Warlock
Base Class: Warlock

Your pact is with a mysterious entity known as The Collector, a being who collects powerful creatures and binds them to its will. Through this connection, you gain the ability to summon and command these creatures, drawing from a vast collection of shadowy beasts, each a unique force of nature. They serve you in battle, each one a manifestation of your growing power and the bond you share with your patron.

Collectors Menagerie

At 3rd level, your connection with The Collector allows you to gather and bind creatures from beyond the material plane. Through intricate rituals, you can add these creatures to your personal collection, housed within a pocket dimension located in your patrons realm.

During a long rest, you can perform a ritual to bind a creature to your collection, making it your trophy and transporting it to a pocket dimension provided by your patron. This requires gemstones worth 500 gp × the creature's Challenge Rating (CR), which the ritual consumes. The creature must have a CR equal to or less than half your Warlock level (rounded down) and NOT be from homebrew or legacy sources. You can have a number of creatures in your Trophy Case equal to your proficiency bonus, and the total combined CR of all creatures in your Trophy Case cannot exceed your Warlock level. Boons count as levels for this calculation. Creatures with a CR less than 1 will be considered CR 1 for all calculations. 


You may retire creatures from your Trophy Case at will. Retired creatures are no longer able to be summoned, but may be interacted with while within the pocket dimension.

Showcase a Trophy

At 3rd level, you gain the ability to showcase your trophies. As an action you can summon an aspect of a creature from your Trophy Case to an unoccupied space within 30 feet of you. You may command the aspect telepathically as a bonus action regardless of language, with a range of 60ft, and it will remains for 1 minute, until it is reduced to 0 hit points, or until you dismiss it as a bonus action.

You can summon aspects a number of times equal to your Charisma modifier, regaining all expended uses after a long rest. Once a summoned aspect is reduced to 0 hit point or dismissed by the summoner it cannot be resummoned until after a short rest. Only one aspect may be summoned at a time, requiring the dismissal of the currently summoned aspect.

If a summoned aspect is reduced to 0 hit points, you cannot summon it again until you perform the Binding Ritual again. This rebinding costs gemstones worth 1,000 gp × the creature's CR. You may choose to retire the creature instead.

Eldritch Augmentation

At 6th level, your bond with The Collector enhances your trophies. Any creature in your trophy case gains the following benefits when summoned:

The creature’s maximum hit points increase by an amount equal to your Warlock level. It can adds your Charisma modifier to its AC, attack rolls, and damage rolls. If the creature forces a creature to make a saving throw, it uses your spell save DC.

The range of your telepathic communication with the creature increases to a range of 300 feet.

Collectors Substitution

At 10th level, your bond with your trophies allows you to seamlessly switch positions with their aspects in moments of danger. When either you or an aspect is hit by an attack or fails a saving throw, you can use your reaction to switch places with each other.

* The target must be within 60 feet and in an unoccupied space.

* If you switch places with an aspect, the triggering attack or effect targets you instead, or vice versa.

You can use this ability a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses after a long rest.

Embody the Collection

At 14th level, your connection to The Collector grants you access to a fraction of your patron’s vast collection. You can temporarily manifest traits of these otherworldly creatures to enhance your physical capabilities.

As a bonus action, you can channel your patron’s power to gain a physical enhancement based on creatures within The Collector’s collection. The enhancement lasts for 1 minute or until you end it as a bonus action.

You can use this feature a number of times per day equal to half your proficiency bonus, regaining all expended uses after a long rest.

Only one enhancement can be active at a time.

**Enhancements**

Choose one of the following physical enhancements when you activate this feature:

* Wings of the Void: Grow ethereal wings, gaining a flying speed equal to your walking speed. 

* Aquatic Adaptation: Grow gills and webbed extremities, gaining a swimming speed equal to your walking speed and the ability to breathe underwater. 

* Delver's Claws: Manifest powerful claws, gaining a burrowing speed equal to half your walking speed and a natural melee weapon that deals 1d8 slashing damage and uses your Charisma modifier for attack and damage rolls.

* Scales of the Unknown: Harden your skin with iridescent scales, gaining a +2 bonus to AC and resistance to one damage type of your choice from acid, cold, fire, lightning, or poison.

* Behemoth’s Endurance: Bulk up with unnatural strength, gaining temporary hit points equal to twice your Warlock level and advantage on Strength checks and saving throws.

* Prey Reflex: Manifest unearthly reflexes, granting you a second reaction, and advantage on Dexterity checks and saving throws.

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