Coinblade (5e Subclass)

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Coinblade[edit]

Rogue Subclass

In the shadowed alleyways of Gallefort's bustling market district, where whispers trade hands as readily as gold, there walks a figure cloaked not just in silk but in mystery. They are known among the whispered circles as a Coinblade, a master of the clandestine craft where fortune favors the bold and the clever. To the untrained eye, they are but another affluent traveler, their pockets seemingly laden with the clink of coin. Yet, those in the know understand the true depth of their arsenal. For a Coinblade, every coin carries a double edge, serving both as currency and weapon, and their wealth is as sharp as any dagger's blade.

A Coinblade's purse is never just for spending. With a flick of their wrist, a simple coin can become a deadly projectile, an explosive surprise, or a decoy to distract and disorient. They weave through the chaos of battle with the grace of a dancer and the precision of a marksman, their coins finding marks in the blink of an eye. To cross a Coinblade is to challenge the unpredictable force of fortune itself, where the stakes are as high as the Coinblade is cunning.

Yet, their prowess extends beyond the mere martial; a Coinblade understands the power of influence. With gold to grease palms and secrets to sway hearts, they navigate the social labyrinths of the world with ease. A well-placed bribe, a timely gift, and the world bends to their will, doors unlocking before them as if by magic.

But let it not be said that the life of a Coinblade is one of mere opulence and manipulation. It is a path chosen by those who see the true value in things, who understand that sometimes the greatest treasures are hidden in plain sight, and that with the right amount of cunning and courage, even the smallest coin can tip the scales of fate. In the hands of a Coinblade, every coin holds a story, every expenditure an adventure. For them, the line between wealth and weaponry is as thin as the edge of a coin— and just as likely to cut in their favor.

Coincraft Arsenal

When you choose this archetype at 3rd level, you've honed your unique skill to imbue coins with magical properties and use them as versatile tools and weapons. Your connection to currency allows you to perform feats of agility, strength, and cunning that turn mere wealth into a formidable arsenal.

  • Coincraft Techniques : You gain the ability to perform the following techniques with specially prepared coins. Preparing a coin requires a short rest, during which you imbue a number of coins with magical energy. You can prepare a number of coins equal to your Dexterity modifier (minimum of one) per short rest. These coins return to being ordinary if not used by the end of your next long rest.
  1. Arcane Shot : As an action, you can flick a prepared coin towards an enemy within 30 feet of you, making a ranged attack using your Dexterity modifier. On a hit, the coin deals 1d6 + your Dexterity modifier in piercing damage. At 3rd level, you can choose to imbue the coin with additional magic to either double the damage (2d6 + Dexterity mod) or explode on impact, dealing its normal damage to the target and half that damage to creatures within 5 feet of it.
  2. Coin Barrier : As a reaction when you or a creature within 5 feet of you is hit by an attack, you can toss a coin into the air and speak a command word to transform it into a temporary shield. The shield grants a +2 bonus to AC against that attack, potentially causing it to miss. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  3. Wealthy Distraction : As a bonus action, you can throw a coin to a point on the ground within 60 feet of you. Each creature within a 20-foot radius of the coin must make a Wisdom saving throw against your Coinblade spell save DC (8 + your proficiency bonus + your Dexterity modifier). On a failed save, a creature is distracted by the glint of gold and has disadvantage on attack rolls until the end of its next turn.
  • Adaptive Economy : Additionally, you've learned to adapt your lifestyle and equipment needs to the ebb and flow of your fortunes. You can negotiate purchases for adventuring gear, weapons, and armor at a reduced cost. When purchasing any item categorized as equipment in the Player's Handbook, you may reduce the cost by an amount equal to your rogue level times five in gold pieces.
Fortune’s Favor

Upon choosing the Coinblade archetype at 3rd level, you've mastered the art of leveraging your wealth and luck in even the most dire circumstances, earning you the favor of fortune itself. This connection to the capricious nature of chance enhances your abilities and provides you with a unique advantage in and out of combat.

