Base Class: Wizard
Economancers are wizards who have discovered and honed the arcane secrets of wealth and economic forces on their own. Each Economancer's journey into this realm of magic is a solitary one, driven by an intrinsic and often obsessive fascination with the power of currency. They view the flow of wealth not just as a social construct but as a fundamental force that can be harnessed and manipulated.
Unlike other arcane practitioners who may learn from masters or institutions, Economancers are self-made wizards. Their path is often born out of a life-long obsession with wealth, be it through personal experiences with poverty, wealth, or a keen insight into the economics of the world. They uncover the mystical properties of currency through experimentation, research, and a deep understanding of both the material and metaphysical aspects of wealth.
Arcane Vault
The Economancer has access to an extra-dimensional space, the Arcane Vault, where they store and accrue conjured currency.
"Vault" is purely symbolic; the Arcane Vault has no specific form.
- Each day, an amount of gold equal to the Economancer's class level squared magically appears in the Arcane Vault.
- The Economancer can withdraw or deposit gold from the Arcane Vault as an action.
- The Vault has a capacity limit of 3 times the amount of daily gold they recieve; allowing for a buffer of 3 days worth of gold.
- The conjured gold can be used for abilities like Midas Touch and Ward of Wealth, and for general expenses, purchases, and spell components.
- The Vault safeguards the Economancer's wealth, it cannot be accessed by any means other than directly by the Economancer.
- The conjured gold inside the Vault is destroyed on death.
Ward of Wealth
At 6th level, you gain the ability to create a magical shield made of swirling coins to protect yourself or others. As a bonus action, you can expend a certain amount of gold from your Arcane Vault to envelop a target within 30 feet in a protective aura. This shield grants temporary hit points (HP) to the target, equivalent to the amount of gold spent.
At 6th level you can create a maximum of 8 temporary HP. At 10th level this increases to 16, at 14th level this increases to 24.
Shields cannot stack on the same target.
Midas' Touch
Starting at 10th level, you gain the ability to transform your foes into gold. As an action, you can touch a creature and force it to make a Constitution saving throw. On a failed save, the creature is petrified and turned into a solid gold statue. The petrification lasts for 24 hours or until it is dismissed by the caster.
- Cost: The ability costs an amount of gold equal to the target's remaining hit points. This gold is deducted from your Arcane Vault.
- Saving Throw: Constitution, against your spell save DC.
- Range: Touch.
- Petrification: A creature petrified by this ability is turned into a gold statue, immobilized and unable to take actions or reactions. The gold is worthless under scrutiny.
- Duration: 24 hours or until dismissed by the caster.
Market Dominance
Starting at 14th level, you gain the power to exert subtle control over the market forces of a region. Once per long rest, as an action, you can choose a specific type of good or service within a large area, such as a city or town, and magically alter its demand. This ability can be used to create artificial shortages or surpluses, impacting the availability and cost of the chosen item or service.
- Range: Affects an entire town or city, or a similar-sized area.
- Duration: The market manipulation lasts for 24 hours.
- Specificity: You must choose a specific type of good or service to affect.
You can increase or decrease the demand for the chosen item or service, affecting its perceived value and availability.
Previous Versions
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