Stockbroker (5e Class)

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Stockbroker[edit]

You know what a Stockbroker is.

The Rise and Fall[edit]

Amidst the chaos of the blood-soaked battlefield, where the clash of swords and the thundering roars of war echoed, there strode a peculiar figure, impeccably dressed in a tailored suit. A stockbroker by trade, his eyes gleamed with a calculating intensity that seemed out of place in the midst of the mayhem.

As he meandered through the haze of war, the stockbroker could not help but ponder the financial consequences of the military investments he had meticulously chosen. His mind, fixated on market trends and profit margins as it often was, now bore witness to the harsh realities of the battlefield. The clinking of armor and the groans of wounded soldiers served as an unsettling backdrop to his financial musings.

He surveyed the conflict with an almost detached curiosity, analyzing the ebb and flow of battle as if it were a volatile stock market. The rise and fall of armies mirrored the unpredictable nature of financial markets. Amidst the chaos, he envisioned spreadsheets and graphs, mapping out the potential gains and losses that unfolded with each clash of swords.

The broker's gaze fixated on the strategic maneuvers of the generals, mentally calculating the implications for his investments. The rallying cries of soldiers merged with the distant echoes of closing stock exchanges in his mind. War, it seemed, was a business of its own, with profits and losses measured not only in lives but also in the currencies of power and influence.

This exert was sponsored by Fantasy Stockbrokers Inc.™

Creating a Stockbroker[edit]

businessman_silhouette_pocket_800_wht.jpg
"Something Something Cash Flows"

The first question you should ask yourself, is why are you even considering playing a Stockbroker? Genuinely. Ask yourself that. Take a few minutes right now.

We all sorted? Good.

A Stockbroker is not a fighter by any means. They are not able to cast spells and can't even use magic. Amidst the various talents that exist in the realm of fantasy, a Stockbroker has next to none. That being said, a Stockbroker has their ambition.

When making a Stockbroker, which I emphasize again that you shouldn't, you have to ask yourself how you got here. Were you a Stockbroker from another world, reborn into one that hasn't been graced with the great power of the free market? Are you an innovator, with great ideals of showing the world the power of capital investment? Being a Stockbroker is about being a pioneer, having the drive necessary to create change. At least that's what you'll put on your business card.

Quick Build

You can make a Stockbroker quickly by following these suggestions. First, don't. Go play a human fighter instead. You'll have more fun I promise.

Class Features

As a Stockbroker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Stockbroker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Stockbroker level after 1st

Proficiencies

Armor: none
Weapons: Daggers
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose three from Deception, Insight, Intimidation, History, Perception, Performance, Persuasion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Daggers or (b) 1 Dose of Torpor poison
  • (a) A Diplomat's Pack or (b) A Scholar's Pack
  • A finely tailored suit

Table: The Stockbroker

Level Proficiency
Bonus
Features Stock Market Business Cards Soul Investments
1st +2 Remnant of a Past life, Professionalism - - -
2nd +2 The Stock Market, Business Cards 2d4 1 -
3rd +2 Professional Path, Binding Agreements 2d6 1 -
4th +2 Ability Score Improvement 2d6 2 -
5th +3 Soul Broker, Dividends 2d8 2 4
6th +3 Flowchart 2d8 2 4
7th +3 & Company 2d8 2 5
8th +3 Ability Score Improvement 2d8 3 5
9th +4 Professional Path (2) 3d8 3 6
10th +4 Board of Directors 3d8 3 6
11th +4 Kickbacks 3d8 3 7
12th +4 Ability Score Improvement 3d8 4 7
13th +5 Professional Path (3) 4d8 4 8
14th +5 Market Growth 4d8 4 8
15th +5 Gilded Business Cards 4d8 4 9
16th +5 Ability Score Improvement 4d8 5 9
17th +6 Professional Path (4) 4d12 5 10
18th +6 Smarter Investing 4d12 5 10
19th +6 Ability Score Improvement 4d12 5 15
20th +6 Nirvana 4d12 10

Remnant of a Past Life[edit]

At 1st level, pick one institute that served as your launch point for the career that you now find yourself in, and which you use to justify your competency. It will grant you slight benefits that could have probably been better if you'd actually paid attention to what you were supposed to learn.


