Economist (5e Class)
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Economist[edit]
A tall, gangly woman dressed in a tattered black cloak beckons a wandering man into an alleyway. The cloaked woman opens her cloak to reveal a series of odd knick-knacks, pieces of junk, and the occasional rare mythical artifact. The man peruses the wares and picks up a small piece of paper to inspect it. The second his fingers touch the paper, he is violently torn into another world; thrown into the Astral Sea. The gangly woman closes her cloak with a smile, and disappears into the darkness.
A short dwarven man with a reddened face caused by either his constant movement or sheer excitement ducks and weaves through a battlefield as him and his friends battle a large ogre. The dwarf runs up to the ogre amidst the calamity of the battle and calmly, but sternly and loudly, asks if the ogre has any interest in the finer things in life. The ogre, confused, turns to the dwarf and blurts out a maybe. The dwarf turns and digs through his pocket and retrieves a unrealistically large bomb. As he tosses it at the ogre before turning and running away, the dwarf shouts how unfortunate it is to loose such a complicated soul.
A tall handsome man dressed in a distractingly sparkly robe opens for a game show in the Feywild. He turns to some unforeseen force and asks them to get the contestant to spin the wheel of prizes. A women, small, frail, and quite clearly dehydrated, slowly and painfully spins a large metal wheel in the center of the stage. It spins for a minute before it lands on a big red square with orange lettering, reading "Uh-Oh!" An audience that isn't there makes a series of gasps and concerned noises. The handsome man laughs a handsome laugh, and walks across the stage towards a large green door. "Looks like Francine spun the wheel and landed on 'Uh-Oh!' You know what that means folks!" The audience that isn't there roars in applause as the handsome man opens the green door, and a metal wagon with strange features speeds out of it, slamming into and through Francine, turning her into a red mist.
Money Magic[edit]
Most practitioners of the arcane arts have a very obvious magical aura about them. Wizards use complicated rituals and incantations to turn specific materials into spells. Sorcerer's channel their heritage to pummel the battlefield with custom-crafted arcane carnage. Bard’s use their knowledge of the arts to produce magical effects, druids channel the power of nature, and clerics use holy worship to call upon the power of the gods. Some, however, have other methods. The economist, for example, is very clearly non-magical on the outside. They deceive and beguile even the most intelligent and charismatic of creatures and force them to peruse their wares, often buying junk that no one needs. There is nothing magical about the forces they use; it's all in the way they talk, and how they slowly convince you that something is worth your money. Of course, that's entirely untrue. Economists channel the most obscure and ever changing magic of all; economics. They perform mundane tasks like deceptive marketing and stock management and insurance coverage and car sales with the most magical of flourishes. It is unknown what the source of this magical power is, and how one attains it. Well, mostly unknown.
The Benefactor[edit]
There are often hushed whispers in both circles of economists and those that have watched economists about a force called the Benefactor. Very, very little is known of the Benefactor, but it's assumed to be the source of an economist's seemingly magical abilities. Whenever an experienced economist goes into battle, they never seem to attack with what they should. They summon up strange currencies and even stranger products out of thin air, and then damage people by merely attempting to enact a deal with them. Investigations have been conducted as to just what economists are damaging people with, and sources conclude that it is raw magical energy and lots of it. Whoever this Benefactor is, it must be invariably powerful if it can just throw around mild matter manipulation and immense magical energy like that, especially through so many economists at the same time.
Creating a Economist[edit]
When making an economist, its important to consider your character's relationship with this class. Are they a good-hearted salesman who genuinely thinks these products will help people? Or are they a greedy swindler who just wants to make a quick buck? How your character views their powers is also an important thing to consider. Do they purchase these products beforehand and simply present them to their customers with no magic involved? Do they call upon some otherworldly force to summon forth the purchased product? Its also important to consider how your character uses their funds. Is it some self-made currency that they are trying to get others to use so they can make it big? Is it some kind of arcane equivalent to bitcoin, and your character is attempting to revolutionize currency?
- Quick Build
You can make an economist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose the Charlatan, Entertainer, Guild Merchant, or Smuggler background. Third, choose Deception, Persuasion, and Investigation for your skills.
