Base Class: Bard
Work with your DM before committing to this subclass to ensure proper balance with their in game economy, the DM will have final say on this. The gold amounts listed in this outline will vary depending on the world your campaign is in. This template will assume that gold isn't rare but it's not wildly abundant either. I.e 1 gold equals $1,000
They say that money talks but few people know that money can also sing. Arguably the most elusive of substances for the creative folk that are bards, though those who do find it in abundance know how much a gold coin can get you. Bards of the College of Coin know that anyone can be persuaded by coin, even the universe itself. College of the Coin bards use their wealth to fund their magical abilities and give them extra abilities to aid in song or battle.
Gold on my Mind, Mind on my Gold
You have advantage on any skill checks (Persuasion, Intimidation, Deception, etc.) if a success on the check results in the immediate increase in gold.
Patron of the Arts
You can manipulate the magic of song and dance to create an opera of coin. Your bardic inspiration can now create or use coins depending on your financial whims. When you use your bardic inspiration feature choose one of the 3 following features.
Print Money. Immediately after a creature rolls their bardic inspiration die, you gain gold equal to the number rolled on the die plus your proficiency.
Double the gold gained from this ability at 10th and triple it at 15th.
Spend Money. When a creature goes to use your bardic inspiration die you can choose to pay double your inspiration die max to ensure they roll the max amount possible on the die. So at 3rd level you can give a creature inspiration then when they use it spend 12 gold to have them add the full d6 to their role. You can do the same to ensure lower results on the die just remember you have to spend double the amount you wish to be rolled. (4 gold for a 2, 10 gold for 5, etc)
Gamble Money. You enjoy the rush of chance as much as the rush of performing. When you give a creature bardic inspiration you can choose to call the number that will be rolled. When you do so you and your party will gain in gold double the amount rolled if you are within 1 number distance of the number you chose and triple the amount rolled in gold if it lands on the number you chose. However, if the dice lands on a number that isnt the one you chose or one digit away you lose gold equal to the number rolled.
If you choose the number 5 on your d6 inspiration die, you and your party will get 15 gold if it lands on 5, 8 gold if it lands on 4, and 12 gold if it lands on 6. If the die lands on 1, 2, or 3 you loose 1, 2, and 3 pieces of gold respectively
Healthcare
Your penchant for financial gain and mastery over the song of coin has been beneficial to your wellbeing. Who said the pursuit of money runs counter to the pursuit of happiness? As an Action you can now spend your coin to shield, heal yourself, or heal your allies for a small price of course. You can give yourself or an ally temporary hp up to ten for 1 gold for each temporary hit point. You can also heal yourself in the same way by spending 2 gold per hit point or you can heal an ally for 3 gold per hit point. You can target a number of people up to your Charisma modifier.
Everything has a Price
Magic and coin go hand in hand as you’ve learned. As an action you can spend 5x the level of spell slot in gold and regain that spell slot. So 5 gold for a level 1 spell slot, 10 for a level 2 spell slot, 30 for a level 6 slot, etc. You can do this a number of times equal to your Charisma Modifier.
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Posted Feb 6, 2022The cost for the abilities can be modified to fit the world you’re running. In my own campaign prices are higher cause gold is easier to come by. But additionally if they are of a level to traditionally cast wish or have access to a wish then they likely already have the money or are above the concerns of desperately needing spell slots to really have that be an issue.
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Posted Feb 5, 2022I really like the "Spend Money" and "Gamble Money" sub-features of the "Patron of the Arts" feature. "Spend Money" can be soo useful and soo hard to resist to use. That's why I think it would add/improve decision-making. "Gamble Money", on the other hand, is so much fun. A player can bet money on the dice and win more (or lose more). This would get bored players to get involved more.
I also kind of like Healthcare as it can give much more value to gold pieces in your campaign. Thanks to this feature, players would always want more gold, and would probably keep a bit on themselves for fast-healing. This may lead to many thefts as they are going around with a bunch of gold. But it is also too useful. The players can gather some money and give 500 temp hp to the barbarian (which becomes a thousand, actually) and let the barbarian slay the dragon all by himself.
The "Everything has a Price" feature is what actually worries me. It's waaaay too powerful. Gaining a spell slot back is quite a hard thing to do. You can gain only up to a third level spell slot using a magical item (Pearl of Power), which you probably spent a lot of money to buy in the first place. But through the last feature, they can simply pay 15 gold pieces for a 3rd level spell. Also, the feature doesn't seem to have a limitation to how high the spell slots can be. So, a player can cast Wish to have 25,000 gold pieces, pay 45 gold pieces and cast Wish again until they hit the frequency limitation with the total revenue of 149,755 gold pieces.