Collector (5e Class)

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Collector[edit]

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[edit]

As you create a Collector, keep in mind what situations in your life led you to become obsessed with that kind of power, what things caused you to find the collector's order, and what prompted you to replace your eye. Wonder how they got your skills? Did a master of the order teach you? 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 their weapons with each hit and ends up filling the field with their beloved weapons.

Quick Build

You can make a Collector quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity. Second, choose the Bounty Hunter background. Third, choose the shortsword, the short bow with 20 arrows, and the an explorer's pack.

Class Features

As a Collector you gain the following class features.

Hit Points

Hit Dice: 1d8 per Collector level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Collector level after 1st

Proficiencies

Armor: Light, Medium, Shields
Weapons: Simple Melee Weapons, Martial Melee Weapons
Tools: One set of Artisan’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Athletics, Deception, Insight, Performance, Sleight of Hand, Stealth and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Collector

Level Proficiency
Bonus
Features
1st +2 Soul blade, Soul sight
2nd +2 Psychic strike
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
10th +4 Dimensional barrage
11th +4 Magical modify
12th +4 Ability Score Improvement
13th +5 Magical sever
14th +5 Phantom arsenal
15th +5 Collector's flurry
16th +5 Ability Score Improvement
17th +6 Knife to the soul
18th +6 Dimensional pursuit
19th +6 Ability Score Improvement
20th +6 Body arsenal

Soul Blade[edit]

As a bonus action, you can create a semisolid blade composed of psychic energy distilled from your soul. You can only have one of these blades at a time. The blade is identical in all ways (except visually) to a shortsword. The Soul Blade glows phosphorescently in the color of your soul, and sheds dim light in a 5 feet radius. You use your Intelligence 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 Soul Blade as a ranged weapon with a range of 30/60 feet. Whether or not the attack hits, the Soul blade then dissipates.

Starting at 3rd level,
your Soul Blade counts as magical for purposes of overcoming resistance and immunity.
And you can have up to two blades and wield both if you so choose.

Soul Sight[edit]

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: Aberrations are utterly alien beings as are their souls.

Beasts White: Beasts have simple spirits that are easy to see.

Celestial Gold: An celestials soul shines a bright golden color and can often be blinding.

Constructs Varies: Depending on the type of construct and how it was created some can have souls while others cannot.

Dragons A dragon's soul is the color of its alignment:

Platinum: Good Dragons
Crimson Red: Evil Dragons

Elementals An elemental's soul resembles the plane from which it hails from:

Fiery Red: Often making the fire elemental looking bigger then it is, its soul is as a burning flame.
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.

Fey Twilight: It always seems like a fey's soul is as the setting sun.

Fiends Black: A fiends soul is a scary thing to gaze upon, it is as black as the darkest night.

Giants Dark Grey: a giants soul is a very dark grey that shows off their strength.

Humanoids Pale Blue: most humanoids souls are pale blue but sometimes their emotions can cause a soul to become darker(sadness, anger and stress) or even brighter(happiness, comfort and pleasure).

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 Color: Oozes tend not to have souls unless a wizard has decided to create one with a soul.

Plants Pale Green: plant life in general do not have a soul instead they share a conscious of primal energies that can be seen as a soul.

Undead No color: 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 Intelligence Modifier + 1. You regain all uses this at the end of a short rest.

Psychic Strike[edit]

At 2nd level, you gain the ability to infuse your weapon strikes with destructive psychic energy. Once per turn, when you hit a creature with an attack, the attack deals an extra 1d6 psychic damage to the target. The damage increases when you reach 7th level to 2d6, 12th level to 3d6, 18th level to 4d6.

Magical Arsenal[edit]

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 your intelligence modifier 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 Intelligence modifier

Shape Soul[edit]

Starting at 3rd level you can now shape your Soul Blade into any simple or martial weapon, granting it the properties and damage of the weapon you turn it into. You are considered proficient with it regardless of type. 2-handed weapons count as 2 summoned weapons against the number you can summon using your Soul Blade feature.

Ability Score Increase[edit]

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.

Extra Attack[edit]

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.

Summoner's Defense[edit]

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 Intelligence modifier.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Enchanced Soul Blade[edit]

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[edit]

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.

Psychic Assault[edit]

Beginning at level 9, as an action, you may manifest a number of Soul Blades equal to your Intelligence 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.

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 Intelligence modifier. You regain all uses of this feature at the end of a long rest.

Shatter Strike[edit]

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.

Dimensional Barrage[edit]

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 {{5a|Dex} saving throw. On a failed save, a creature takes the combined damage of all your chosen arcane arsenal weapons + your Intelligence 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.

Magical Modify[edit]

At the 11th level, as part of a long rest, you make a ritual to manipulate the magical properties of an item of your choice, cleaning any curse that afflicts it or the attunement effect on it. Additionally, if the target has no magic properties, you can give it a +2.

Magical Sever[edit]

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 psychic 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 Intelligence modifier before taking a long rest.

Phantom Knife[edit]

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.

Collector's Flurry[edit]

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[edit]

Beginning at 17th level, when you hit a creature with the Soul Blade 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.

Dimensional Pursuit[edit]

At 18th level, once on your turn when you hit with a ranged attack using a weapon from your arcane arsenal, you can use a bonus action to teleport to an open space within 5 feet of the target, your hand grasping the weapon you threw.

Body Arsenal[edit]

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:

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.

Treasure Hunter[edit]

Hunters Eyes

At level 3, Doing a 1-hour meditation, you can call the treasure compass for you. It indicates the path to magic items [Whether of any rank or cursed] and it always indicates the nearest item, even if it is hidden or in any other situation.

If the item is in someone's possession, you will know, and as soon as you are close to the item, a small red fog will appear.

Improved Magic Armory

At level 7, the number of weapons you can have is doubled, and you can store other types of items.

Transfer Capabilities

Starting at level 10, you can spend 2 hours to transfer the capabilities of a magic item to one of your soul weapons. The same will have to be stored in the magic armory from now on. [No soul weapon, needs attunement]

True Hunter

Starting at 15th level, you ignore class and race tendencies or requirements to use any category of magic item.

True Hunter 2.0

Starting at 18th level, you can attune yourself to a number of magic items equal to your Intelligence modifier.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Collector class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Collector class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, shields.

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