Class Features
As a Economist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Economist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Economist level after 1st
- Proficiencies
Armor: Light armor, Shield
Weapons: Simple Weapons, improvised weapons, four specific Martial Weapons
Tools: Artisan's Tools
Saving Throws: Charisma and Intelligence
Skills: Choose three from Deception, Persuasion, Performance, Investigation, Insight. or Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two simple melee weapons or (b) One martial weapon
- (a) Five handaxes or (b) Shortbow and 20 arrows
- (a) Explorer's Pack or (b) Entertainer's Pack
- (a) Leather or (b) Shield
- If you are using starting wealth, you have 6d4*10gp in funds.
Level | Proficiency Bonus |
Features | Products Known | Funds | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||||
1st | +2 | Supply and Demand, Funds, Let's Make a Deal, Spellcasting | 2 | 4 | 2 | — | — | — | — | — | — |
2nd | +2 | Diversified Portfolio | 2 | 6 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Niche | 2 | 8 | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 10 | 3 | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 3 | 12 | 3 | 4 | 4 | 2 | — | — | — |
6th | +3 | Niche Feature | 3 | 14 | 3 | 4 | 4 | 2 | — | — | — |
7th | +3 | Dealmaker | 4 | 16 | 3 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 18 | 3 | 5 | 4 | 3 | — | — | — |
9th | +4 | Transfer Funds | 4 | 22 | 3 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Niche Feature | 4 | 24 | 4 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Insistence | 6 | 26 | 4 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 6 | 28 | 4 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | Savings Account | 6 | 30 | 4 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Niche Feature | 6 | 32 | 4 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Network Connections | 6 | 34 | 4 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 8 | 36 | 4 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | Force of Personality | 8 | 38 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Entrepreneur | 8 | 40 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | 42 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Economic Crash | 8 | 44 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Supply and Demand[edit]
At 1st level, you gain access to the most effective weapon of all; economics. You gain two Products of your choice. When you gain a certain amount of economist levels, you gain additional products of your choice, as shown in the products known column of the economist table. Additionally, you may choose one of the products you know and replace it with another product you could learn at that level after completing a long rest. Your selection of Products is located at the bottom of this page, beyond your choice of niche. A level prerequisite in a product refers to economist level, not total character level.
When a creature fails a saving throw induced by a deal, it will say something along the lines of "the creature will purchase one of your products." What this means is that immediately after you have affected a creature in this way, you can then expend funds to purchase a product and give it to the creature. This transaction is completed as part of the initial action that was expended to cause a deal. Also, some deals will mention that “so long as the creature is under the effect of a condition caused by you, they continue to want to purchase one of your Products.” This is true, but you must spend an action to give them a Product; this is not meant to be done as a free action. Your products will also mention “the affected creature;” this is simply the creature who was successfully affected by your deal.
Funds[edit]
Additionally at 1st level, you gain a secret stash of a strange currency called funds. You use your funds to purchase products to use in your deals. You have an amount of funds listed in the funds column in the economist table. You regain any spent funds when you finish a short or long rest.
Your funds can be named whatever you like, and its appearance is entirely up to you. The visual process of purchasing your products, or otherwise expending your funds, is entirely up to the player’s imagination. Perhaps you pull a wad of red dollars inked in an unknown language from your back-pocket and place them into a little device to purchase your products, or perhaps your funds are entirely digitized and you use some DnD-equivalent of a credit card to make your transactions.
Let's Make a Deal[edit]
Furthermore at 1st level, you also learn how to sell your products through deals. All of your deals will force affected creatures to beat a DC.
Deal Save DC: 8 + proficiency bonus + Charisma modifier
Charming Deal[edit]
You turn the charm up to 11, and attempt to make a deal. You expend an action to cause a creature within 120 feet of you to make a Charisma saving throw. If they fail, they are charmed by you for 1d4 rounds, they take 1d6 force damage, and they will purchase one of your products. Additionally, so long as the creature is charmed by you, they will continue to want to purchase one of your products. If they succeed the save, they take half damage and are not charmed.
