Fighter
Base Class: Fighter

Fueled By Gold. When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by your gold.At first you get four gold charges. A gold charge is expended whenever you use a gold-fueled ability. You regain all of your expended golden charges when you finish a short or long rest. You gain another golden charge at 7th level and one more at 15th level (bringing them up to 6 in total). 

Starting from 10 gold you may add +1d4 radiant damage  to your damage rolls with weapon attacks and then another 1d4 for every x10 of the initial gold amount. At 100000 gold the amount of damage for each die changes to +1d8 radiant damage

  • 10 gold carried equals 1d4 of radiant damage.
  • 100 gold equals 2d4 of radiant damage.
  • 1000 gold equals 3d4 radiant damage.
  • 10000 gold equals 4d4 radiant damage.
  • 100000 gold equals 4d8 radiant damage.

Shiny Glimmer. Starting at level 3 you get proficiency and advantage on investigation (INT) checks concerning looting and finding items of value and you're generaly better at figuring out the worth of certain items. Also persuation and deception checks in the interest of money gain, have advantage.

Slayer Of Many Things. You've slain many beings along your journeys driven by the lust for gold and have gained in-depth insight on some of them. By level 7 you may choose up to 3 types of creatures and get advanced knowledge on how to slay them in the most optimal ways.You gain advantage on recalling information about your favored creatures and also when harvesting parts from them. You also get back double your expended gold whenever you slay anything and triple the gold on level 14. (quadruple and sextuple at level 14 for favored enemies.)

Greater and Superior Fueled By Gold. When you reach level 10, you may spend additional gold in order to further augment your gold fueled abilities. The cost of the abilities elevates to 50 gold for greater augmentations and 100 gold for superior augmentations. Furthermore you may summon the legendary weapon Greedsink.

Endless Vault. Starting at level 15, whenever you roll for initiative and have zero golden charges left, you get 1 charge back. Also you gain the ability to access a pocket dimension through any one of your pockets that gives you the ability to carry endless amounts of gold.


 

Fueled By Gold:

These abilities require one gold charge, as well as 25 gold to be used. Upon reaching level 10 you gain access to the greater and superior versions of these abilities which require a gold charge and 50 or 100 gold respectively. 


 

Greedy Lunge. (25g) You may double your movement speed before moving on your turn.

Greater Greedy Lunge. (50g) You may triple your movement speed before moving on your turn.

Superior Greedy Lunge. (100g) You may triple your movement speed before moving on your turn. Terrain effects no longer affect you and your climbing. swimming and flying speed (if they exist) are now equal to your highest speed.


 

Money Shot. (25g) As a bonus action, you may lower the critical hit threshold for your next attack to 18 instead of 20.

Greater Money Shot. (50g) As a bonus action, you may lower the critical hit threshold for your next 2 attacks to 17 instead of 20.

Superior Money Shot. (100g) As a bonus action, you may lower the critical hit threshold for your next 3 attacks to 15 instead of 20.


Golden Plates. (25g) As a reaction, you may lower the damage of the next attack against you by 1d12.

Greater Golden Plates. (50g) As a reaction, you may lower the damage of the next attack against you by 2d12.

Superior Golden Plates. (100g) As a reaction, you may lower the damage of the next attack against you by 2d12 and gain resistance against that attack momentarily.


Greedsink. (1000g, lasts until a long rest) This weapon takes the form of your current weapon. Greedsink can only be summoned when the wielder is using either a bladed weapon (spears, swords, polearms, daggers) or a projectile launching weapon (bows and guns). Visually it takes the appearance of the weapon you were previously wielding but it has some unique characteristics, both practical and visual. In general Greedsink adds an additional die to the Fueled By Gold dice you have and also halves the prices for all Fueled By Gold abilities. Finally, it is a +3 magic weapon that ignores all resistances.

For bladed weapons, the whole body of the weapon becomes a completely golden reflective color and the blade becomes a radiant light-golden energy in the shape of a really large blade. Due to the size of the blade itself the weapon gets an additional 5ft in range.

For bows, they turn into a big golden greatbow with a radiant light-golden energy beam for a bowstring. As for guns, they turn into a completely golden version of themselves with the inside of the barrel consisting of a light-golden radiant energy. Attacks with these weapons launch either a secondary arrow or energy shrapnel respectively that deals an additional 1d8 radiant damage.

Bind Greedsink. (5000g) You may permanently bind Greedsink to yourself. The bound Greedsink can always be drawn from a pocket dimension or just be held on the wielder's person. Anyone else that attmepts to use Greedsink can wield the weapon but they will acquire none of its benefits and the energy portion of the weapon won't function. In that case Greedsink functions as a simple bludgeoning weapon.

 

 

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