Base Class: Warlock
Many different powerful beings keep powerful allies and creatures by their side to aid in security, aid in the loneliness that can come with power, and to be granted to those they trust so they may protect those under their service. The Collectors are powerful Eldritch beings who have gather a entire array of these creatures and provide their followers access to their bestiaries to summon to aid them in battle, help them travel across the lands with great speed, and to comfort them in their darkest times. Attachment to these creatures can be a dangerous thing as they nature is to provide a sense of dependency, without them many casters feel vulnerable and question their safety and their own power without them. Giving hope to the weak to keep dependent and compliant, forever in the control of the Eldritch horrors that rule over their extraplanar realms.
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 |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Eldritch Companion
Starting at 1st level, You have been gifted a trusted companion by your Patron to protect you from harm and provide you a beloved friend for comfort.
At the beginning of each Dawn you may choose a beast with a cr equal to 1/4 or lower to be your Eldritch Companion for the day as you magically summon them from your Patrons Bestiary. In addition to any normal stats and abilities your beast might have it gains the following attributes while under your care:
- Your Companion gains an additional bonus to its ac, attack rolls, damage rolls, and saving throws it is proficient in equal to your Proficiency Bonus.
- You may telepathically communicate with your Eldritch Companion while you within 100ft of each other.
While in combat your Eldritch Companion acts on the same Initiative as you and can be commanded to take movement and actions using verbal commands with no action or bonus action required. When your Eldritch Companion drops to 0 it vanishes into light as it is sent back to its Bestiary. You can summon a new Eldritch Companion after you take a short or long rest.
When you reach certain levels in this class, the Cr of creature you can summon increases at 3rd level [Cr 1/2], 5th Level [Cr 1], 7th Level [Cr 2], 9th Level [Cr 3], 11th Level [Cr 4], 13th Level [Cr 5], 15th Level [Cr 6], 17th Level [Cr 7], and at 19th Level [Cr 8]
Masters Will
Starting at 1st level your bond with your Companion allows you to go beyond the normal limits of their battle capacity: When you create a Eldritch Companion you can choose from one the following traits:
- Battle Bond: Once per day your Eldritch Companion can spend a bonus action to benefit from the effects of rage until the start of its next turn.
- Enhanced Link: Your range of communication is extended to one mile for the day.
- Extraplanar Fortitude: When your Eldritch Companion would be reduced to 0, You can roll a charisma saving throw to pull it back from the Bestiary before it is fully sent home. The dc is 5 + the damage taken from the attack or spell that knocked it down. Once this succeeds you can not use this trait until benefitting from a short or long rest.
- Eldritch Empowerment: While mounted on your Eldritch Companion, you can make any spell you cast that targets only you also target the mount.
Expanded Bestiary
Starting at 6th level you have gained access to deeper depths of the Bestiaries creature types.
When you go to summon a Eldritch companion you can choose to summon from the following creature types:
- Celestial
- Dragon
- Elemental
Collectors Den
Starting at 10th level, You have proven yourself to your Parton to be trustworthy enough to be granted your own section of the Bestiary to store your Eldritch Companions.
Once per day you may create a Collectors Den forming a 50ft tall and 100ft wide magical tower/building of your choice in an unoccupied space allowing you and your companions a Bestiary of your own to rest in for 8 hours.
When you create your Den you summon a Den Guardian at the front entrance which alerts you and your companions of incoming threats and unwelcome creatures that attempt to enter your Den. The Guardian can wander throughout the Den but can not leave its bounds for the duration of its existence.
If combat engages within the tower the Den Guardian acts on the Initiative of 20 and can act without verbal commands defending all designated allied creatures within the Bestiary.
Bestiary Tour
Starting at 14th level, When you or your Eldritch Companion hits a creature with an attack, you can use this feature to instantly transport the target to a demiplane which holds a number of your Eldritch Companions. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. Upon returning the target it takes 3d12 Magical Piecing, 3d12 Magical Slashing, and 3d12 Magical Bludgeoning damage from your beasts welcoming claws, fangs, and fists.
Once you use this feature, you can’t use it again until you finish a long rest.
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