Intimidating Deal[edit]
One’s charisma is not always used for grand smiles and affectionate gestures. You expend an action to cause a creature within 120 feet of you to make a Charisma saving throw. If they fail, they are frightened of you for 1d4 rounds, they take 1d8 force damage, and the creature will purchase one of your products. Additionally, so long as the creature is frightened of you, they will continue to want to purchase one of your products. If they succeed the save, they take half damage and are not frightened.
Knowledgeable Deal[edit]
You actually know quite a lot about your product, and would love to talk at length about its many features. You expend an action to cause a creature within 120 feet of you to make a Wisdom saving throw. If they fail, they take 1d4 Force damage and will purchase two of your products. If they succeed the save, they take half damage.
Spellcasting[edit]
Moreover at 1st level, your innate charisma and the magical powers of economics have given you facility with spellcasting.
Spell Slots[edit]
The Economist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Additionally, you can use coins or items that possess a GP value as a spellcasting focus.
Spells Known of 1st Level and Higher[edit]
You know two 1st-level spells of your choice from the economist spell list.
The Spells Known column of the Economist table shows when you learn more economist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the economist spells you know and replace it with another spell from the economist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability[edit]
Spell save DC = 8 + Proficiency bonus + Charisma modifier
Spell attack modifier = Proficiency bonus + Charisma modifier
Diversified Portfolio[edit]
At 2nd level, you are varied in your abilities and grand in your persuasion. Choose two of your skill proficiencies, one of your skill proficiencies and a tool proficiency, or two tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or tools) that will gain this benefit.
Niche[edit]
When you reach 3rd level, you chose a Niche that defines your work as an economist. You’ve often dabbled in all manner of economical practice; selling the occasional knick-knack here, purchasing a start-up business here and perhaps have even ventured out into the stock market. But, now you’ve found your niche; what you were born to do and that is what you will excel at. Choose between the Salesman, Goldbricker or Loan Shark niches, all of which detailed at the end of the class description. Your choice of subclass grants you features at 3rd level, and again at 6th, 10th, and 14th level.
Ability Score Improvement[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]
Starting at 5th level, you may attack twice instead of once when you take the attack action on your turn.
Dealmaker[edit]
At 7th level, you’ve learned the art of the deal, and its many paths open to you.
Exhausting Deal[edit]
You may or may not know anything about your product, but you do know your customer will eventually buy it if your run your mouth for long enough. You expend an action to force a creature within 120 feet of you to make a Constitution saving throw. If they fail, they take one point of exhaustion, 2d8 force damage, and they will purchase one of your products. If they succeed the save, they take one point of exhaustion and half damage.
Intrusive Deal[edit]
You attempt to keep your would-be-customer within arms reach as you show them your various wares. You expend an action to force a creature within 30 feet of you to make a Strength saving throw. If they fail, they are grappled, take 2d8 force damage, and they will purchase one of your products. Additionally, so long as the creature is grappled by you, they will continue to want to purchase one of your products. If they succeed the save, they take half damage and are not grappled.
Deal Barrage[edit]
Sometimes a deal must appeal to the masses. You expend an action and force all creatures within a 60 foot cone to make a Dexterity saving throw. If they fail, they take 2d10 Force damage, and 1d4 of the creatures in the cone will purchase one of your products. If the creatures succeed the save, they take half damage.
Transfer Funds[edit]
At 9th level, you’ve learned how to transform typical currency into the unconventional. You can transfer copper, silver, electrum, gold, and platinum pieces, as well as any object that has a GP value, into funds. The ratio of currency to funds is shown in the table below. Currency you transfer into funds cannot exceed your maximum amount of funds. You cannot transfer funds into currency.
Coin (1 Each) | CP | SP | EP | GP | PP |
---|---|---|---|---|---|
Copper (CP) | 1 | 10 | 50 | 100 | 1,000 |
Silver (SP) | 1/10 | 1 | 5 | 10 | 100 |
Electrum (EP) | 1/50 | 1/5 | 1 | 2 | 20 |
Gold (GP) | 1/100 | 1/10 | 1/2 | 1 | 10 |
Platinum (PP) | 1/1,000 | 1/100 | 1/20 | 1/10 | 1 |
Funds ($) | 0.25 | 0.50 | 0.75 | 1 | 10 |
Insistence[edit]
At 11th level, you've learned that the heart and soul of a deal is immense charisma and a good deal of constant insistence. If a creature succeeds a saving throw you’ve induced via a deal, your next action, so long as it is used to cause a saving throw through a Deal against the same creature, can be used, as part of the same action, to enforce a penalty on that creature. The creature must subtract the penalty from the roll they make to save against the saving throw. This penalty begins as 1d4, but for each subsequent action you expend to continue the penalty the penalties' affects worsen. After the first subsequent action expenditure, the penalty increases to 1d6, then to 2d6, then to 2d6 plus your Charisma modifier, and then finally maxing at 2d8 plus your Charisma modifier.