Swordsmanship Academy

You were trained as a warrior to become a knight or similarly honorable warrior. These rigorous lessons have been engraved into both your mind, and muscles.

You gain proficiency with Shortswords, Longswords and Rapiers.

You gain proficiency with Medium armor and Shields.

You gain proficiency in the Athletics skill.


Magical University

You showed a magical talent from a young age and sought to cultivate it with a higher education.

You learn 2 cantrips of your choice from the Wizard spell list.

You learn one first-level spell of your choice from the Wizard spell list. You may cast the chosen 1st-level spell without expending a spell slot, and you must finish a short or long rest before you can cast it again in this way. You can also cast the chosen spell using any spell slots you have, but unfortunately you don't have any.

You gain proficiency in the Arcana skill.


Intelligence is your spellcasting ability for any learned Wizard spells.


Holy Doctrine

Being a devout believer in your god, you sought to learn from the upper clergy and become a sage in the church.

You learn 2 cantrips of your choice from the Cleric spell list.

You have the ability to channel the divine energy of your god. As an action, you can create a holy sanctuary in a 10ft radius around you for up to 1 minute. All allied creatures inside your sanctuary gain a +2 to their AC. You must maintain concentration on this effect like a spell. You must then finish a short or long rest to use this feature again.

You gain proficiency in the Religion skill.


Wisdom is your spellcasting ability for any learned Cleric spells


Business Degree

You got a degree in business, possibly with the intention to become a Stockbroker, thinking it would be much more useful than it actually is.

You gain proficiency in Constitution Saving throws and have advantage on Constitution saving throws caused by poison.

Choose two skills in which you have proficiency. You gain expertise with those skills, which means your proficiency bonus is doubled for any ability checks you make with them. The skills you choose must be ones that aren't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

You gain proficiency with any one Artisan's Tools.


Professionalism[edit]

Beginning at 1st level, you have the go-and-get-em' attitude of a Stockbroker. Because you are a Stockbroker. You generally act like you know what you are doing.

You have advantage on any Performance, Persuasion, or Deception checks so long as you include the words "Stock", "Future" and "Investment" in your dialogue. Or something similar, at the DM's discretion.


The Stock Market[edit]

Starting at 2nd level, you can harness the great power of The Stock Market. While the Stock Market might not exist yet, that does not mean that it does not hold great powers, because it does. Not for any conventional or financial purposes, but as a weapon. You can channel the great powers of the Stock Market in one of two ways, when you use either power, you must take a short rest or long rest before you can channel the Stock Market again.


Explain the Stock Market

While outside of combat, you can choose to begin a long explanation of how the Stock Market works to any number of creatures that can both see and hear you. You must immediately attempt a performance check with a DC of 15, plus any amount determined by the DM based on the circumstances, to enthrall those creatures. If you succeed the performance check, all the chosen creatures nonmagically fall under the effects of the Enthrall spell. If this effect continues on a creature for a full minute, it must make a DC 15 Intelligence saving throw. On a failure, the creature falls unconscious for 30 minutes, until they take damage, or until a creature uses their action to wake them. On a success, the creature understands the Stock Market and becomes immune to this feature for 7 days, after which it forgets the Stock Market.


Proclaim the Stock Market

As an action in combat, you may begin to loudly proclaim the Stock Market. After you begin, you can continue to proclaim the Stock Market for a number of minutes equal to your Charisma modifier (min 1), so long as you can keep speaking continuously, and you may end the effect at any time. At the end of each of your turns while you proclaim the Stock Market, all creatures within 60ft that can hear you must succeed a DC 13 Intelligence saving throw, or take an amount of psychic damage as outlined in the class table. A creature that understands the Stock Market is immune to this effect.


