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Warlock Patron: The Collector
\pagebreak # Otherworldly Patron ## The Collector A timeless being, thought to be the immortal King of a long forgotten civilisation, who was banished to its own extra-dimentional vault. It sees itself above all else, and thinks itself the rightful owner of all things. This being has an insatiable hunger to fill its vault with all of the world's greatest and rarest treasures. It seeks the world's finest wines, most precious jewlery, and most of all, the weapons of its greatest heros. When the Collector lends its power, a golden portal to the vault opens, from which items or weapons are released, for example an Eldritch Blast or Magic Missile could make small portals open next to the caster, from which spears and swords are launched at speed. After these weapons have struck their target or missed, they dissolve into golden dust and return to the vault. The Collector offers its power to those who seek fortune and luxury, especially those who indulge themselves in the world's greatest pleasures. It lends those it makes a pact with magical items and artifacts, including weapons from its armory in its quest to collect more. The Collector hopes to one day find a servant strong enough to break it from its prison.
Part 2 | Your Introduction
#### 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. | Spell Level | Spells | |:---:|:-----------:| | Cantrip | Thaumaturgy | | 1 | Magic Missile, Identify | | 2 | Spiritual Weapon, Arcane Lock | | 3 | Conjure Barrage, Glyph of Warding | | 4 | Arcane Eye, Leomund's Secret Chest | | 5 | Legend Lore, Conjure Volley | #### The Collectors Curse Starting at 1st level, you receive a curse in exchange for the power granted to you. If you die, after a number a days equal to your Charisma modifier, any items, magical or mundane or size Huge or smaller you that you owned in life, wherever they may be in the world dissolves into golden dust and disappears, transported to the vault. #### Relic's of Rarity Starting at 1st level, your patron grants you access to magical Relics from their vault. Whenever you finish a long rest, you can choose a number of Common magic items equal to your Charisma modifier to know the location of within the vault. As an action, you can choose one of these items and summon it, you are considered proficient in it, and it appears either in your hand, or on your body in the case of armor or clothing. \columnbreak If the relic requires attunement, you can attune yourself to it the instant you borrow the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide). The relic disappears after 24 hours, if a creature other than you attempts to use it, or if you use this feature again to summon a different relic. Additionally, if you attempt to sell any items summoned by this feature, they will vanish before the sale can take place. Once you have summoned an item with this feature, you cannot summon another until after you have completed a short or long rest. #### Comforts of a Collector Starting at 1st level, your patron offers you comfort in your journey. You know the Unseen Servant spell, and the Tenser's Floating Disk spell, and you can cast these spells using this feature without using a spell slot or material components. Once you have cast these spells using this feature, you cannot cast them again until you finish a long rest. In addition, when you cast Unseen Servent using this feature, you can choose one of the following options: * Feast and Wine: The servant will summon golden plates and will serve a banquet of 6 pounds of exotic, rich and delicious food as well as 2 gallons of fine wine, enough to sustain up to two humanoids for 24 hours. The food and wine spoils if it is not eaten or drunk after 24 hours. * Clothing: The servant will summon up to 8 sets of clothing in any style or size of your choosing. * Bath: The servant will summon a golden bathtub filled with warm water, soaps and perfumes. * Tent: The servant will summon produce a small luxurious tent. This tent has a comfortable bed, a desk and chair, and a magical light. The tent is protected from extreme weather and is a comfortable temperature inside. The tent can hold up to two creatures, if a third attempts to enter, it vanishes back into the vault. Objects not including food and wine summoned using this feature vanish after 24 hours have passed. Additionally, if you attempt to sell any items summoned by this feature, they will vanish before the sale can take place. #### Power of Greed Starting at 6th level, your access to the vault is increased. You can summon items of Uncommon rarity from the vault using your Relic's of Rarity feature. Additionally, you can borrow a powerful relic for a limited time. Choose a weapon on Very Rare rarity (Additional weapon relic options for this feature are listed at the end of this document). As an action you can summon one of these weapon to your hand. You are considered proficient in the weapon summoned, and attuned to it for the duration. \pagebreak After 1 minute has passed, or