Once the creature fails the saving throw, the stacking effects of the penalty reset, and the creature cannot be affected by this feature again until they have succeeded a saving throw induced by one of your deals.
Savings Account[edit]
At 13th level, you’ve placed your unused funds into a savings account for safe keeping. You can place your funds into a savings account in order to incrementally increase its value. This savings account does not have a maximum amount of funds it can hold, and the amount of funds you can place in it, as well as the amount of funds you can accrue from it, is infinite. However, it takes an action to deposit or extract funds from your savings account. Your savings account also has a fixed daily interest rate of 5%, and funds placed into your savings account will accrue interest each day. For example, if you placed 12 Funds into your savings account and then took a long rest, at the end of that long rest you would have accrued 0.6 additional funds.
Network Connections[edit]
At 15th level, you’ve established business networks between close friends and colleagues, should you ever need them. You can establish connections between creatures in order to allow you to do things you normally wouldn’t be capable of. As an action, you can choose an amount of creatures equal to your Charisma modifier that you can see and that are within 60 feet of you. If the creatures are not a part of your party, you and the creatures must perform a Charisma contest. The rolls of this contest are compared against yours individually (meaning that if there is more than one creature chosen through this ability, the rolls of all the creatures are not added together and then contested against your Charisma check; they are instead individually compared). If the creatures are a part of your party you automatically succeed the Persuasion check. If a creature succeeds the Charisma contest, nothing more happens. Each creature that fails the Charisma contest becomes a connection and is a part of your network.
You can share the abilities and proficiencies of creatures in your network. While a creature is in your network, and on the same plane as you, you may call upon them to use their abilities as if they were your own. When you do so, you choose a creature from your network and choose if you will emulate an ability (e.i., a spell, class feature, etc.) of the creature, the skill proficiencies of the creature, the tool proficiencies of the creature, or the weapon and armor proficiencies of the creature. If you choose the skill, tool, weapon, or armor proficiencies of the creature, you expend your action to do so and you gain the chosen proficiencies for 2d8 hours. If you choose an ability of the creatures, you expend the necessary action required of the ability (e.i., a bonus action, action, or reaction) and the necessary components required of the ability (e.i., material components for a spell, etc.) and you perform the chosen ability. If the chosen ability has an amount of times it can be used, that amount counts for your usage of the ability as well.
You can choose a proficiency and gain them an amount of times equal to your Charisma modifier, after which you must complete a short rest to do so again. You can choose an ability and use it once, after which you must complete a long rest to do so again.
Force of Personality[edit]
At 17th level, the sheer force of your personality is enough to get anyone to buy your products. When a creature is forced to attempt a saving throw induced by a deal, you may expend your reaction to increase the DC of the saving throw by an amount equal to your Charisma modifier plus your proficiency bonus. You can do this an amount of times equal to your Charisma modifier, after which you must complete a long rest to do so again.
Entrepreneur[edit]
At 18th level, you’ve become a real risk-taker, a real go-getter. Before you take the attack action, cause a saving throw, or otherwise initiate something that would cause damage, you can boost the damage of that effect by expending funds. You can expend any amount of funds, and if the effect successfully damages a creature, that creature takes an additional amount of force damage in d6s equal to the amount of funds expended. If you expend funds in this way to cause extra damage but the effect does not succeed in damaging a creature, then the expending funds are lost.
Economic Crash[edit]
At 20th level, you’ve learned that sometimes you gotta spend money to make money. By expending an action, you choose a point within 120 feet of you. Every creature within 30 feet of that chosen point must make a Dexterity saving throw. If they fail, they take an amount of force damage in d6s equal to the amount of funds you currently possess, an additional amount of force damage equal to your economist level, and an additional amount of force damage in d4s equal to the amount of funds you have, if any, in your savings account. If they succeed the save, they take half damage. Once you’ve used this feature, you cannot do so again until you’ve completed a long rest.