Business Cards[edit]

Starting at 2nd level, you've also developed the essential tool for your success: business cards. Each long rest, you can prepare a number of business cards as displayed in the class table.

While a creature has one of your business cards in their possession (among their belongings or on their person), it has disadvantage on attack rolls made against you. A creature does not have to be aware it possesses a business card.

Whenever a creature that has never accepted a business card from you willingly accepts one, you gain a number of temporary hit points equal to 1d8 + your Stockbroker level.


Binding Agreements[edit]

Starting at 3rd level you are able to enforce the will of the market as all good businesspeople do, through Contracts.

As a 1 hour ritual, you can draft a Binding Agreement, which is blessed and enforced by the free market. A binding agreement outlines any conditions you specify in its creation. If two or more parties sign a Binding Agreement, they become subject to the conditions you specified. If a creature breaches any of a Binding Agreement's conditions, it takes twice the damage as outlined in the Stock Market section of the class table and the Binding Agreement immediately ends for all affected creatures. All creatures part of the Binding Agreement are mentally notified if the Binding Agreement has been breached.


Professional Path[edit]

At 3rd level, you chose a professional path. Choose between either The Alcoholic, The Wolf or The Redeemed, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th 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.


Soul Broker[edit]

Starting at 5th level you are able to begin the exchange of capital. While you could have technically done so before, with money, nobody will really listen to you because it's not a feature that's written directly on your class sheet. You'll just sound like a crazy person. Which you are. But now that crazy is backed up by some equally crazy ability. You're welcome.

You are able to perform 'Soul Investments'. As a 1 hour ritual, you can have a willing humanoid invest a small portion of their soul into another willing humanoid. We refer to the creature investing their soul as a 'Soul Investor', and the creature receiving the soul as a 'Soul Investee'. The maximum number of Soul Investments that you can have at one time is displayed in the class table.


Soul Investee

A soul investee increases their maximum hit points by 8 for each investment that has been made into them.

Soul Investor

A soul investor loses 2 hit die for as long as their soul is invested, for each investment made. A creature cannot invest more than they have hit dice.


A soul investment can be broken as a reaction by the Soul Investor, if both parties are willing, and if they are within 120ft each other. The Soul Investor recovers their lost hit dice only when they take a long rest.

A soul investment can also be broken when the Soul Investor takes a long rest, across any distance, if both parties are willing.

If a soul investee dies, the soul investor's hit dice can only be recovered through a Greater Restoration spell.

Dividends[edit]

Also at 5th level, your Soul Investments can benefit the investor through dividends.

Whenever a Soul Investee regains hit points, gains temporary hit points, or becomes the target of a spell, up to one linked Soul Investor within 120ft may roll 1d4. On a 4, the Soul Investor regains an equal number of hit points, gains an equal number of temporary hit points, or also becomes a target of the spell (similarly to Twinned Spell).

You cannot claim a dividend from any life gain, temporary hit point creation, or spell effect that was created by this feature. No claiming dividends from other dividends.


Flowchart[edit]

Beginning at 6th level, you are able to prepare a Flowchart to assist in your explanations and presentations. You can prepare a Flowchart whenever you take a long rest, but you may only have up to one flowchart at a time. Whenever you channel the Stock Market, you may pull out the flowchart to enhance the ability in the following way:


Explaining the Stock Market (with Flowchart)

When you use a Flowchart while Explaining the Stock Market, you can choose to either increase the Intelligence Save DC by 2, or decrease it by 5.

Proclaiming the Stock Market (with Flowchart)

When you use a Flowchart while Proclaiming the Stock Market, the Intelligence Save DC increases by 2, and a creature takes half of the damage displayed in the class table as psychic damage even if it succeeds the Intelligence saving throw.


After you use a Flowchart for either ability, you destroy it, because you can't be caught reusing material.


