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Collector

Prerequisites: One level in 13 available classes
hit dice: d8
hit points at 1st level: 12+Constitution modifier
hit points at higher levels: d8+Constitution modifier
armor proficiencies: Light, Medium Armour
weapon proficiencies: Simple and Martial weapons
tools: Choose one Musical Instruments, & thieves' tools
saving throws: Constitution and one save of your Choice
skills: Choose 3
starting equipment:
spellcasting:
As a Collector, you tap into arcane magic differently, using the sheer endurance and resilience of your Constitution to wield spells. Unlike traditional casters, you have a more fluid approach, drawing from various magical sources through the energy within yourself.  

Cantrips:

You know three cantrips of your choice from any spell list. You may choose cantrips from different spellcasting classes (e.g., Druidcraft, Eldritch Blast, Fire Bolt). Whenever you finish a long rest, you can replace one of your cantrips with another cantrip of your choice.  

Spellbook:

You carry a unique Collector’s spellbook, an object that embodies the Collector's Will. This book contains the spells you know of 1st level and higher. It begins with six 1st-level spells of your choice from any class spell list (e.g., Detect Magic, Healing Word, Mage Armor, Guiding Bolt, Magic Missile, Thunderwave). These represent the culmination of your studies across multiple magical disciplines. When you gain a Collector level, you may add one new spell from any class spell list to your spellbook, provided it’s of a level for which you have spell slots.  

Spell Slots:

The Collector Spellcasting table determines the number and level of spell slots you have to cast your spells. You regain all expended slots when you finish a long rest.  

Prepared Spells:

You prepare a list of spells each day. To do so, choose spells from your spellbook equal to your Collector level + your Constitution modifier (minimum of one spell). The chosen spells can be from any spell list but must be of a level for which you have spell slots.  

Changing Your Prepared Spells:

You can change your list of prepared spells when you finish a long rest. Preparing a new list requires spending time with your Collector’s spellbook..  

Spellcasting Ability:

Constitution is your spellcasting ability for your Collector spells. You use your Constitution modifier whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Collector spell you cast and when making an attack roll with one.  
Spell Save DC = 8 + your proficiency bonus + your Constitution modifier
Spell Attack Modifier = your proficiency bonus + your Constitution modifier
 

Spellcasting Focus:

You can use your spellbook as a spellcasting focus for your Collector spells.  

Copying a Spell into the Book:

When you find a level 1+ spell scroll, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.  

Ritual Adept

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
class features:

1st Level


Collector's Mind

Starting at 1st level, choose one 1st-level feature from any class (e.g., Lay on Hands from Paladin, Rage from Barbarian). This ability does scale with your collector level, instead of the class level. You can choose an addtional feature of another class that is equal to or lower level than your collector class at level 4, 8, 12, 16, and 19.   Whenever you level collector, you can choose to swap a chosen feature, with another.  

Tarots

Also at 1st level, you gain a resource called Tarots as you level up in the Collector class, and you have an amount of Tarots equal to your collector level. You regain all expended Tarots when you complete a long rest.   At the start of your turn, you can choose to expend one Tarot. When you do so, you gain temporary access to a class feature from another class until the end of your next turn, provided that feature is not chosen from your Collector’s Mind feature. If the chosen feature has a duration, its effects only last until the end of your next turn, regardless of its usual duration. If the feature requires a resource to use such as metamagic, then you can choose to use the class resource if you have any or an addtional tarot (This does not count towards your once per turn). The feature must be one available to a class level equal to or lower than half your Collector level, rounded down. For example, if you are an 8th-level Collector, you can access features available to characters up to 4th level in any class.   Restrictions:
  • The chosen feature must include an action, bonus action, or reaction to use it (e.g., Rage, Second Wind, Divine Smite, Arcane Recovery, metamagic), not a passive ability (e.g., Unarmored Defense, Jack of All Trades).
  • You may use one Tarot per turn.
 

2nd Level


Jack of All Masteries

At 2nd level, Your vast understanding of various roles allows you to temporarily adopt expertise in a particular skill. At the end of each long rest, choose one skill proficiency you have. Your proficiency bonus is doubled for any ability check using this skill until your next long rest.  

3rd Level


Collector's Aspect

At 3rd level, you choose an Aspect that reflects a particular focus or specialization that you would like to master.  

4th Level


Ability Score Improvement

When you reach 4th 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.   If your DM allows the use of feats, you may instead take a feat.  

Additional Collector's Mind Known

Choose one 4th-level or lower feature from any class.  

