Base Class: Warlock
Your patron is an extra-planar collector seeking any number of things, both tangible and intangible. This may be some kind of ancient bird creature seeking coins and finery, a deity of knowledge such as Ioun, or even a curious fey noble.
As a result of your patronage, your own interests may change. You may find it tempting to steal unattended treasures or develop a dragon-like hoard of your chosen collection. Wanderlust is also common among those who follow Collectors, seeking to find every possible treasure fit for both your own and your patron's desires for your individual collections.
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
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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 |
Treasure Seeker
Starting at 1st level, your patron grants you keen eyes and sharper knowledge in order to better fill your stores. As a result, you can re-roll an Investigation check when searching for an item that is hidden by non-magical means (such as inside a chest or under a false bottom in a drawer). You can make this roll after seeing the number on the original roll, but before knowing the outcome, and must take the second result.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Sheltered Escape
Starting at 6th level, you can vanish in response to harm or threat of discovery. When you take damage or are in danger of being spotted while sneaking, you can use your reaction to turn invisible and teleport up to 30 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Thief's Resistence
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being frightened.
Beginning at level 10, you are also resistant to piercing, bludgeoning, and slashing damage from a non-magical source.
Collective Communion
Starting at 14th level, you can temporarily reach your patron's personal collection. As a 10 minute ritual, you can reach out to your patron and request a trade between your and your patron's collections. At the completion of the ritual, you must make a Charisma saving throw against your own spell save DC. On a successful save, you gain temporary access to your patron's collection and can trade for an item within. On a failed save, you suffer 6d6 psychic damage and are incapacitated for 1 hour.
You must finish a long rest before you can use this feature again.
Previous Versions
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11/7/2023 10:33:25 PM
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Coming Soon
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