& Company[edit]

At 7th level, you have finally become brave enough to ask for help. Or maybe it just looks better for your bottom line. Either way, you are able to form a partnership with up to two other willing humanoids. You must know their full formal name in order to begin a partnership.

When you begin a new partnership, you establish a new line of business cards that include your partners. All your old business cards are magically updated to reflect the change. While a creature has one of your & Company business cards in their possession, they have disadvantage on attack rolls against you AND your partners.

Additionally, you or a partner may use their action to cast the spell Warding Bond on you or another partner. The spell lasts for 1 minute, rather than 1 hour. This feature may be used once, and is refreshed when you take a short or long rest.

Warding Bond cast this way requires no material components.


Board of Directors[edit]

Beginning at 10th level, your Soul Investors can be backed by decisional influence. Or, they can make the best pulling out of a bad investment.

When a Soul Investee fails a saving throw within 120ft feet of one of their Soul Investors, any of their Soul Investors may use their reaction to add 1d6 to that saving throw, potentially turning into a success.

Whenever a Soul Investment is broken as a reaction, the Soul Investor regains 2d8 hit points.


Kickbacks[edit]

At 11th level, you have learned how to generate a little more out of your investments... but you won't be telling your investors about that, because you are going to be taking it.

Your maximum hit points increases by 3 for each Soul Investment you have active.

When you roll to claim dividends, you get the dividend on a 3 or a 4.


Market Growth[edit]

Beginning at 14th level, the Stock Market has grown. At least it has in your mind.

You can now use your Soul Broker feature on creatures other than humanoids. You can also form a partnership with creatures other than humanoids. A non-humanoid creature has a number of hit dice equal to its CR.

The Save DC for Proclaiming the Stock Market increases to 16 from 13.


Gilded Business Cards[edit]

At 15th level, your plain '& Company' business cards just won't suffice anymore. You need to make corporate rivals jealous enough that they'll murder you.

You unveil a new line of Gilded Business Cards. All old business cards crumble into dust, because they are just a shameful past now. It’s better this way.

Whenever a creature has one of your Gilded Business Cards in their possession (among their belongings or on their person), it has disadvantage on attack rolls made against you or any partners you have. Additionally, you may cast the Charm Monster spell on any creature with a Gilded Business Card in their possession, at will. Charisma is your spellcasting ability for the spell.

If a creature succeeds the saving throw against this feature's Charm Monster spell, it is immune to the effects of this feature for 24 hours. This includes disadvantage on attack rolls.

Whenever a creature that has never accepted a Gilded Business Card from you willingly accepts one, you gain a number of temporary hit points equal to 2d8 + your Stockbroker level.


Smarter Investing[edit]

At 18th level, the Market you have begun is making its way towards its full potential.

While a creature has at least 4 Soul Investments made into them, at the start of their first turn each combat, they become affected by the Bless spell.

While a creature has at least 8 Soul Investments made into them, at the start of their first turn each combat, they become affected by the Haste spell.

While a creature has at least 15 Soul Investments made into them, at the start of their first turn each combat, they become affected by the Foresight spell.

No concentration is required for any of these spells, and they all last until the end of the combat.

All of these effects count as separate targeted spell effects for the purpose of dividends.


Nirvana[edit]

By reaching 20th level, you did it. You made it all the way. Do you feel good about yourself?

You are now able to make any number of Soul Investments.

If your maximum hit points increases beyond 500 through Kickbacks or Investments, your creature type becomes Fiend, you gain a flying speed of 50ft and gain resistance to fire damage.


The Alcoholic[edit]

While many Stockbrokers aspire to be The Wolf, not all have the drive, or lack of empathy required to reach that position. Some Stockbrokers are so wrapped with guilt they turn instead to alcohol to drown away their sorrows. Bless their souls. Some also just know how to have a good time. Interpret this as you want.

Good to have a Hobby

At 3rd level, your drunken scuffles have begun to payoff somehow. Your hobby grants you the following features:

- You gain proficiency with unarmed strikes and improvised weapons.