For one day after you’ve used this feature, your funds’ worth is dramatically reduced. You cannot use the transfer funds ability during this time, and whenever you purchase a product its cost is quadrupled.
Niches[edit]
Salesman[edit]
You are the typical economist, a salesman to be precise. You excel at your dealings, and throw money at people to get things done not only faster, but better. You understand the importance of fine pay and other money-related topics, and you exude charisma.
Negiotate Damage[edit]
At 3rd level, you’ve learned how to make, arguably, the most difficult deals; negotiations. After taking damage, you can expend your reaction to attempt to lessen the damage. You make a Persuasion check and the creature that damaged you makes an Insight or Intelligence check. If the source of the damage that caused negotiate damage is not from a creature, such as a trap or inanimate object, they automatically, and critically, succeed their Insight or Intelligence check. If your Persuasion check is higher than the creature's Insight or Intelligence check, the damage dealt to you is halved. If the creature's Intelligence or Insight check is higher than your Persuasion check, you are dealt full damage.
You can expend funds as a part of the reaction to grant yourself advantage on your Persuasion check. The amount of funds you must expend is equal to the creature’s CR or level.
You can use this ability an amount of times equal to your Charisma modifier, after which you must take a long rest in order to do so again.
Insurance[edit]
At 6th level, you’ve insured your customers against all manner of accident. Whenever a creature within 60 feet of you fails a saving throw, you can use your reaction to allow the creature to add your Charisma modifier and proficiency bonus to their roll, potentially causing them to succeed the saving throw. You can use this feature an amount of times equal to your Charisma modifier, after which you must complete a short or long rest to do so again.
Financial Compensation[edit]
At 10th level, you've learned that the best motivator is money. You can assist in the causing of an action by providing some much needed financial compensation. Whenever a creature within 60 feet of you rolls a d20 to accomplish something (such as an ability check, attack action, saving throw, etc.), you can expend an amount of funds to assist in that action. For every two funds you expend, a d4 can be added to the initial d20 roll. You can only expend a maximum of eight funds through this feature for a maximum bonus of 4d4 to a roll. You can use this feature an amount of times equal to your Charisma modifier, after which you must complete a long rest to do so again.
A Certain Je Ne Sais Quoi[edit]
At 14th level, you've become a master salesman. Once per day, you can force a deal to become irresistible. When you force a creature to make a saving throw through a deal, you can cause that creature to automatically fail the saving throw. You can use this feature an amount of times equal to your Charisma modifier, after which you must complete a long rest to do so again.
Goldbricker[edit]
In every basket, there is a bad apple. You are that bad apple. You care little for your customers and their well-being, and are only really interested in them to see just how much money you can get out of them. Of course, that's the most important part of the job, but you'd think you'd be a little more subtle about it.
Cheap Products[edit]
At 3rd level you’ve decided to cut some corners. The cost of all products you purchase are halved.
Back Alley Deals[edit]
At 6th level, you've learned to isolate your customers for maximum profit. When making a deal with a creature who is not within 15 feet of any creatures not hostile to you, that creature makes their saving throw with disadvantage.
Additionally, any damage dealt through a product sold in a deal made in this way deals an additional amount of force damage equal to your level.
Manifest Misinformation[edit]
At 10th level, you've become a master of deceptive marketing. Whenever you sell a product to a creature through a deal, you can make a Deception check to artificially increase the value of the product. The creature you are attempting to deceive must make an Insight check. If they succeed, nothing more happens, but the product is sold if they fail the deal’s saving throw. If they fail, they will both purchase the product and they will give you an amount of funds equal to half the products actual value.
Shoddy Goods[edit]
At 14th level you've begun to sabotage your own Products to increase financial gain. Whenever you sell a product that includes an effect that lasts for an amount of rounds (such as a condition, a penalty to rolls or movement speed, consistent damage over a period of time, etc.) you can choose to expend a bonus action to prematurely end that effect. When you prematurely end that effect, the creature affected by the product that produced that effect, and all other creatures within 15 feet of it, must make a Dexterity saving throw, with the initial creature making this save with disadvantage. If the creatures fail, they take 6d10 force damage and an additional amount of force damage equal to your level and are knocked prone. If the creatures succeed the save, they take half damage and are not knocked prone.
