Warlock Featuers
Proficiencies: Deception, History
Hexblade's Curse: Once per short rest, as a bonus action, choose one creature you can see within 30 ft. to curse it for 1 minute (or until the target dies, you die, or you are incapacitated). Against the cursed target, you gain a +2 bonus to damage rolls, score a critical hit on a roll of 19 or 20, and you regain 5 HP if it dies
Hex Warrior: You gain proficiency with medium armor, shields, and martial weapons. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. With that weapon, you can use your CHA modifier for the attack and damage rolls until you finish your next long rest. You can also use your CHA modifier for the attack and damage rolls for any of your pact weapons if you have that feature.
Racial Features
Darkvision: You can see in darkness (shades of gray) up to 60 ft.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility: You gain proficiency in two skills of your choice. (Perception, Persuasion)
Faction Features (The Collector)
Attribute Cap Increase: Charisma +2; This boosts the maximum of an ability score but not the score itself.
I Vote Money: The Collector has a tendency to spend money on problems, thus causing a lot of doors to be opened. As such through these purchases, upgrades can be given to other factions in exchange for a small piece of their power in return. Such upgrades from these factions are always available to the Collector except if the factions are at war.
Taltaken Trinkets: The Collector has purchased the right to use the Taltaken gear normally only available to the Mage's Guild, as such the Chapter Master, once per update stream, can choose a piece of Taltaken gear available to the Mage's Guild. Doing so causes that gear piece to become available to the Collector. Whenever this choice changes, the items in play are replaced with the new ones, because you are not barbarians and you keep your end of the deals.
Collector's playing card: the Collector marks his assistants by instilling their likeness into a playing card, marked by his symbol. For the character is apart of his game now. This card has been upgraded by the actions of the Collector faction. Once per day you can use this card to cast the Identify spell, without material components, and the Detect Magic spell.
Magic Hands: Members of the Collector gain the ability to cast Mage Hand and +1 to all Sleight of Hand checks.
Fadesteel Die: This item can be rolled only once a mission. It is rolled when a cache of treasure is found. Roll a d6, on a 1 one magical item is removed from the cache, if there was no magical item, reduce the gold found by half. If a 5-6 is rolled, add a magical item to the cache. 2-4 nothing occurs.
Origin Features
The Rift: The Rift was once a swirling mass of wild magic, spells given sentience and a bestial hunger for magic. However, as the seals have been restored and stability returned to the inner planes. the Rift has begun to stabilize, revealing ruins long since thought abandoned. Those that have tried to live on it's edge have found new lands to inhabit and the rampant magic has caused several changes within them during the process. The volatile and unstable nature of The Rift is seen etched onto their very flesh and burned into their minds. The Rift is wild will given manifestation. Gain a +1 to an ability score of your choice (Charisma).
Envus:Envus, one of the eight great cities of the Taladoni, focused on the ancient art of abjuration, the focus of which eventually led to a city wrapped in layer upon layer of glyph and seal. Those that have ventured to close to this city have found themselves mutated by this magic. The body is made tougher and more resistant to damage. +1 to Constitution . The secrets of the body are contorted and some secrets locked away. Denied Skill - Medicine
Class/Racial Features & Traits