- Your unarmed strikes and improvised weapon attacks deal a base damage of 1d8, instead of 1 and 1d4 respectively.

- If you are drunk, you may use your Charisma modifier for attack rolls and damage with unarmed strikes and improvised weapons.


Way of the Drunken Stockbroker

Beginning at 3rd level, your fighting style is determined by how you drink. The more you drink, the more wild your moves become.

You can drink 1 drink as a bonus action. Reduce your Drunkenness Threshold by 1 every minute.

If you are immune to the poisoned condition, you cannot use this feature.

Drunkenness Threshold Fighting Style Features
1-2 Drinks The Formal Fighter Your unarmored AC is equal to 10 + your Constitution modifier + your Charisma Modifier. You can use a shield and still gain this benefit. You may add half your Charisma modifier (rounded up), to attack and damage rolls with unarmed strikes and improvised weapon attacks. You may only add this bonus if you are not already using your Charisma modifier for the attack.
3-4 Drinks The Swaying Swashbuckler You unarmored AC is equal to 12 + your dexterity modifier. You can use a shield and still gain this benefit. You may take any of the Dash, Disengage or Dodge actions as a bonus action. Whenever a creature misses a melee attack against you, you may use your reaction to make an unarmed strike or improvised weapon attack against that creature.
5-6 Drinks The Tipsy Trickster When you go to make an attack roll, you may do so with a -3 to either lacerate or trip them. On a successful hit, the target must succeed a DC 13 Strength saving throw or take an additional 2d4 slashing damage (lacerate), or fall prone (trip). This DC increases to 15 at 9th level, and 17 at 13th level.
7-8 Drinks The Irate Investor All damage you receive is reduced by 3. If you have 10 or less hit points remaining, you have advantage on all unarmed strikes and improvised weapon attacks. Your unarmed strikes and improvised weapon attacks deal an additional 1 damage for every 10 hit points you are missing. The maximum damage this bonus can grant is 10, at 100 missing hit points.
9-10 Drinks The Relentless Rager You may make an unarmed strike or improvised weapon attack as a bonus action. Whenever you make a successful unarmed strike or improvised weapon attack against a creature, you gain 1 point of Relentless. Whenever you make an attack, you may choose to either gain a +1 to hit for each point of relentless, or add 1 to the damage of the attack for each point of relentless. If you miss an attack or leave this fighting style, you lose all points of relentless. The maximum points of relentless you can have is equal to twice your Charisma Modifier.
11-15 Drinks The Blackout Broker Whenever you take the attack action, you may attack twice, rather than once. Whenever you drink alcohol, you gain an amount of temporary hit points equal to 1d8 + half your Stockbroker level (rounded up), and have advantage on your next attack roll within 1 minute. At the end of each of your turns, you must succeed a DC 15 Constitution Saving Throw or fall unconscious for 1 minute, or until you take damage.
16+ Drinks The Tie n' Die Whenever you take the attack action, you may attack twice, rather than once. Whenever you drink alcohol, you gain temporary hit points equal to 1d8 + your Stockbroker level, and have advantage on all attack rolls until end of turn. At the end of each of your turns, you must succeed a DC 17 Constitution Saving Throw or take poison damage equal to 1d6 times your Drunkness Threshold. This damage cannot be reduced in any way. If you take damage from failing this saving throw, then reduce your Drunkness Threshold by 1.

The Constitution saving throws for The Blackout Broker and The Tie n Die count as being against poison.

The Damned Stock Market

At 9th level, Proclaiming the Stock Market gets even more intense while you are drunk.

If you are immune to the poisoned condition, you cannot use this feature.

