Base Class: Bard
The Grand Nagus is a master negotiator, manipulator, and schemer. They know that money makes the man, and money makes the world go round, and they live everyday by that philosophy.
Level 3: Universal Language
You know that the value of money and wealth is a universal truth, understood across all civilizations. You gain proficiency in Jeweler's Tools. You can communicate simple ideas and requests to any creature that can speak a language. This ability does not allow you to understand their language, and does not allow you to understand their verbal responses.
Level 3: Bribe
You have learned to use your wit and charm to convince enemies it's in their best financial interest to work for you. When you cast a spell that inflicts the charmed on the target, you can immediately use your Bonus Action to spend a Bardic Inspiration, roll it and add the result to your spell DC for this casting. In addition, when you make a Charisma (Persuasion) check or a Charisma (Deception) check, you can expend one roll of your Bardic Inspiration and add it to your roll. You can spend 1,000 gold pieces to use this ability without expending your Bardic Inspiration.
Level 6: Profiteer
You have learned to provide just what people need when they need it, for a price of course. You gain proficiency in Forgery Kits.
Quick Forgery When you cast in Illusion spell (or while you are concentrating on one), you can use your Bonus Action to transform your illusion into a solid object which lasts for 1 minute before crumbling into dust. This object has AC 10 and 1 hit point. You cannot use this ability if a creature is within the area or surrounded by of your illusion. If your object has a value in gold, you must have that amount of gold on hand to create it but this gold is not consumed by creating it.
Level 14: Greed is Eternal
You know every creature is susceptible to the right incentives. Your spells that inflict the charmed condition can affect creatures that are immune to charm. However such creatures have advantage on the saving throw, and can repeat the saving throw at the end of each of their turns with advantage to end the effect. Creatures with advantage against charm (such as elves) do not gain that advantage against your spells.
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