Trust Fund Baby (5e Subclass)

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April Fools!
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Trust Fund Baby[edit]

Sorcerer Subclass

We all know that sorcerers are the spoiled rich kids of the D&D world. But most sorcerer builds come from the shudders LOWER CLASS. You, on the other hand, aren't one of those barely civilized plebians. You get your magic from the only true source of power: capitalism itself.

When making a Trust Fund Baby, it's important to think about where you got your money. Were your parents the fantasy equivalent of J. D. Rockefeller, or did they get money some other way? How big is the company your parents own? Do you have an active role in managing it?

Money is Power

At 1st level when you choose this origin, you gain the ability to alter reality by bribing fortune itself. As a reaction to being hit by an attack or failing a saving throw, you can give yourself a bonus to your AC or the save. Pay any amount of GP, in either coinage or valuable goods. For each five GP you spend, you add a +1 bonus to either your AC for the triggering attack or your saving throw. Each time you use this ability before taking a long rest, it costs an additional 3 GP to use.

Economic Mastery

Also at 1st level, you gain the ability to influence the invisible hand of the market in your favor. Whenever you cast a spell with the express purpose of making money (such as using Charm Person to convince someone to buy your product or Phantasmal Force to make them see a product they'd want to buy), you make twice as much money from the resulting transaction.

Buying Power

At 6th level, you gain the ability to use your money to purchase more power from the weave of magic. As a bonus action, you may spend any amount of GP, in coinage or other valuable goods. When you do, you regain a number of sorcery points equal to half the money spent.

Invisible Hand

At 14th level, your power over the economy reaches new heights. Whenever you sell something during downtime, you can sell it for 115% of its base price, and finding a buyer takes a number of days less equal to your Charisma modifier (minimum of one day). If you're selling a stock, it sells for 120% of its base price instead. When you buy rare items, you can get a 5% discount, or 10% if you're buying stocks.

Avatar of Capitalism

At 18th level, you gain the ability to transform into an avatar of capitalism. When you transform, you gain the following benefits for one minute:

  • Your eyes become green flecked with gold, and have the symbol of the local currency instead of pupils. In addition, your clothing transforms into the most unreasonably expensive clothing available for the duration.
  • Anything you sell becomes worth 50% more, and anything you buy becomes 50% less.
  • Whenever an enemy succeeds on a saving throw against one of your spells, you may spend 10 GP times the amount by which they succeeded. If you do so, they are forced to fail the save instead.
  • Whenever a spell attack roll you make against another creature misses, you may spend 10 GP times the amount by which it missed by. If you do, the attack becomes a critical hit instead.

After you use this feature, you can't use it again until you finish a long rest or spend 50 GP to recharge it instantly.

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