Pact of the Collector v3.1

by jbb2727

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Warlock Patron: The Collector

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, Locate Object
3 Conjure Barrage, Glyph of Warding
4 Arcane Eye, Leomund's Secret Chest
5 Legend Lore, Conjure Volley

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 of value, magical or mundane that you owned in life, wherever they may be in the world dissolves into golden dust and disappears, transported to the vault. For larger objects such as land or property, only the deed will be transported into the vault.

Comforts of Greed

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 silver 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.
  • Fine Clothing: The servant will summon up to 5 sets of lavish and exotic clothing in any size of your choosing.
  • Scented Bath: The servant will summon a golden bathtub filled with warm water, soaps and perfumes.
  • Luxurious 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.

Antique Armory

Also beginning at 1st level, your patron grants you ancient armaments to aid you in your journey.

  • Gleaming Armor: You are granted a magical set of gleaming armor with an ornate and extravagant style that never seems to dirty. You are considered proficient in this armor, and can don or doff it as an action, summoning it directly onto your body from the vault. While wearing this armor your AC is equal to 13 + your Charisma modifier. Additionally, while wearing this armor, you can spend one minute to cast the sanctuary spell, targeting yourself without expending a warlock spell slot.

  • Vault Missile: The damage die of the Eldritch Blast spell increases to 1d12. Additionally you can add your Charisma modifier to the damage dealt by Conjure Barrage and Conjure Volley.

Relic's of Rarity

Starting at 6th level, your patron grants you access to magical Relics from their vault. Whenever you finish a long rest, you can choose a number of magic items equal to your Charisma modifier from the Relic list to know the location of within the vault. As an action, you can choose one item you know the location of 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.

The list of Relics avalible to be chosen are listed at the end of the subclass document.

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 and you lose attunement to it 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.

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.

Each time you enter the vault, you can cast Legend Lore once without expending a spellslot or material components.

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.

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.

Legendary Greed

At 14th level, The Collector fully grants you access to their legendary collection of relics from their vault. You can use your Relic's of Rarity feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Additionally, you know the Mordenkainen's Magnificent Mansion spell and the Hero's Feast spell and can cast these spells once each using this feature once without expending 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.

Relic's of Rarity

Required Level Magic Item
6 +1 Weapon
10 +2 Weapon
6 Alchemy Jug
6 All Purpose Tool
6 Amulet of Proof Against Detection and Location
10 Boots of Striding and Springing
10 Boots of Speed
6 Cap of Water Breathing
6 Circlet of Blasting
14 Carpet of Flying
6 Decanter of Endless Water
14 Dimensional Shackles
6 Emerald Pen
6 Eyes of Minute Seeing
10 Eyes of the Eagle
10 Folding Boat
10 Gloves of Climbing and Swimming
6 Goggles of Night
10 Hat of Disguise
10 Helm of Telepathy
10 Immovable Rod
6 Lanturn of Revealing
14 Mirror of Life Trapping
14 Ring of Free Action
10 Ring of Jumping
10 Ring of Mind Shielding
6 Ring of Water Walking
6 Ring of Warmth
10 Ring of X-Ray Vision
14 Robe of Eyes
14 Rod of Alertness
14 Rod of Rulership
6 Rope of Climbing
6 Wind Fan
10 Winged Boots
Credits

Cover Art: JasonTN, Balancing: Giovanni & Micramism

 

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