Loan Shark[edit]
To every bad, there is a worse. Goldbrickers are often looked down upon for their abuse of customers, but Loan Sharks are the absolute worst offenders. Goldbrickers will lie, cheat, steal, and hurt their customers, but loan sharks will do worse; sap their customers of the most important currency of all; life.
Invoke Loan[edit]
At 3rd level, you’ve learned to mark your prey for further economic destruction. After successfully affecting a creature with a deal, you can choose to mark that creature as a bonus action. A marked creature will accrue one stack of debt at the end of every round, and the marked creature will also accrue one stack of debt each time they successfully deal damage to you. So long as a marked creature has at least one stack of debt, you can expend your reaction or bonus action to deal an amount of d6s worth of force damage equal to the amount of stacks of debt the creature has. After you do this, the creature loses all its stacks of debt and it is no longer marked.
You can have an amount of creatures marked via this feature equal to your proficiency bonus, and creatures marked via this feature can accrue a maximum amount of stacks of debt equal to your Charisma modifier plus your proficiency bonus.
Symbiotic Partnership[edit]
At 6th level, you’ve learned that long-term customers may hold some use. At the end of every round, you gain an amount of temporary hit points equal to the roll of an amount of d4s equal to the amount of creatures you’ve marked via invoke loan. You also gain an amount of d4s in temporary hit points equal to the amount of creatures you’ve marked via invoke loan each time your turn ends.
Overdraft Fees[edit]
At 10th level, you’ve learned to keep your debt-riddled customers consuming; even though they have no money to spend. Whenever you affect a creature marked by invoke loan with a deal, they gain an additional stack of debt for every two funds you spend on the product used in that deal.
Additionally, after you use your reaction or bonus action to deal damage to a marked creature through invoke loan, you gain an amount of funds equal to half the creature's stacks of debt.
Debt Eternal[edit]
At 14th level, you’ve managed to make the debt of your customers neverending. By expending your action, and at least 1 fund, you can choose a creature that has at least one stack of debt. The chosen creature gains an amount of stacks of debt equal to the funds expended. You can use this feature an amount of times equal to your Charisma modifier, after which you must complete a long rest to do so again.
Products[edit]
Actual Garbage
Hey, not every product can be perfect, okay! You expend 1 fund and hand your customer a pile of actual garbage. Roll a d10, a d8, and a d4. The roll of the d10 will determine the damage type the creature takes, the roll of the d8 will determine what condition the creature takes, and the d4 will determine how much damage the creature will take. The possible options are listed in the table below.
d10 | Damage type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
d8 | Condition |
---|---|
1 | Blinded |
2 | Deafened |
3 | Exhausted |
4 | None |
5 | Frightened |
6 | Poisoned |
7 | Prone |
8 | Paralyzed |
d4 | Damage amount |
---|---|
1 | 1 |
2 | 2d4 |
3 | 2d6 |
4 | 4d8 |
Faulty Electronics
I’m sure the several warning labels are just for flair. By expending 1 fund you cause the affected creature to take 1d8 lightning damage and its movement speed is halved. The damage increases to 2d8 lightning damage if the affected creature is made of or wearing metal.
Fragrant Hair Product
Soon you'll have to thin it twice a week. By expending 1 fund, you cause the affected creature’s hair to grow exponentially, making it harder for them to move or see. The creature's movement speed is halved, and they are considered blinded. By expending an action, or at the end of its turn, the affected creature can attempt a Strength saving throw to remove the hair from themselves. If they fail, the effect continues. If they succeed, the effect ends.
Fun for the Whole Family
They say money can't buy happiness, but clearly they're wrong! By expending 4 funds you can cause the affected creature to double over in raucous laughter. That creature falls prone, becomes incapacitated, and is unable to stand for 1d4 rounds. Whenever the affected creature takes damage, and at the end of its turn, the creature can reattempt the saving throw from the deal that caused this effect. Additionally, any creature hostile to you within 15 feet of the affected creature must make a Wisdom saving throw. On a fail, they too are affected by the effects of this feature. Any creatures affected by this part of the feature cannot cause the effect to spread.
