Base Class: Cleric
As a 'Cleric' of the Capitalism Domain, your 'God' is not really a God. They created a religion as a front for a business empire, all for those sweet, sweet tax benefits. As a surprising benefit of DnD lore, the overwhelming number of 9-5 'followers' they accumulated caused enough people to 'believe' in their 'godhood' that they actually ascended and became immortal. You are now a Corporate Cleric of Capitalism (heh. alliteration.), and work hard to get those carrot-on-a-stick health benefits. Good luck! (PS this subclass is meant to be used in 5th edition, not 5.5, because 5.5 is kind of just worse)
Working Class
At 1st level, you can add your wisdom modifier to persuasion and insight checks to interact with commoners. (Insight checks have double wisdom modifier added in total, for clarification)
Very Legal Extraplanar Spell Slot to GP Conversion TM
Also at 1st level, you learn the 'spell' Very Legal Extraplanar Spell Slot to GP Conversion TM. This is a very legal spell and belongs to the Conjuration school. It is a 1st level spell, takes an action to cast, and spontaneously gives you 5 GP. The GP given increases by 5 for each spell level above 1st level.
Channel Divinity: Raise
At 2nd level, you can ask your 'god' for a raise. By expending a use of Channel Divinity, you can send your 'god' a very respectful F-Mail (the f is for fantasy *sparkle*) requesting a raise. The 'god' (aka the DM) determines if you are in fact worthy of said raise, by examining all the (very few) ways you have been useful to your 'god'. If the DM D-eems you worthy (see what I did there), you are able to permanently* raise one spell slot level by one. You can augment a maximum of spells slots like this equal to your maximum Channel Divinity uses. You may not augment the same spell slot multiple times. You can change the spell slot augmented by asking for a raise again. (Ex: making a 1st level spell slot a second level spell slot at 2nd level, giving you 2 1st level spell slots, and 1 2nd level spell slot. You can use the spell slot, but do not know any 2nd level spells. You also cannot use this ability on a 7th level spell slot, then use it on the 8th level spell slot it created to make a 9th level spell slot, as stated before.)
Channel Divinity: Promotion
Also at 2nd level, you can ask for a temporary (I know that's not how jobs work) promotion. You need to be around half as worthy as you would be for Raise to use this ability (I know that's also not how jobs work either). If your 'god' (DM) accepts your F-Mail, you gain a multiclass level in a different class (Because capitalistic promotions are always counter-intuitive). This level lasts until your next long rest, and grants you no extra maximum HP, but it still grants you other abilities (except for multiclass spellcasting progression).
Healthcare
At 6th level, your 'god' finally deems you important enough that you deserve to live! Yay! You gain access to the Paladin's Lay on Hands feature as if all of your cleric levels were paladin levels. You can only use Lay on Hands on yourself though, as you don't have a family plan.
Taxed Potent Spellcasting
This subclass is just a little too good, so here's a nerf. At 8th level, you can spend up to your wisdom modifier GP and add the amount of GP to your cantrip damage when you cast a cantrip. (Basically, regular potent spellcasting with some taxes)
Unionization
At 17th level, you have finally found the courage to do the thing your 'god' was most afraid of. Unionize. You gain union cards equal to your Wisdom modifier. If they are lost or destroyed, you can make new ones with 100 GP per card (lost cards self-destruct instantly if they are replaced). Allys with the Spellcasting feature that possess the cards gain a pool of spell slots shared with other card holders, with one spell slot of each level in the pool. They can use the spell slots to cast any spell they have learned and/or prepared. Allys without the Spellcasting feature gain the Paladin's Lay on Hands feature (with each of their levels counting as half a level in Paladin for this feature) and can use it on other people with union cards. But, since this is extremely op, there is a drawback. Your 'god' is so horrified at the prospect of a union that they send Union Busters to 'secretly' break up your union. Every time you roll initiative, a Union Buster attacks you, joining sides with the enemy. It is a random creature from the Monster Manual, with CR 7, and ONLY attacks unionized creatures (you cannot unequip your union card while it's alive to cheese it). It cannot be a Fiend or Undead creature type, and its type is changed to Celestial when it is summoned.
Customary Extra Spell List
1st Level Spells: Identify, Unseen Servant
2nd Level Spells: Arcane Lock, Locate Object
3rd Level Spells: Glyph of Warding, Tongues
4th Level Spells: Fabricate, Secret Chest
5th Level Spells: Creation, Geas
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