5th Level


Adaptable Strategy

At 5th level, your ability to draw from a wide range of skills grants you the option to gain one of the following features. Choose one from the list below:   Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.   Invocation Insight: You gain amount of Eldritch Invocations equal to your proficiency from the warlock class. You use your Constitution modifier as the spellcasting ability for any invocation effects that require it. Any level requirements use your Collectors level instead of warlocks.   Inspiration Reserve: You gain a pool of Inspiration Dice, which are d6s, equal to your proficiency bonus. As a bonus action, you can grant one of these Inspiration Dice to yourself or an ally within 60 feet who can hear you. Once used, an Inspiration Die is expended. The Inspiration Die pool resets after you complete a long rest.   You can change this choice after completing a long rest, selecting a new feature from this list.  

6th Level


Collector's Aspect Feature

At 6th level, you gain a feature granted by your aspect.  

8th Level


Ability Score Improvement

When you reach 8th 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.   If your DM allows the use of feats, you may instead take a feat.  

Additional Collector's Mind Known

Choose one 8th-level or lower feature from any class.  

10th Level


Collector's Aspect Feature

At 10th level, you gain a feature granted by your aspect.  

11th Level


Improved Collector’s Mind

At 11th level, your understanding of borrowed abilities has deepened, allowing you to use features from other classes with greater proficiency.   When you use Collector’s Mind to gain access to a class feature from another class, the feature now lasts for its full duration as specified by that feature, rather than ending at the end of your next turn. For example, if you choose to gain the Rage feature from the Barbarian, it will last for its normal duration rather than a single round.   Additionally, if the feature requires any form of resource to use (such as Ki Points for a monk’s ability), you can spend an additional Tarot to cover one instance of that resource cost.  

12th Level


Ability Score Improvement

When you reach 12th 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.   If your DM allows the use of feats, you may instead take a feat.  

Additional Collector's Mind Known

Choose one 12th-level or lower feature from any class.  

14th Level


Collector's Aspect Feature

At 10th level, you gain a feature granted by your aspect.  

16th Level


Ability Score Improvement

When you reach 16th 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.   If your DM allows the use of feats, you may instead take a feat.  

Additional Collector's Mind Known

Choose one 16th-level or lower feature from any class.  

17th Level


Collector's Tale

At 17th level, you have reached the pinnacle of your collected knowledge, and your power reflects this. Choose one of the following two options:   Eternal Vitality Your extensive training and collected powers allow your body to adapt and grow stronger. You gain additional hit points equal to your Collector class level. For each level you gain in Collector after this, you gain one additional hit point.   Ascendant Knowledge You gain proficiency in Wisdom saving throws, and you can choose a second saving throw proficiency from the following list: Constitution, Dexterity, or Intelligence. If you already have proficiency in all three saving throws, you gain advantage on all saving throws.  

19th Level


Ability Score Improvement

When you reach 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.   If your DM allows the use of feats, you may instead take a feat.  

Additional Collector's Mind Known

Choose one 19th-level or lower feature from any class.  

20th Level


Dual-Aspect

At 20th level, you have fully unlocked the potential of your unique nature as a Collector. You may choose a second class and gain its features as if you were that class. You gain all class features (including subclass features) up to the level you would have attained if you had taken that class from 1st level. For example, if you choose the Fighter class, you would gain all the class features of a Fighter up to level 20, including the Extra Attack feature, Second Wind, Action Surge, and so on.   Your hit points, proficiencies, and other features are not included however instead your Collector class features (including Tarot, Collector’s Mind, etc.) still apply, and your overall progression remains tied to your Collector level.
subclass options:
Aspect of the Arcane

Aspect of the Arcane

You have delved deeply into the arcane arts, mastering spells from a variety of traditions. Your focus is on flexibility and raw magical power, allowing you to experiment with a vast array of spells.  

Expanded Spell List

You gain access to the following spells, which are added to your Collector spell list. You can learn and prepare them just like any other spell on your list.   1st Level: Mage Armor, Magic Missile
  3rd Level: Mirror Image, Scorching Ray
  5th Level: Counterspell, Fireball
  7th Level: Greater Invisibility, Ice Storm
  9th Level: Cone of Cold, Telekinesis
   

Arcane Mastery

At 3rd level, your deep study of magic allows you to add your Constitution modifier to the damage rolls of any cantrip you cast. Additionally, once per long rest, you can expend a Tarot to cast a spell from any class's spell list that you have seen cast before, without needing a spell slot. The spell is cast using your Constitution modifier and any duration lasts until the end of your next turn.  

Level 6 WIP

Starting at 6th level, ...    

Level 10 WIP

At 10th level, ...  

Level 14 WIP

At 14th level, ...
  Aspect of the Martial

Aspect of the Martial

Your versatility as a warrior allows you to pick up the best tactics and maneuvers from all forms of combat. You are proficient in a wide variety of weaponry and can adapt to any battlefield.  