Genuinely Good Product
We were saving this one just for you. By expending 2 funds, you present your customer with a genuinely good product. The affected creature pays you in a strange currency, and you gain 5 funds.
Happiness
Strange, I thought we couldn’t buy this. By expending 4 funds, the affected creature is filled with a sense of true fulfillment and immense happiness. The creature is considered incapacitated, and feels no need to do anything except for reflect on how great they're feeling. If the creature takes damage, they must make a Wisdom saving throw. If they fail, they remain incapacitated in this way. If they succeed, the creature takes 2d8 psychic damage, is no longer incapacitated and likely feels miserable.
New Vehicular Transportation
Congratulations, you've won a new car! Watch out though, it's pretty fast. By expending 2 funds, you can cause the affected creature to take 2d8 Bludgeoning damage, be knocked prone, and have them be pushed backwards 15 feet.
Snake Oil
This cure-all elixir will remedy all your problems! By expending 3 Funds, you can cause the affected creature to take 2d8 acid damage and become poisoned for 1d4 rounds.
Expensive Bill
Prerequisite: 6th level
Better to just put that one on a tab. By expending 3 funds, you hand the affected creature an unnaturally long bill full of the creature's past expenses. The creature, forced to pay up, gives you 6 funds.
Fully-Functional Weapon
Prerequisite: 6th level
If you read the fine print on this one, you’d have been fine. By expending 4 funds, you present your customer with a fully-functional weapon. The affected creature makes either ranged or melee attack rolls with sisadvantage, and whenever they successfully hit they deal half of the damage to themselves. Each time the affected creature either misses an attack roll because of the imposed disadvantage or the affected creature hits itself because of this product, they can make a Strength saving throw to remove it. If they succeed, the effect ends. If they fail, the effect continues. The affected creature can also expend an action on their turn to attempt to prematurely end the effect by attempting a {{5a|str} saving throw.
Lovely Vacation Home
Prerequisite: 6th level
This lovely vacation home has everything! By expending 6 Funds, you can cause the affected creature to move from this plane of existence. Instead, they will travel to a different plane of existence. This plane of existence is chosen at random by the DM, or the creature teleports to the plane of existence they are native to. The affected creature remains there for 1 minute, or until concentration is broken.
Military Grade Explosives
Prerequisite: 8th level
Don’t ask where we got these. By expending 8 funds, you hand the affected creature a fairly large explosive device. Any creatures within 15 feet of the affected creature must make a Dexterity saving throw. If they fail, they take 6d10 fire damage and are knocked prone. If they succeed, they take half damage and are not knocked prone. The affected creature automatically fails this saving throw.
Strange Medication
Prerequisite: 8th level
If you or a loved one has ever been affected by R’Kmesozithiaxialimapix you may be entitled to financial compensation. By expending 6 Funds, you can cause the affected creature to take 3d10 poison damage, and the creature becomes stunned for 1d4 rounds.
BIG SHOT
Prerequisite: 10th level
Don’t you wanna be one? By expending 8 funds, you “give” the affected creature some much needed energy. Centered on the affected creature, a 30 foot wide and 60 foot long rectangle of raw magical energy explodes into existence. The affected creature, as well as any other creature caught in the rectangle, takes 4d12 Force damage and an additional amount of force damage equal to your level.
Interplanar House Deed
Prerequisite: 10th level
The view is amazing! By expending 10 funds, you hand the creature the deed to a new house. The creature is transported to a random location in a plane of your choice. The affected creature remains there for 1 minute, or until concentration is broken, and for every round that they remain there they take 4d6 psychic damage. If the creature is knocked unconscious or otherwise has their hit points reduced to or below 0 while they are still in that plane of existence, they are trapped there.
Lengthy Contract
Prerequisite: 10th level
Best not to read all of it. By expending 10 funds, the affected creature takes the long winded contract from you, briefly skims over it, and then signs at the very bottom of the page. The creature, for the next minute, is charmed by you. You can telepathically issue commands, without expending an action, to the affected creature so long as you are conscious. Whenever the affected creature awaits commands from you, it defends itself to the best of its ability. Whenever the affected creature takes damage, it must make a Wisdom saving throw. If they fail, they are still controlled by you. If they succeed, the effect of this feature ends.