if a creature other than yourself tries to make an attack roll with this weapon, the special relic vanishes back into the vault, and any ongoing effects caused by it are ended. Once you use this feature you cannot use it again until you finish a long rest. #### Key to the Vault At 10th level, The Collector gives you a magical key that allows you to enter the vault. As an action, you can magically vanish into golden dust and enter the vault. When you appear in the vault you do not have anything you were carrying, you are instead wearing comfortable, exotic and expensive clothing. The interior of the vault is an extradimensional space with seemingly endless corridors and with 50ft high celings. The interior is a plesant tempreture, with golden walls and ceilings, and contains endless piles of gold, weapons, armor, jewelry, carpets, silks, foods and wines. At the end of the main room sits a golden throne on which your patron sits, they may occasionally interact with you, they might share some wine, or show you an item in their collection, but most of the time they are engaged in their own business. If you spend at least 10 minutes in the vault you gain the benefit of finishing a short rest, and can add your proficiency bonus to the number of hit points you regain if you spend any Hit Dice as part of a short rest. Each time you enter the vault, you can cast Legend Lore once without expending a spellslot or material components. You can remain inside the vault up to a number of hours equal to twice your proficiency bonus. You exit the vault early if you use an action to leave. When you exit the vault, you appear in the place you were when entered, if that place obstructed you instead appear in the unoccupied space closest to it. When you appear back from the vault you have all of the items that were on you when you entered, and none of the items from inside the vault unless you have express permission from your patron to take one. Once you enter the vault, you can't enter again until you finish a long rest. Additionally, when you use your Relic's of Rarity feature, you can choose relics to be a magic item of Rare rarity. #### Legendary Relic's At 14th level, The Collector fully grants you access to their legendary collection of relics from their vault. When you use your Relic's of Rarity feature, you can choose relics to be magic items of Very Rare rarity. When you enter the vault using your Key to the Vault feature, you can borrow one magic item of Legendary rarity which you can keep for up to 1 hour after you leave, after which it vanishes. Additionally, at 14th level, you can cast Heros' Feast once without material compenents. Once you have cast it in this way you cannot cast it again until 4d4 days have passed. \columnbreak ## Additional Invocations #### Vault Storage *Prerequisite: Pact of The Collector*
The Collector grants you a special bag of holding that links to your own personal chamber within the vault to store your items. Only you can access the contents of this bag of holding. This bag has infinite space and the inside glimmers with golden light. You always know where your bag of holding is located. You can spend 1 hour preforming a ritual to create a new bag, when a new bag is created the old one is destroyed. The new bag has the same contents as the old bag. #### Glimmering Brilliance *Prerequisite: Pact of The Collector*
You can cast the sanctuary spell on yourself at will as an action, without expending a spell slot or material components. #### Improved Vault Missile *Prerequisite: Pact of The Collector, 5th level*
The Collector grants you deeper access to his vault when you cast spells. You can add +1 to each damage die rolled for the spells Eldritch Blast, Magic Missile, Spiritual Weapon, Conjure Barrage, and Conjure Volley. In addition, the damage of Conjure Barrage and Conjure volley both increases by 2d8. #### Ancient Armoury *Prerequisite: Pact of The Collector*
You can summon an ornate and ancient set of armor, you may choose breast-plate, half-plate, or platemail armour when you choose this invocation, and you may choose the type of armor whenever you gain a warlock level. You are considered proficient in this type of armor and you can don or doff the armor as an action. Additionally, the armor never gets dirty. #### Greedy Sin *Prerequisite: Pact of The Collector*