Expanded Spell List

You gain access to the following spells, which are added to your Collector spell list. You can learn and prepare them just like any other spell on your list.   1st Level: Shield, Mage Armor
  3rd Level: Enlarge/Reduce, Blur
  5th Level: Haste, Protection from Energy
  7th Level: Stoneskin, Freedom of Movement
  9th Level: Telekinesis, Steel Wind Strike
   

Martial Maneuver

At 3rd level, you gain proficiency with heavy armor and shields if you don't already have them. Your hit die now become a d12 instead of a d8, and you gain 10 addtional hit points when you take this aspect.   Additionally, your Collector instincts allow you to adapt the maneuvers of a Battlemaster on the fly. By expending a Tarot, you can perform a battlemasters Maneuver of your choice. When you do so, roll a d8 as your maneuver die. The die increases in size at higher levels, becoming a d10 at 10th level and a d12 at 14th level.  

Level 6 WIP

Starting at 6th level, ...    

Level 10 WIP

At 10th level, ...  

Level 14 WIP

At 14th level, ...
  Aspect of the Divine

Aspect of the Divine

You have tapped into divine power, drawing from the wisdom and guidance of higher beings. Your connection to the divine allows you to protect and heal, as well as channel holy energy in battle.  

Expanded Spell List

You gain access to the following spells, which are added to your Collector spell list. You can learn and prepare them just like any other spell on your list.   1st Level: Bless, Cure Wounds 3rd Level: Lesser Restoration, Spiritual Weapon
  5th Level: Beacon of Hope, Mass Healing Word
  7th Level: Guardian of Faith, Divine Favor
  9th Level: Flame Strike, Greater Restoration
 

Divine Favor

At 3rd level, you can expend one Tarot, once per short rest, to use a Channel Divinity option from any cleric or paladin subclass of your choice. When you use this feature, select a Channel Divinity from any cleric or paladin domain. The Channel Divinity effect functions as described in that domain, using your Collector level as your cleric level for any scaling effects, and the duration of the effect can only last for 1 minute at most.  

Level 6 WIP

Starting at 6th level, ...    

Level 10 WIP

At 10th level, ...  

Level 14 WIP

At 14th level, ...
  Aspect of the Nature

Aspect of the Nature

You have tapped into divine power, drawing from the wisdom and guidance of higher beings. Your connection to the divine allows you to protect and heal, as well as channel holy energy in battle.  

Expanded Spell List

You gain access to the following spells, which are added to your Collector spell list. You can learn and prepare them just like any other spell on your list.   1st Level: Entangle, Goodberry
  3rd Level: Barkskin, Moonbeam
  5th Level: Call Lightning, Plant Growth
  7th Level: Grasping Vine, Guardian of Nature
  9th Level: Mass Cure Wounds, Tree Stride
   

Nature’s Shape

At 3rd level, you connect with the primal forces of nature, gaining the ability to embody aspects of powerful druidic circles. At the end of a long rest, choose one druid subclass from the following list to assume until your next long rest: Circle of Stars, Circle of Wildfire, Circle of the Moon, or Circle of Spores.   Once you have selected a druid subclass, you can expend a Tarot to activate one of its signature abilities as if you were a 3rd-level druid in that subclass.  
  • Circle of Stars: Activate the Starry Form feature, assuming a celestial constellation form that grants bonuses according to the Starry Form option you select (e.g., Archer, Chalice, Dragon).
  • Circle of Wildfire: Summon a Wildfire Spirit as an action, calling forth a fiery companion that aids you and your allies, acting immediately on your turn and using your Collector level for its stats.
  • Circle of the Moon: Use Wild Shape to transform into a creature with a CR limit up to 1, following the same rules as the Circle of the Moon’s Wild Shape feature.
  • Circle of Spores: Activate the Halo of Spores and Symbiotic Entity features, surrounding yourself with a toxic spore aura and gaining temporary hit points.
 

Level 6 WIP

Starting at 6th level, ...  

Level 10 WIP

At 10th level, ...  

Level 14 WIP

At 14th level, ...
LevelProficiencyBonus FeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Collectors Mind, Tarots22--------
2nd+2Jack of All Masteries23--------
3rd+2Collector's Aspect, Addtional Collectors Mind Known242-------
4th+2Ability Score Improvement343-------
5th+3Adaptable Strategy3432------
6th+3Collector's Aspect Feature3433------
7th+334331-----
8th+3Ability Score Improvement, Addtional Collectors Mind Known34332-----
9th+4343331----
10th+4Collector's Aspect Feature443332----
11th+4Improved Collector’s Mind4433321---
12th+4Ability Score Improvement, Addtional Collectors Mind Known4433321---
13th+544333211--
14th+5Collector's Aspect Feature44333211--
15th+5443332111-
16th+5Ability Score Improvement, Addtional Collectors Mind Known543332111-
17th+6Collector's Tale5433321111
18th+65433331111
19th+6Ability Score Improvement, Addtional Collectors Mind Known5433332111
20th+6Dual-Aspect5433332211

Created by

The World of Ferra.

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Class Features

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