Rare Mineral
Prerequisite: 20th level
Mined from the deepest depths. By expending 10 funds, the affected creature takes a small precious stone from you and briefly inspects it before beginning to petrify. The affected creature, over the course of 4 rounds, begins to petrify. After the first round, the affected creature's arms fully petrify, causing them to be unable to do anything that requires motor function of the arms. After the second round, the creature's chest fully petrifies, granting them a disadvantage on Dexterity checks and saving throws. After the third round, the creature’s legs fully petrify, making the affected creature incapable of moving. After the fourth round, the creature is fully petrified and is considered petrified. If you take any damage during this 4 round period, you must make a concentration check to maintain this effect. If you fail this check at any point during the 4 round period, this effect ceases, the creature ceases to petrify, and parts of it that are already petrified are no longer petrified.
Economist Spells[edit]
Cantrips
Acid Splash, Booming Blade, Chill Touch, Dancing Lights, Eldritch Blast, Encode Thoughts, Fire Bolt, Friends, Frostbite, Guidance, Light, Lightning Lure, Mage Hand, Magic Stone, Mending, Message, Mind Sliver, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Resistance, Shocking Grasp, Sword Burst, Thunderclap, Vicious Mockery
1st Levels
Absorb Elements, Alarm, Arcane Weapon, Bane, Catapult, Cause Fear, Chaos Bolt, Charm Person, Command, Cure Wounds, Detect Magic, Disguise Self, Distort Value, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Grease, Heroism, Identify, Illusory Script, Mage Armor, Magic Missile, Magnify Gravity, Puppet, Sanctuary, Shield, Silent Image, Sleep, Tasha's Caustic Brew, Tasha's Hideous Laughter, Tenser's Floating Disk, Unearthly Chorus, Unseen Servant
2nd Levels
Aid, Alter Self, Arcane Lock, Blur, Calm Emotions, Crown of Madness, Detect Thoughts, Enhance Ability, Enthrall, Fortune's Favor, Gift of Gab, Hold Person, Immovable Object, Invisibility, Jim’s Glowing Coin, Levitate, Locate Object, Magic Mouth, Magic Weapon, Mental Barrier, Mind Spike, Mind Thrust, Nathair's Mischief, Pass Without Trace, Phantasmal Force, Rope Trick, See Invisibility, Shatter, Silence, Skywrite, Suggestion, Tasha's Mind Whip, Thought Shield, Wristpocket
3rd Levels
Blink, Catnap, Clairvoyance, Counterspell, Create Food and Water, Dispel Magic, Elemental Weapon, Enemies Abound, Fast Friends, Fear, Flame Arrows, Fly, Galder’s Tower, Glyph of Warding, Haste, Hypnotic Pattern, Incite Greed, Intellect Fortress, Major Image, Motivational Speech, Protection from Energy, Psionic Blast, Pulse Wave, Revivify, Sending, Tiny Servant, Tongues
4th Levels
Arcane Eye, Banishment, Charm Monster, Compulsion, Confusion, Dimension Door, Divination, Dominate Beast, Ego Whip, Elemental Bane, Fabricate, Freedom of Movement, Galder's Speedy Courier, Gravity Sinkhole, Hallucinatory Terrain, Leomund's Secret Chest, Locate Creature, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Phantasmal Killer, Raulothim's Psychic Lance, Summon Aberration
5th Levels
Animate Objects, Awaken, Commune, Contact Other Plane, Creation, Dominate Person, Dreams, Hold Monster, Legend Lore, Mislead, Modify Memory, Negative Energy Flood, Rary's Telepathic Bond, Scrying, Seeming, Skill Empowerment, Synaptic Static, Telekinesis, Teleportation Circle, Temporal Shunt, Wall of Force
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the economist class, you must meet these prerequisites: Intelligence 13 and Charisma 15
Proficiencies. When you multiclass into the economist class, you gain the following proficiencies: Deception, Persuasion, and Investigation.
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