Rogue
Base Class: Rogue

You find any way you can to make money. Are you a conniving trickster? A con man? Or simply a thief so well trained their targets have no idea they just got robbed? The Extortioner is all of these and more. You train thoroughly throughout your career, focusing on one thing and one thing only, making money.

Bonus Proficiencies

As an Extortioner, you gain the ability to manipulate people rather well, swindling anyone you come across. Choose two of Persuasion, Deception, and Intimidation and gain proficiency in them.

Deception

You gain proficiency in the Deception skill.

Intimidation

You gain proficiency in the Intimidation skill.

Persuasion

You gain proficiency in the Persuasion skill.

Extort

You mastered the way of gaining an advantage with your stunning smile, and whittling into your enemies defenses with your words. You may now replace your melee or ranged attack bonus (Usually a Strength or Dexterity modifier), with your Charisma modifier.

Money Makes The World Go 'Round

You have gathered enough knowledge about the essence of money and how it meshes with the fabric of reality, and it lets you harness previously unbeknownst powers to your will. You can now cast spells from the Extortioner Spell list, for a cost, of course. The prices go as such: 10 gold to a cantrip, 30 gold to a 1st level spell, 50 gold to a 2nd level spell, 80 gold to a 3rd level spell, 150 gold for a 4th level spell, and 300 gold for a 5th level spell. The money you pay goes to the god of commerce in your realm.

Summon Haggler

You meet a little old lady in your dreams, she promises riches and in return you summon her to be free in the mortal world till her job is done. You can summon The Haggler once per day, resetting at dawn. She gives you advantage on haggling, and will remain where summoned until summoned again, haggling away. She makes 2d10+3 gold pieces a day, which you receive when she is summoned. She is a Hag, her name is Ler.

Tax

You have gained the ability, through means both fraudulent and fair, to convince people to give you money. Once every 7 days, recharging at the dawn of the 7th day, you can convince someone to give you all their money they have on them. The target must succeed a DC (25 - The amount of gold they have on them / 2000, rounded down to the nearest integer) Charisma saving throw. If the target fails, they are convinced by your scam and give you all of the money they have on them. If the target succeeds, they will know you have tried to deceive them, and you will not receive the money.

The Extortioner Image

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