  • Lucky Coin : As part of this feature, you designate one of your prepared coins as your Lucky Coin. This coin doesn't count against the number of coins you can prepare with your Coincraft Arsenal feature. You can change which coin is your Lucky Coin during any short or long rest.
  1. Coin Flip : Once per short rest, you can flip your Lucky Coin as a bonus action. Call heads or tails while the coin is in the air. If you call it correctly, you gain advantage on the next attack roll, ability check, or saving throw you make within the next minute. If you call it incorrectly, you must use the result of this coin flip the next time you would gain advantage on an attack roll, ability check, or saving throw, effectively giving you disadvantage instead.
  2. Wealth’s Warding : Whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to toss your Lucky Coin into the air and magically draw on its protective luck. Instead of taking half damage on a successful save, you take no damage if you succeed on the saving throw, and only half damage if you fail. This use of the coin does not expend it, and it can be used once per long rest.
  • A Gambler’s Insight : Your insight into the whims of fortune extends beyond mere coin flips. Once per long rest, you can gain insight into the outcome of a particular course of action. During a short rest, describe a specific goal, event, or activity that will occur within the next 7 days. The DM then gives you an omen of whether that course of action will bring good results, bad results, or none for you or the action itself. This feature is a tool for the DM to subtly guide the narrative and should be used with the understanding that the future is always in motion and subject to change.
Fortune's Favor

At 7th level, your affinity for wealth and your knack for turning the tides of fate to your advantage have granted you a remarkable ability: to influence chance itself, weaving fortune and misfortune with the flip of a coin. This ability, known as Fortune's Favor, allows you to manipulate the outcomes of events around you, tipping the scales when it matters most.

  • Luck of the Draw : You gain the ability to influence luck directly. As a reaction when you or an ally within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can toss a coin into the air and call it. Make a call of "heads" or "tails" as you use this feature—if your call is correct, the roll receives a bonus equal to your Dexterity modifier (minimum of +1). If your call is incorrect, the roll proceeds as normal without any detriment. This feature can be used a number of times equal to your Dexterity modifier (minimum of once), and all expended uses are regained after a long rest.
  • Cursed Coin : You can curse a coin and use it to bring misfortune to your enemies. As a bonus action, choose a creature you can see within 60 feet of you and secretly designate one of your prepared coins as cursed. The target must succeed on a Wisdom saving throw against your Coinblade spell save DC or suffer disadvantage on the next attack roll, ability check, or saving throw it makes before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. If the coin is picked up and kept by any creature or player aside from you, the effect keeps on activating every turn until the coin is discarded.
  • Fortuitous Wealth : Your understanding of the value of wealth extends beyond the material. Once per long rest, you can spend a significant sum of gold (the exact amount is up to the DM, but around 100 times your rogue level could be a good benchmark) to receive a hint, clue, or piece of advice from the DM regarding a current problem, quest, or dilemma the party is facing. This represents you using your resources to gather information, bribe informants, or otherwise leverage your wealth to obtain valuable intelligence.
Gilded Maneuvers

By 10th level, your mastery over coins and your understanding of their potential as tools of war and magic have grown exponentially. Your coins are not just weapons or shields but extensions of your will, capable of executing complex maneuvers that bewilder your foes and bolster your allies. This mastery is encapsulated in your Gilded Maneuvers, a set of abilities that highlight your ingenuity and tactical acumen.

  • Mirrored Escape : Utilizing a coin as a focal point, you can cast a minor illusion of yourself to distract your enemies, allowing you to slip away unnoticed. When you are hit by an attack or targeted by a spell, you can use your reaction to throw a coin into the air. You create an illusory duplicate of yourself at your location that lasts until the start of your next turn, and you move up to half your speed without provoking opportunity attacks. This illusion mimics your movements from your new position, making it appear as though you teleported. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses after a long rest.
  • Coin Call : Your coins can now be called back to your hand with a thought, charged with magical energy. As an action, you can recall any number of your prepared coins to your hand, regardless of their location on the same plane of existence. If a recalled coin is within 5 feet of a creature, you can make a ranged attack roll against that creature as part of the same action, using your Dexterity modifier. On a hit, the coin deals 1d8 + your Dexterity modifier in piercing damage. This damage increases to 2d8 at 14th level.
  • Wealth's Warding : Your coins can now provide a temporary but potent protective barrier. As a bonus action, you can surround yourself or an ally within 30 feet with swirling coins, granting temporary hit points equal to 2d10 + your rogue level. These temporary hit points last for 1 minute or until depleted. Once you use this feature, you can't use it again until you finish a short or long rest.
Master of Fortune

At 15th level, you've reached the pinnacle of your control over the intertwining paths of wealth and fate, becoming a true Master of Fortune. Your understanding of the nuanced relationship between chance, wealth, and power allows you to manipulate these forces to an almost supernatural degree, granting you abilities that reflect your dominance over the battlefield and beyond.