Drunkenness Threshold Fighting Style Features
1-2 Drinks The Formal Fighter Proclaiming the Stock Market also increases your AC by 2.
3-4 Drinks The Swaying Swashbuckler While Proclaiming the Stock Market, your movement speed is increased by 10ft, and you do not provoke opportunity attacks.
5-6 Drinks The Tipsy Trickster Whenever a creature fails its saving throw against Proclaiming the Stock Market, you may use your reaction to make an attack against that creature with advantage.
7-8 Drinks The Irate Investor Whenever a creature fails its saving throw against Proclaiming the Stock Market, you gain 2d10 temporary hit points.
9-10 Drinks The Relentless Rager Whenever a creature fails its saving throw against Proclaiming the Stock Market, its movement speed is reduced to 10ft for its next turn (unless it is already lower).
11-15 Drinks The Blackout Broker The DC for Proclaiming the Stock Market increases from 13 to 17. If you are using a Flowchart, this increases to 19.
16+ Drinks The Tie n' Die While in this state, your Proclamations turn into a whispered mumble. You lose the standard Proclaiming the Stock Market effect. As a bonus action, you can whisper the proclamations of the Stock Market to a creature within 5ft. It must succeed a DC 17 Intelligence Saving throw or become stunned until the end of its next turn and take psychic damage equal to the amount displayed in the Stock Market table.
Rowdy Drunk

At 13th level, you have ascended to the level of true drunk nuisance.

While you’ve had at least 1 drink, you gain an additional action each turn. That action can only be used to either Dash, Use an item, or make a single Unarmed Strike or Improvised Weapon attack.

The Great Depression

Beginning at 17th level, things start to fall apart. At least potentially. See, not everything always works out. Maybe it was the alcohol, maybe it was just deciding to become a Stockbroker in the first place (it's probably that). Either way, you can channel this failure of the market as a weapon.

When you Proclaim the Stock Market, you can choose to have the Market enter The Great Depression. You may not use a Flowchart if the Market is in the The Great Depression. While in The Great Depression, Proclaim the Stock Market has the following additional effects:

- The Save DC for Proclaim the Market becomes 18, instead of 16. (19 while in The Blackout Broker & The Tie n' Die)

- A creature takes half the psychic damage displayed in the Stock Market Table even if it succeeds the saving throw.

- When a creature fails the saving throw against Proclaim the Stock Market, it is wrapped with anguish at its own future. For the duration of Proclaim the Stock Market, the creature must subtract 1d4 from attack rolls, Wisdom Saving throws, and Intelligence Saving throws it makes. This effect can apply to a single creature multiple times, adding an additional d4 penalty each time.

- You take the amount displayed in the Stock Market table as psychic damage at the end of each of your turns while you Proclaim the Stock Market. This damage cannot be reduced in any way.

The Wolf[edit]

The classic Stockbroker, who's ambition to reach the top pushes them further and further. You will do whatever it takes to reach your goals, as yours are the most important. You are a bad person. If you are playing with Alignment, consider changing yours to Lawful Evil. I won't force this upon you, but just be aware that you aren't truly playing The Wolf if you aren't lawful evil. You are a bad person. The Wolf embodies the Stockbroker, so if you wish to truly play the most Stockbroker-y Stockbroker you can be, you should pick The Wolf. But again, why would you ever want that anyway? You are a bad person.


Dressed to Impress

At 3rd level, you've come to know that appearances are everything, and can let you get away with anything. While you wear an undamaged finely tailored suit, your base AC is equal to 12 + your Charisma modifier. You can use a shield and still gain this benefit.

Whenever you make an attack roll, ability check, or saving throw, while you are wearing an undamaged finely tailored suit, you may choose to add your Proficiency Bonus to the result. You can choose to add this bonus after you roll the die, but before the outcome is determined. You may add this bonus a number of times equal to your Charisma modifier (min 1), and all uses are restored when you finish a short or long rest.

A finely tailored suit becomes damaged if you take a single instance of slashing, piercing, fire or acid damage that is greater than your Stockbroker level plus 5.

Well Kept

At 3rd level, you also learn the Mending cantrip. You can use this cantrip to repair a damaged finely tailored suit.

