Warlock
Base Class: Warlock

The collector can be many different things but it is most famously known as a tale told to scare children, entertain weary travelers or to inspire story tellers. The collector is said to prey on innocent folks who have something to lose. The collector takes whatever is dearest to its prey and torment it into oblivion unless the prey sacrifices its service to the Collector. If a pact is formed with the Collector the one who makes the pact receives a runic engraving somewhere on their body and gains supernatural abilities. This includes; enhanced vitality, otherworldly ability to stealth and a magical backpack which can send objects collected in it straight to the Collector itself. The pact maker becomes a husk of who they once were and live in service to collecting small trinkets to give to the Collector. Only once this deal is broken and the Collector has taken all that the victim once cared about can the victim start to regain their humanity, at the cost of what they lived for to begin with. Although the deal has now been tainted the mark remains and so does some of the gifts from the Collector. These gifts can be strengthened with time and new passion for life can be found, if one is willing to grow. 

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.

Collector Expanded Spells

Spell Level                                         Spells

1st                                                      zephyr strike, identify

2nd                                                     silence, locate object

3rd                                                      haste, phantom steed

4th                                                      arcane eye, phantasmal killer

5th                                                      legend lore, mislead

 

Gatherer's Eye

Although your contract has been broken you still have fragments of the collectors magic radiating from your mark. Your connection to collecting oddities still runs through your veins granting you the following abilities. You have the ability to quickly study your targets possessions. Using a bonus action you can study your targets possessions that are visible to you and choose one item which you can see on their person. Upon doing so you gain the ability to know the direction of this object while it remains within 100 ft of you, you gain a +2 to hit the creature while the marked item is in their possession and the creature in possession of the item you marked has disadvantage on Wisdom (Perception) checks to spot you while you're hiding from them. This effect lasts for 1 hour or until you mark a new item. You can use this ability a number of times equal to your proficiency modifier, gaining all uses back upon a short rest. 

Thirsting Greed

Starting at 6th level your palms begin to twitch with the memory of stealing valuable trinkets and artifacts. You gain the ability to disarm people of valuable items that are on their person. After striking an enemy while they are in possession of an item you marked using your "Gatherer's Eye" ability you can force them to make a Wisdom Saving throw, on a failed save the item is teleported off of their body and reappears in your hand. If you have no free hands when you use this ability it lands at your feet instead. If the item is a magical item which the creature is attuned to they have advantage on the saving throw. Once the item has been successfully removed your "Always a Gatherer" ability ends.

Invigorating Exhaustion

Starting at 10th level you gain the ability to use your exhaustion to your advantage. Although the magic that one imbued your body to sruvive harsh conditions with little rest is now gone you have found a way to tap back into some of the magic thats been laying dormant inside you. When you cast a spell using your warlock spell slots you can fuel them by expending some of your physical strength taking 1 point of exhaustion instead of expending a spell slot. Additionally you gain small benefits from exhaustion, see table below.

1 level: your bones begin to rapidly grow extending at of your body in some places. You gain a +2 to your AC while wearing light, medium, or no armor. You also gain a natural weapon attack with the light and finesse properties which you are proficient, it deals 2d6 piercing damage and is considered magical

2 levels: your body begins to eat away at your fat reserve granting you a regenerative property. At the end of each of your turns you regain 1d8 + constitution health. This healing increases to 2d8 if you spend no movement on your turn

3 levels: your bodies desperation for survival makes you more reckless but grants you added strength to survive. When you deal damage with an attack that is benefited by a bonus to damage you double your damage bonus.

4 levels: As your body slowly begins to shut down your mind is bolstered and your magical senses enhanced. You gain a teleport of 60 ft which you can use as a bonus action on your turn. 

5 levels: whats left of your essence struggles for survival granting you a special reaction. When targeted by an attack while the attack is within 60 ft of you, you can spend your reaction to give them disadvantage on the attack roll. If the attack misses you can redirect the attack back at them by making a straight attack roll of your own adding your proficiency and charisma to the attack roll.

Collectors Blessing

Beginning at  14th level you've obtained the ability to gift offerings to the Collector in exchange for temporary abilities. You can spend 10 minutes to hold a ritual to the Collector. The area you hold the ritual must have no sunlight visible and must be relatively quite. During this 10 minute ritual you must present a magical item or an item with a value of 100 gp or more. After the ritual has ended successfully you gain an extra warlock spell slot which can cast any spell of 5th level or lower from any spellcasters list until you take a long rest at which point the magic fades and the spell slot is lost if unused. You cannot regain the use of this spell slot with a short or long rest and must partake in another ritual. You cannot use this feature again until you've benefited from the effects of a long rest. 

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