You can have up to 2 active magic items summoned at one time from your Relic's of Rarity feature. One of the two summoned magic items must be of Common rarity. Once you reach 10th level, the rarity of one of the two summoned magic items increases to Uncommon rarity. \pagebreak #### Additional Very Rare Weapons * **Balmung**: A +2 golden Greatsword adorned with a blue gemstone, it is said a great hero once used this sword to slay a terrible dragon. When you hit a creature with an attack from this weapon it deals an additional 1d8 necrotic damage. As a bonus action you can release cursed magic from the sword, a wave of twilight erupts from of the blade, each creature within 30 feet of you must succeed on a Constitution saving throw or take 2d6 thunder damage, as well as 2d6 necrotic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Once you use this special attack you cannot use it again until you finish a long rest. * **Frost Fair Blade**: A +2 curved green Glaive wielded by a mighty warrior, so named as its edge was often covered by a layer the frozen blood of the warrior's foes. The damage die for this weapon is 2d12 slashing. While holding this weapon, as a bonus action you can fill your allies with the courage and conviction of the warrior who once wielded this weapon, for 1 minute all non-hostile creatures within 30ft of you (including you) gains 5 temporary hit points at the start of each of its turns, and advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. Once you use this special buff you cannot use it again until you finish a long rest. * **Galatine**: A +2 ornate silver Longsword once wielded by a noble knight, this sword contains the radiant power of the sun itself. The sword has the finesse property and deals radiant damage rather than slashing damage, and its damage die is 2d8. When you hit a creature with a weapon attack using this sword, you can use a bonus action to cause a huge burst of solar energy, in addition to the weapon's damage. The extra damage is 4d8 radiant damage and 2d8 fire damage. All creatures within 10ft of you must make a Constitution saving throw or they become blinded for 1 minute. Once you use this special attack you cannot use it again until you finish a long rest. In addition, the sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. * **Labrys**: A +2 double-sided Greataxe said to have been wielded by an ancient god of lightning. You deal an additional 1d8 lightning damage on a hit. While holding this weapon, as a bonus action you can cast Call Lightning at 3rd level without using a spellslot. Once you cast Call Lightning from this weapon, you cannot do so again until you finish a long rest. * **Gáe Bulg**: A +2 red barbed Spear once wielded by a great warriror, it is said to be made from the bones of a sea monster. The damage die for this weapon is 2d8 piercing, and when thrown the weapon deals an additional 1d6 piercing damage on a hit. After throwing the weapon, you can use a bonus action to cause it to magically return to your hand. Additionally, when you take the attack action to throw Gáe Bulg you can use a bonus action to strike true, giving a +10 to hit, the spear then becomes lodged in the creature for up to 1 minute, while the spear is lodged the creature takes 1d6 piercing damage for every 5ft it moves. The creature can spend an action to remove the spear, taking 4d6 piercing damage in the process. Once you use this special attack you cannot use it again until you finish a long rest. * **Shamshir-e Zomorrodnegār** A +2 black Scimitar adorned with emeralds, said to have been forged by an ancient prince. This weapons damage die is 2d6 slashing, and when you deal damage with this weapon, the creature cannot heal any hit points until the start of your next turn. As a bonus action you can activate the warding powers of this scimitar, for 1 minute you cannot be affected by any spells of 3th level or lower. Once you use this warding power, you cannot use it again until you finish a long rest. * **Gandiva**: A +2 blue Longbow given to a hero by an ancient god of fire, arrows fired from this bow are set ablaze in a blue flame. When making an attack with this bow you can choose to use either your Dexterity or Charisma modifier for your attack and damage rolls. When you hit with an attack roll using this magic bow, the target takes an extra 1d8 fire damage. When you hit a creature with an arrow from this bow, you can cast fireball at 3rd level as a bonus action centered on the creature you hit with the arrow. Once you use this special attack, you cannot use it again until you complete a long rest. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. > ##### Credits > Cover Art: [JasonTN](https://www.deviantart.com/jasontn), > Balancing: Giovanni & Micramism \pagebreak * **Lamentation of Ur** An ancient clay tablet lamenting the destruction of an ancient city that incurred the wrath of a storm god.“Alas, storm after storm swept the Land together: the great storm of heaven, the ever-roaring storm, the malicious storm which swept over the Land, the storm which destroyed cities, the storm which destroyed houses, … the storm which cut off all that is good from the Land.” * **The Book of Changes**: An ancient book from a barely half-remembered Dynasty, filled with instructions on divination rituals, including diagrams of hexagrams, and cosmic star-maps, this book was used by ancient Kings to predict the future. While holding this book, you are under the effects of the Fortune's Favour spell. Additionally, while holding this book, you can cast the Divination spell once as a warlock spell without using a spellslot. * **The Scroll of The Dead**: An ancient scroll that acts as a guide to safely lead souls to the underworld. While holding this scroll, you can cast Speak with the Dead