Collector, Dancer and Burst Variant (5e Class)
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Collectors are specialists in hunting, studying and using magical items better than anyone else and they are so devoted to that goal that when taking this path in their lives, they exchange one of their eyes for a relic that helps them in their search, they usually occupy the The same items they acquire to fight and if they lack one, the relic in their eye helps them channel their souls into great weapons to aid them in combat.
Creating a Collector
As you create a Collector, keep in mind what situations in his life led him to become obsessed with that kind of power, what things caused him to find the collector's order, and what prompted him to replace his eye. wonder how he got his skills? Did a master of the order teach him? or maybe you learned on your own? When creating a collector keep in mind that they are greedy bastards, they will not share their magic items unless it is a life or death situation and will always argue about the use of an item, but, in combat imagine your collector fighting, connecting combos while he swaps his weapons with each hit and ends up filling the field with his beloved weapons.
- Quick Build
You can make a Collector quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Bounty Hunter background. Third, choose the shortsword, the short bow with 20 arrows, and the an explorer's pack.
As a Collector you gain the following class features.
- Hit Points
Armor: Light, Medium, Shields
Weapons: Simple Melee Weapons, Martial Melee Weapons
Tools: One set of Artisan’s tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from Arcana, Athletics, Deception, Insight, Performance, Sleight of Hand, Stealth and Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 5e SRD:Shortsword or (b) 2 Simple Weapons
- (a) Padded leather and a short bow with 20 arrows or (b) Studded leather and 10 darts
- (a) a dungeoneer's Pack or (b) an explorer's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|1st||+2||Soul blade, Soul sight|
|3rd||+2||Magical arsenal, Shape soul|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Summoner's defense|
|6th||+3||Enchanced soul blade|
|7th||+3||Speed of thought|
|8th||+3||Ability Score Improvement|
|9th||+4||Psychic assault, Shatter strike|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Knife to the soul|
|19th||+6||Ability Score Improvement|
As a bonus action, you can create a semisolid blade composed of vital energy distilled from your soul. You can only have one of these blades at a time. The blade has the appearance of a chosen weapon. The Soul Blade glows phosphorescently in the color of your soul, and sheds dim light in a 5 feet radius. You use your Charima modifier for attack and damage rolls made with this weapon. The blade lasts until you dispel it as a bonus action or it is forcefully removed from your grip/possession. You may throw your Mind Blade as a ranged weapon with a range of 30/60 feet.
Starting at 3rd level, your Mind Blade counts as magical for purposes of overcoming resistance and immunity and you can have up to two blade and wield both if you so choose.
Your eyes have become attuned with the spiritual world. While in darkness or at night, your eyes now glow in the color of your soul. You can see the glow of others souls which appear as glowing outlines around their body. You can see the glow of their soul in any lighting except magical darkness. You cannot see this glow if they are obscured by thick walls or large objects as thick as at least 1 foot. Though you can see the souls of creatures faintly, this sight does not give you the ability to automatically discern if something is an illusion or not, instead it gives you advantage on Intelligence (Investigation) Checks to discern if an illusion of a living creature is real or not. Different creatures have different color souls, check the following list below for types:
Aberrations: Dark Purple
Constructs: Green (They dont have a soul so this gree means no soul, but "Alive")
Dragons: --Platinum: Good Dragons --Crimson Red: Evil Dragons
Elementals: ---Fiery Red: ---Flowing Blue: Flowing like a river, a water elementals soul always seems to be in motion. ---Gusting White: Similar to the soul of a beast though it seems to be constantly flowing in a gust of wind. ---Rambling Brown: An earth elementals soul is strange in comparison to other creatures souls. Though it seems solid it constantly seems to be shifting within itself.
Giants: Dark Grey
Humanoids: Pale Blue
Monstrosities: Varies (depending on the origin of the monstrosities depends what colour it soul will be, it if often a mixture of multiple souls)
Oozes: No Colour (Oozes tend not to have souls unless a wizard has decided to create one with a soul.)
Plants: Pale Green
Undead: No colour (as most undead do not have souls, in the case that they do it is the colour of the creature type it used to be.)
As an action, you can also faintly sense the effect of a magical item. Until the end of your next turn, you know the effect of a item that are not behind total cover within 60 feet of you. You have an amount of uses equal to your Charisma Modifier + 1. You regain all uses this at the end of a short rest.
At 2nd level, you gain the ability to infuse your weapon strikes with destructive vital energy. Once per turn, when you hit a creature with an attack, the attack deals an extra 1d6 strength damage to the target. The damage increases when you reach 7th level to 2d6, 12th level to 3d6, 18th level to 4d6. If you make a a critical or overpass the AC for a difference of 5 or more u could use it again.
Starting at 3rd level, you develop a means of storing your weapons in a personal pocket dimension. Your magical arsenal can hold a number of melee weapons equal to 1 plus half your collector level. You can add any number of weapons to your magical arsenal by performing a ritual over the course of 1 hour, which can be done during a short rest. The weapons must be within your reach throughout the ritual, at the conclusion of which you touch the weapons and add them to your magical arsenal.
If you attempt to add a weapon to your magical arsenal when it is already full, you must choose a weapon to remove from it. The removed weapon appears at your feet. When you add a weapon to your magical arsenal, you automatically gain proficiency with that weapon, but, when you remove it from the arsenal, also remove the proficiency.
