Base Class: Warlock
The Hoarder patron is a rather different approach to a warlock patron, and will involve considerable cooperation between its played warlock and the GM as, unlike other patrons, the Hoarder is a very present entity. Consult directly with the GM on how to implement your patron.
The Hoarder patron focuses heavily on the interplay between the warlock and their patron, especially on what that particular patron hoards. A Hoarder patron will have just about anything in their collection to give the GM variety, but it's good to make note of what they might personally hold in high value. A dragon might love gold, silver, and gems, while a lich may prefer magic items or special minions.
Spells from the Expanded Spell list will have to be added manually, as putting them into the expanded spell list as part of the subclass makes it unshareable.
T̶h̶i̶n̶g̶s̶ ̶t̶o̶ ̶G̶e̶t̶ ̶R̶i̶d̶ ̶o̶f̶ Expanded Spell List
1st: B̶r̶o̶k̶e̶n̶ ̶O̶b̶j̶e̶c̶t̶s̶ Entangle (Replace Str with Dex & Restrained with Prone), ̶T̶c̶h̶o̶t̶c̶h̶k̶e̶s̶ Catapult (No material cost, random mundane object summoned from hoard.
2nd: ̶C̶o̶b̶w̶e̶b̶s̶ Web, ̶B̶r̶o̶k̶e̶n̶ ̶C̶r̶y̶s̶t̶a̶l̶ ̶B̶a̶l̶l̶ Locate Object
3rd: ̶M̶o̶p̶ ̶W̶a̶t̶e̶r̶ Tidal Wave, ̶S̶w̶e̶p̶t̶ ̶D̶u̶s̶t̶ Wall of Sand
4th: ̶P̶e̶s̶t̶s̶ Conjure Woodland Beings (Exchange with Conjure Minor Elementals if banned) & Giant Insect
5th: ̶E̶x̶p̶i̶r̶e̶d̶ ̶P̶o̶t̶i̶o̶n̶s̶ Mass Cure Wounds, ̶J̶u̶n̶k̶ ̶D̶r̶a̶w̶e̶r̶ Conjure Volley
Access The Hoard
Major Conjuration: Starting at 1st level, once per day, you can "permanently" summon an item from your patron's hoard, up to your GM's discretion what that item is. Items summoned in this way last until you die for 24 hours or more, or void your Warlock contract, at which time they return to the hoard. The number of times you can use this feature increase by one at 5th level (2), 11th level (3), and 17th level (4).
Middling Conjuration: For a number of times per day equal to your proficiency bonus you can temporarily summon a random, vaguely situationally appropriate, item from your patron's hoard of a rarity according to your level. (1-4=common, 5-8=uncommon, etc.) When you do, roll 1d12, on a 1, the object is more mundane than your level's rarity, on a 12, increase the rarity tier by 1 and roll again until it lands on any number other than 12, or reaches Artifact rarity. Objects summoned in this way last for 1 minute, if they would require attunement they count as already being attuned and with full functionality while summoned.
Minor Conjuration: For a number of times per day equal to your Charisma modifier, summon a useful Medium or smaller mundane object for 1 hour. (A lighter, brush, pot/pan, bathtub, privacy screen, etc.)
Your Little Corner
Gain a pocket intraplanar space unique to you, you can access this space as a free action. It functions as a 20x20x20ft pocket dimension. All items placed inside are considered to be in stasis (creatures cannot be inserted... yet.), HOWEVER, once per day, when you attempt to retrieve an object from this space, roll 1d12, on a 3 or less, the object isn't there for the rest of the day, as someone else is using it. It will be guaranteed to be there the next day starting at dawn.
The Naughty Corner
You've gained sufficient mastery over Your Little Corner to be able to open to open the portal mid combat. For a number of times per day equal to your Proficiency Bonus, you can make a melee spell attack against a creature of no more than 1 size larger than you that is within 5ft of the opened portal to Your Little Corner. The targeted creature must make a contested Strength Save against your attack. On a failure, they are sucked into the portal and fall under the effects of the banishment spell. Only one creature can be affected in this way at a time.
While a creature is "banished", they must make a constitution saving throw every turn vs your spell save DC. On a success, the creature is released before the minute is up. If they fail every check, they are claimed by your patron's hoard and cannot return to the plane they were banished from without sing a spell that would allow them to traverse across planes.
Eyes of the Hoard
You've developed the keen eye of an Appraiser. You can spend an action to interact with any object, doing so allows you to ascertain any magical properties it may have, along with whether or not it requires attunement, and how many charges it has, if any. You also know the objective value of the object at market price. This feature can be used at will.
Tributary Exchange
You may use your spell slots in new and... frankly unexpected ways... Starting at 10th level, you may spend an action and a spell slot to activate The Exchange, opening a portal to your patron's hoard. As part of this action, you must target an object or creature within 5ft to sacrifice to your patron's hoard. Any creature or sentient target may make a strength saving throw vs a melee spell attack you make. If you succeed, choose Money, Power, or Theft.
Money: You regain some number of charges of your Conjurations and/or Spell Slots based on the target's value, GM's discretion.
Power: Name an object, you will either receive it, or something of its ilk relative to the value of what was exchanged. GM's discretion.
Theft: Choose an object of roughly equivalent value possessed by a creature. You must be able to see the object directly, or accurately describe the object and its location. If accepted, the targeted item is transported to your patron's hoard. If it was being worn or carried, the creature affected makes a dexterity saving throw against your Spell Save DC.
Mobile Hoard
Through sheer willpower, or by bolstering your connection to your patron's hoard, you've gained the ability to tap into it directly out in the wider world. Once per day, you may conjure a 50ft radius sphere heavily resembling your patron's hoard in whatever form that takes for 2 hours. While this space exists, the area within it counts as your Lair, and gives you the following Lair actions that can be activated on initiative count 20 in the turn order.
Equip Arsenal: Choose a creature within your Lair, while they remain within the Lair's bounds, their weapon(s) and Armor gain extra properties appropriate to an item of up to 1 rarity tier above in addition to their normal effects. (Common > Uncommon, Uncommon > Rare, etc.) Ex. a Rare +1 breastplate might gain the properties of a Very Rare Clockwork Armor.
Call for Reinforcements: Roll 2d12, the first dice determines the number of creatures summoned, and the 2nd determines their CR. Activating this Lair Action summons spectral creatures in a number and of an appropriate CR to what was rolled to appear wearing appropriate gear. The creatures summoned are friendly to your allies, and hostile to your enemies, and will last until the Lair is dispelled, they are dismissed, a new set of reinforcements is called, or they drop to 0hp. The summoned creatures act immediately after your turn with statistics determined by the GM.
Bolstering Supplies: Choose a creature within your Lair, that creature receives a Spell Cube with a single use of a spell determined by the GM. Once they have used the spell within, the cube disappears. These cubes only contain healing, defensive, or utility spells.
Once your Lair is dispelled, you take 2 levels of exhaustion, and any benefits conferred by the Lair's existence disappear with it. Starting at Level 18, you no longer take levels of exhaustion when the Lair is dispelled.
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