Warlock
Base Class: Warlock

A Voice calls from the inter-planar void between realms, the voice craves power and for those willing to seek with and for it, their hearts will be blessed with a burning passion and magic of an incandescent power. 

The Collector herself seeks only those willing to bear artefacts of power to their maximum potential.

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.

The Collector Expanded Spells
Spell Level Spells

1st

Identify, Detect Magic

2nd

Aganazzar's Scorcher, Scorching Ray

3rd

Fireball, Melf's Minute Meteors

4th

Fire Shield, Wall of Fire

5th

Flame Strike, Immolation

The Collector's Blessing

Starting at 1st level, when you hit at least one creature with a spell that deals fire damage you can force this spell to deal it's maximum possible damage. 

At level 1 this feature can be used one time per short rest.
At level 5 this feature can be used two times per short rest.
At level 11 this feature can be used three times per short rest.
At level 17 this feature can be used four times per short rest.

The Firey Blessing

Starting at 6th level, you can call upon The Collector to bless your Eldritch Blast cantrip, whenever you would cast the Eldritch Blast cantrip you can decide on whether the damage dealt is Fire or Force.

You can also drain the magic from an artefact of power (Uncommon and above) and sacrifice it to your Patron depending on the artefact quality, you will gain bonuses as follows:

  • Uncommon: 1 Temporary Spell-Slot
  • Rare: 2 Temporary Spell-Slots
  • Very Rare: 3 Temporary Spell-Slots and 1 additional Temporary Invocation
  • Legendary: 4 Temporary Spell-Slots and 2 additional Temporary Invocations
  • Artefact: 5 Temporary Spell-Slots, 2 Additional Temporary Invocations and a single cast of Wish

Temporary Spell Slots last 24 hours, or until expended, and cannot be regenerated once expended. Temporary Invocations also last 24 hours.

The Collectors Greed

Starting at 10th level, once per short rest, when you hit at least one creature with a spell or ability which deals fire damage you can add damage dice to that spell or ability equivalent to the number of magical items in your possession of uncommon rarity or higher with legendary items counting as two. You can add a maximum of 5 dice through this feature unless stated otherwise

The Collectors Fury

Starting at 14th level, once per short rest, you may channel the fury of the collector, any other creature within 60ft of the caster makes a Dexterity Saving throw - creatures of your choice may have advantage on this save. On a failed save they take 10D10 Fire Damage or half as much on a successful one.

If this feature is used in combination with 'The Collectors Greed' the damage dice added would be doubled.

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