doorway lie the impossible halls of the Cabinet.
While the doorway remains open:
• You and willing creatures can enter or leave the Cabinet through the doorway.
• Objects can be moved between the Cabinet and the world.
• As a Bonus Action, you can teleport to an unoccupied space you can see within 60 feet of the doorway.
• As a Bonus Action, you can release any number of creatures from your collection. Each released creature appears in an unoccupied space of your choice within 30 feet of the doorway.
The doorway closes early if you dismiss it as a Bonus Action or if you become Incapacitated.
Creatures and objects remaining inside the Cabinet when the doorway closes remain safely within it.
Collect
The Cabinet can preserve creatures you deem worthy of joining your collection.
When a creature Marked by you is at or below one-quarter of its Hit Point Maximum, you can take a Reaction to attempt to collect it.
The creature must make a Charisma saving throw against your Warlock spell save DC.
On a failed save, the creature disappears from its current space and is transported into the Cabinet.
On a successful save, the creature remains where it is and becomes immune to your Collect feature for 24 hours.
Once you successfully use Collect, you can't successfully use it again until you finish a Long Rest.
You can initially have only one creature collected at a time.
Inside the Cabinet
A creature inside the Cabinet remains conscious but is magically sustained. It doesn't age and doesn't require food, water, air, or sleep.
The Cabinet creates an environment appropriate for its inhabitants. Its impossible interior might contain libraries, glass display cases, gardens, miniature landscapes, cages, velvet-lined chambers, endless bookshelves, or other environments created by the Cabinet.
A creature imprisoned by Collect can't normally leave without your permission, though magic capable of planar or extradimensional travel can function at the DM's discretion.
Release
As a Bonus Action, you can release one collected creature.
The creature appears in an unoccupied space of your choice within 30 feet of you and is no longer Marked.
Cabinet Spells
Your connection to the Cabinet ensures that certain spells are always prepared for you.
When you reach the Warlock level specified below, you thereafter always have the listed spells prepared. These spells count as Warlock spells for you, and they don't count against the number of Warlock spells you have prepared.
Warlock Level 3: Alarm, Ensnaring Strike, Hold Person, Misty Step
Warlock Level 5: Glyph of Warding, Hypnotic Pattern
Warlock Level 7: Banishment, Dimension Door
Warlock Level 9: Hold Monster, Modify Memory
Magpie's Eye
The Cabinet teaches you to recognize things worthy of preservation.
You gain proficiency in Investigation and Sleight of Hand. If you already have proficiency in either skill, you instead gain Expertise in that skill.
Appraise
As a Magic action, choose one object, creature, or magical effect you can see within 30 feet. You learn one of the following pieces of information of your choice:
• Its approximate monetary value.
• Whether it is magical.
• Its magical rarity, if applicable.
• Whether it is cursed.
• One significant magical property it possesses.
• Whether it is currently affected by a spell.
You can use Appraise a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Magpie Blink
You can briefly step outside reality and return somewhere nearby.
As a Bonus Action, you teleport up to 15 feet to an unoccupied space you can see. This teleportation doesn't provoke Opportunity Attacks.
When you Blink, your body briefly becomes a black-and-silver silhouette filled with tiny glimmering eyes before breaking apart into black feathers and silver fragments. A faint click, like a lock opening, accompanies your disappearance.
Magpie Blink isn't a spell and requires no components or Concentration.
You can use Magpie Blink a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
At Warlock level 10, the teleportation distance increases to 30 feet.
At Warlock level 14, the teleportation distance increases to 60 feet.
Magpie's Mark
As a Bonus Action, choose one creature you can see within 30 feet. A shimmering silver feather appears on the target.
The creature must make a Charisma saving throw against your Warlock spell save DC.
On a failed save, the creature is Marked by you for 1 minute.
The creature can repeat the saving throw at the end of each of its turns, ending the Mark on itself on a success.
You can have only one creature Marked at a time. Marking another creature ends the previous Mark.
While a creature is Marked:
• You know its direction while it is within 1 mile of you.
• You have Advantage on Wisdom (Perception) checks made to locate it.
• Once per turn when you deal damage to it, you can teleport up to 10 feet to an unoccupied space you can see. This teleportation doesn't provoke Opportunity Attacks and doesn't expend a use of Magpie Blink.
• Once you gain the Collect feature, the creature is a valid target for that feature.
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