Otherwordly Patron The Collector The Collector is an enigmatic entity that acquires certain objects to store in its Collection, a vast cache of rare, magical, or valuable things or even creatures. Many different entities can be known as collectors: an extraplanar entity intent on gathering books and arcane knowledge; a dracolich that seeks to build a menagerie of magical creatures; a trickster spirit that entertains itself by building (or otherwise stealing) gadgets and tech. The following table includes a possible focus for your patron's Collection. Collections 1d8 Collection Type 1 gold, gems, and jewelry 2 sculptures, pottery, and paintings 3 weapons and armor 4 literature, books, and maps 1d8 Collection Type 5 exotic animal or plant remains 6 historical artifacts 7 gadgets and magitech 8 seemingly random trinkets Expanded Spell List Collector Expanded Spells Spell Level Spells 1st identify, color spray 2nd locate object, rope trick 3rd bestow curse, elemental weapon 4th Mordenkainen's private sanctum, Otiluke's resilient sphere 5th animate objects, legend lore Bonus Tool Proficiency At 1st level, your patron's experience with crafted objects gives you proficiency with one set of artisan's tools (your choice). You can use Charisma instead of any other ability score when making ability checks with this set of tools. Collector's Baubles Also at 1st level, your connection to the Collector allows you to imbue magic into nonmagical items. As a 1-minute ritual, you can touch a nonmagical object that can be worn, equipped, or fastened to one's person. The object is transmuted into a magical bauble until you finish a long rest; it becomes more elegant, more ominous, or more colorful, as fits your patron's aesthetic. It radiates transmutation magic. You can create a number of baubles each long rest equal to your Charisma modifier (min. 1). Once a creature equips the bauble, they gain the bauble's benefits. A creature can benefit from multiple baubles, but cannot receive the same benefit multiple times. You can choose one of the following effects for each bauble.

Boon of Cups. The object acquires lucky properties. The bearer gains a +1 bonus to saving throws. Boon of Pentacles. The object acquires warding magic. The bearer of the object gains a +1 bonus to AC. Boon of Swords. The object enhances the bearer's skill with weapons. The bearer gains a +1 bonus to weapon attacks and damage rolls. Boon of Wands. The object enhances the bearer's magical skill. The bearer gains a +1 bonus to spell attacks. Cape of Keepsafe At 6th level, you acquire a potent protective item. As a 10-minute ritual, you can touch one nonmagical piece of clothing, such as a cloak, robe, or cape. It becomes infused with abjuration magic and changes its appearance to fit your patron's aesthetic. A creature you allow to wear the Keepsafe gains 1d4 temporary hit points at the end of each of their turns. While you or another creature is wearing the Keepsafe, you also gain a special reaction. When the wearer is targeted by an attack, you can use your reaction to cause the Keepsafe to pull them up to 15 feet in a direction, but only if the target is willing. The attack can still hit, but it has disadvantage. Augmented Baubles At 10th level, the baubles you bestow with magic become more powerful. They gain the following augmented effects. Boon of Cups. The bearer gains a +2 bonus to saving throws and advantage on saving throws against being charmed or frightened. Boon of Pentacles. The bearer gains a +2 bonus to AC and is resistant to one damage type (acid, cold, fire, lightning, psychic, or thunder), which you choose when you enchant this bauble. Boon of Swords. The bearer gains a +2 bonus to weapon attacks and damage rolls. Their movement speed is increased by 10 feet and they are no longer slowed by difficult terrain. Boon of Wands. The bearer gains a +2 bonus to spell attacks. When they roll damage for a spell or cantrip, you can reroll one die and must use the new roll.