Warlock
Base Class: Warlock

You have struck a deal with many deities. These deities reward you with points that you can then spend to buy their wares. They gift you with this power not because they want you to succeed, but instead to make MP off of you and your needs.

Ad-Revenue

Starting at level 1, you have learnt how to monetize everything you do. At the start of each round, you gain 10 Monetization Points (or MP).

This MP can be used to buy various items from the capitalist deities.

Capatalism

Starting at level 1 you can now pray upon the deities to spend your MP to gain items off of them. The items you buy magically appear by your feet. As an action, you can buy 1 item from these deities.

You can buy:

A consumable powder that when combined with water grants incredible amounts of energy. As an action, you can add this powder to water, creating a special elixir. This elixir can be drunk as a bonus action, granting +5 to initiative, cannot be surprised, and gains 15 additional movement for 4 hours. Once those 4 hours pass make a Con save (DC 16) or gain one level of exhaustion, and become poisoned for an hour. If used on a Warlock who's hp is equal to 0, it brings them back to 1hp. (375 MP)

A set of earpieces that have a slick design. As an action, you can put these earbuds into your ears. These earbuds have 8 hours of battery life, and while being worn you can play some of your favourite songs. This gives you disadvantage on all checks related to sound, but each round you gain 1d4 that is added to your next roll, and have immunity to thunder damage while wearing them. Once the batteries run out the earpieces are destroyed. (250 MP)

A magical barrier, protecting you and your allies for its duration. This barrier grants you and up to three other allied creatures advantage against being stollen from, they can communicate telepathically, and you can now use an action to cast teleport to a spot you can see within 120 feet. The mystical effects of this barrier last for a minute. (1000 MP)

A mystical service that allows you to access all the greatest works of literature from across the world. This effect can only be granted with the earpieces, and while they are in you gain, the ability to comprehend all languages, + 2 to Int, and + 1d4 to Int and Wis checks. (300 MP)

A mysterious gemmed necklace, allowing you to spot any flaws in written words. For an hour you gain advantage on any check requiring you to read. (100 MP)

 

Starting at level 6 you can now use a specific product more and more to become sponsored by that deity. When you reach level 6 you can choose 1 of the deities to be sponsored with. When sponsored you gain 30 MP each time you buy their product. You can also make a contested Persuasion check to attempt to sell one of these products. Persuading the target grants you 20 MP.

Gift

Starting at level 10, you can now, as a bonus action give one of these items to an ally. The ally now gains the item, or effects of whatever item you give them.

Capatilist King

Starting at level 14, the deities smile upon your fortune, granting you effects based on your wealth. When you have 5,000 or more MP you gain + 2 to attack rolls, 6,000 or more and you gain + 1 AC, and with 8,000 or more you can now dash and disengage as a bonus action. Having MP above these values grants the effects of all the ones below your current MP.

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