The Big Short

Beginning at 9th level, you can place an investment against something. Something you want to fail.

At the start of your first turn each combat, if you are wearing an undamaged finely tailored suit, you may place a curse on another creature within 60ft. This curse lasts for 1 minute. If the creature dies while cursed, you ascend with the Glory of the Market, radiating a golden aura. Your base AC becomes 14 + your Charisma modifier, and whenever a creature makes an attack roll against you, or forces you to make a saving throw, it takes an amount of radiant damage equal to your Charisma modifier. This effect lasts for 1 minute.

A soul investor may claim a dividend on the Glory of the Market effect, which will still use your Charisma modifier.

If the cursed creature does not die within 1 minute, you immediately drop to 0 hit points.

Wall Street

Starting at 13th level, you are able to establish the foothold for your financial operations, and nobody would dare enter into this territory. Rightly so.

You may cast the Hallow spell at will. The type is unholy (fiendish). You may bind up to two secondary effects, instead of one, for this unholy sanctuary, and you have an additional secondary effect option: "Investment Center. The time to form Binding Agreements and Soul Investments in the area is halved."

Charisma is your spellcasting ability for this spell.

You may only have one unholy sanctuary created by this feature at one time.

Wall Street Broker

Also at 13th level, while Wall Street exists in the form of your unholy Hallow spell, you are filled with completely unjustified pride at your self-given status.

While your unholy Hallow spell is active on the same plane of existence, your Charisma score increases by 2, to a maximum of 22.

Insider Trading

At 17th level, you've learned how to accomplish the penultimate move of The Wolf. Cheating. That's a strategy too, right? Well, you'll claim it is.

When you obtain this feature, roll three d20s and record the numbers rolled. As a reaction, while you are wearing an undamaged finely tailored suit, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 120ft with one of these recorded rolls. When you replace a roll with one of your numbers, record the number of the roll you replaced as one of your new three numbers.

Essentially, you have a bank of three d20 numbers. As a reaction, you can swap one of your numbers for one that has been rolled. You will always have 3 numbers recorded.

You may use this feature a number of times equal to your Charisma modifier (min 1), and all uses are restored when you take a long rest.

The Redeemed[edit]

Generally, once you embark on the Path of the Stockbroker there is no turning back. Once a Stockbroker, always a Stockbroker. However, by the grace of a higher power, you have been offered a single chance. By picking this subclass, you may cast aside your fate of being a Stockbroker, and become something better, stronger, generally more likeable.

In all circumstances, this is the correct subclass to pick, and the only one you should even consider. Though things would have probably gone better if you'd just never embarked on the path to being a Stockbroker in the first place.

Redemption Arc

At 3rd level when you pick this subclass, a path to redemption opens up to you. You begin to have doubts that what you are doing is truly worth it. Will you truly succeed.

While you are level 3, when you take a long rest, you may convert all your levels in Stockbroker into that of a better class. Preferably one that aligns with the institute you selected in Remnant of a Past life. You lose all Stockbroker class features and all proficiencies you gained from this class, and gain those of your newly selected class, at 3rd level.

When you use this feature, you are also filled with a great relief at your own freedom, and gain 10 temporary hit points.

Unfathomable Regret

At 9th level, you are wrapped with an unfathomable regret at the fact that you could have become something else, yet for some reason chose not to.

Whenever you take a long rest, you take 57d8 psychic damage. If this damage drops you to 0 hit points, you immediately die. You cannot be resurrected as your soul already died when you became a Stockbroker.

You Should be Dead

At 13th and 17th level, this professional path grants you the same feature. That feature being nothing. You are filled with immeasurable disappointment for not only missing your chance at another path, but also for living this long. You as a player playing this class are also filled with disappointment. Even as I'm writing this I'm filled with disappointment imagining the situation where this happens. Just, why?

Remember when I told you to ask yourself what brought you here? Do that again, but for like twice as long.

Multiclassing[edit]

no


5.00
(one vote)

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