When you take the attack action on your turn and have the extra attack feature, you can choose to make each attack with a different weapon from your arsenal. If only one attack was made with a weapon that has the two-handed or heavy property, you can make another attack as a bonus action as though using two-weapon fighting. You can dismiss your arcane arsenal at any time with no action required. At the end of your turn, all weapons from your magical arsenal that you are not currently holding return to your pocket dimension.
Saving Throws. Some features granted by your magical arsenal require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Magical Arsenal Save DC = 8 + your proficiency bonus + your Charisma modifier
Starting at 3rd level, You can throw your soul blade and it will fall behind your enemy within 10 feet (The soul blade stays for 3 turns in the field, the blade goes back to your arsenal). With an action bonnus you can teleport to this weapon and launch a mele attack on all enemies within 5 feet of this point. This attack will be a single attack for everyone and the damage done will be the same for everyone, the damage of the weapon is used.
This trait can be rerun if an enemy was eliminated in this way, when a weapon has been placed on the field the same turn.
This trait has an equal number of uses to your multi-attack, but each jump spends a charge, all jumps will be recharged when you make a full turn without using this trait.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. The number of attacks increases to three when you reach 13th level in this class. U can use one of the extra Attacks to put a soulblade in the field.
At 5th level, if you have at least 1 weapon in your magical arsenal that you are not currently wielding, you can use your reaction to summon it to defend you when you are hit by an attack. When you do so, the damage you take from the attack is reduced by the chosen weapon's damage dice + your Charisma modifier.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Enchanced Soul Blade
Starting at 6th level, your Soul blades gains a bonus of +1 to attack and damage rolls. This feature increases to a +2 at level 11 and a +3 at level 17. A arsenal weapon bound to you also gains this bonus, so long as it does not already give a magical bonus to attack and damage rolls.
Speed Of Thought
Starting at 8th level your ability to react and to perceive movements of the world. You can do the following:
You can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Beginning at level 9, as an action, you may manifest a number of Soul Blades equal to your Charisma modifier and throw them at any number of target creatures within 60 feet of you. Make a ranged attack roll for each blade thrown. For each hit, the creature takes 1d6 piercing damage, and the blade becomes embedded into the creature.
While the creature has a blade embedded into them, they lose 10ft of movement and cannot take the dodge action. While the creature has 2 or more blades embedded, its speed is reduced to 0, and automatically fails all Dexterity saving throws. The blades cannot be removed and dissipate at the end of your next turn. You can use Lotus Flower whit this blades.
The blades made by this feature does count towards the number of manifested weapons from the Soul Blades. You have an amount of uses equal to your Charisma Modifier. You regain all uses of this feature at the end of a long rest.
At 9th Level your attacks begins tearing at the fabric of a creatures soul. Your attacks now critical hit on a 19-20. When you roll a critical hit, you may reroll any damage dice that result in a 1.
At 15th level, your weapon attacks score a critical hit on a roll of 18-20.
At 10th level, you can hurl your arcane arsenal forth to ravage your enemies. As an action, choose a number of weapons in your arcane arsenal up to your Intelligence modifier. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes the combined damage of all your chosen arcane arsenal weapons + your Charisma modifier, or half as much damage on a successful one.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest. Additionally, when you reach level 15, you can choose to use all the weapons in your magical arsenal.
At the 11th level, as part of a long rest, you make a ritual to manipulate the magical propeties of an item of your choice, cleaning any curse that afflicts it or the atunement effect on it. Additionally, if the target has no magic properties, you can give it a +2
Beginning at level 13, you may choose to attempt to temporarily sever the magic of a creature. As an action, choose one target creature within 30 feet of you and it must make a wisdom saving throw against your Collector save DC. On a failed save, the creature takes 3d10 strength damage and all magic items that creature uses lost their powers for 1 minute. The creature may remake this save at the end of each of its turns until the effect has ended. You can only use this feature a number of times equal to your Charisma modifier before taking a long rest.
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.
Starting at 15th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. On each of your turns when you miss with a weapon attack, you can make another weapon attack with a different weapon from your magical arsenal as part of the same action.
Knife To The Soul
Beginning at 17th level, when you hit a creature with Lotus Flower (Area of efect) or a weapon from your magical arsenal, you can choose to not do damage, and do the following instead: Choose between Intelligence, Wisdom, or Charisma. then roll 4d6. Reduce that creature's chosen ability score by the total roll, and if it would become negative, it becomes 0 instead. A creature affected by this feature is immune to it and regains its lost ability scores at the end of a Long Rest. You can use this feature once each long rest.
At 18th level, when you give a critical hit a second soulblade, that is not in the field falls directly where you are, leaving it to use again or return later.
At 20th level, your arsenal has become so powerful and you have collected so many magical items that no creature dare tamper with it and your mind transcends the body giving you the following benefits:
You are now immune to fear, charm, mind control effects and any affect that would attempt to alter your mind.
You gain resistance to bludgeoning, piercing, and slashing damage.
You no longer age.
Additionally, if you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.
Prerequisites. To qualify for multiclassing into the Collector, Dancer et Burst class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Collector, Dancer et Burst class, you gain the following proficiencies:
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