  • Economic Insight : Your keen insight into the flow of wealth grants you unprecedented foresight. You gain advantage on all initiative rolls, as your wealth and resources allow you to always be one step ahead of your foes. Additionally, you can spend 1 hour and a significant amount of gold (determined by the DM, but approximately 200 times your rogue level) to scry on future events. This functions as the scry spell, but the focus is a coin which you toss into a body of water or over your shoulder while contemplating your question about the future. This ability can be used once per long rest.
  • Coinstorm : You can unleash a devastating storm of coins, turning your wealth into a deadly weapon. As an action, you can expend a number of coins equal to your rogue level times 10 to create a swirling vortex of magical, sharp coins in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 120 feet. Each creature in the area must make a Dexterity saving throw against your Coinblade spell save DC. A creature takes 8d10 slashing damage on a failed save, or half as much damage on a successful one. The storm lasts for 1 minute, and any creature that enters or starts its turn in the cylinder must make the Dexterity saving throw. You can use this feature once per long rest.
  • Fortune's Bulwark : You can now extend your luck and wealth to protect your allies. When you or an ally within 30 feet of you is subjected to an effect that allows a saving throw to take only half damage, you can use your reaction to spend a number of coins (up to 100). For every 10 coins spent, you grant a +1 bonus to the saving throw, potentially causing the creature to succeed on the saving throw and take no damage if it's a success, or half damage if it's a failure. This represents your uncanny ability to manipulate fate, turning dire situations into favorable outcomes through the power of your wealth. This feature can be used a number of times equal to your Dexterity modifier (minimum of once), and all expended uses are regained after a long rest.
Sovereign's Gambit

Reaching the zenith of your power as a Coinblade, at 18th level, you unlock the Sovereign's Gambit, a testament to your unparalleled mastery over the different types of coins and their hidden, arcane potencies. Your understanding of each coin's unique properties allows you to exploit their potential to perform extraordinary feats, transcending the boundaries between wealth, magic, and martial prowess.

  • Arcane Minting : You gain the ability to imbue different types of coins with specific, powerful effects. During a long rest, you can imbue a number of coins equal to your Dexterity modifier (minimum of one) with one of the following properties. Each property corresponds to a type of coin (copper, silver, gold, platinum), and you can't imbue more than one coin with the same property until you reach your next long rest.
  1. Copper's Cunning : A creature hit by this coin must make a Wisdom saving throw or be charmed by you for 1 minute or until it takes damage. While charmed in this way, the creature regards you as a friendly acquaintance.
  2. Silver's Shadow : You can use this coin to become invisible, as per the invisibility spell, for 10 minutes or until you attack, cast a spell, or use another ability that breaks the invisibility. This effect requires no concentration.
  3. Gold's Glare : Upon hitting a creature with this coin, it must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on itself on a success.
  4. Platinum's Protection : When you use this coin, you cast the shield spell as a reaction to being hit by an attack, but the protective magic lasts for 1 minute rather than one round, providing a +5 bonus to AC without requiring concentration.
  • Currency Conversion : As a bonus action, you can transmute any coin you touch into another type of coin of equal or lesser value. This ability allows you to always have the right type of coin on hand for your Arcane Minting, ensuring you can leverage the exact power you need in any situation.
  • Wealth's Whirlwind : Once per long rest, as an action, you can create a vortex of mixed coins around you. For the next minute, any creature that starts its turn within 15 feet of you takes 2d10 slashing damage from the swirling coins (no save), and you can choose one imbued coin effect to apply to one target hit by the vortex each turn without expending the coin.
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