Hoardsperson
Disbursement of coin is at my discretion. Be really nice to me.
— Hoardsperson joke (not joking)
As the name suggests, Acquisitions Incorporated is all about the acquiring, and the hoardsperson’s job is all about storing that hard-earned loot. Each hoardsperson plays the vital role of managing a franchise’s resources — including the inventory of all supplies used and treasure gained during an adventure. Hoardspersons pay particular attention to making sure that supplies are requisitioned through Acquisitions Incorporated-approved sources whenever possible, and ensuring that the proper selection of loot is sent to Head Office at the end of a mission.
As a hoardsperson, you are known as a trustworthy and responsible individual. You support your franchise by demonstrating accuracy, avoiding shortfalls, and anticipating resource needs.
Noteworthy Hoardspersons: K’thriss Drow’b (“C” Team), Phoenix Anvil (“B” Team), Two Dry Cloaks
Essential Functions: Manage stores and items; track resources
Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to negotiate a price for goods and services, assess the quality of equipment and treasure, or analyze resources in a local area.
The Hoardsperson
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, What a Deal |
| 2 | Living Loot Satchel, Living the Good Life |
| 3 | Secret Satchel, That Thing You Need |
| 4 | Portable Hole Satchel, That Expensive Thing You Need |
Proficiencies and Starting Equipment
As a rank 1 hoardsperson, you gain proficiency with jeweler’s tools.
Head office also grants you the use of Jeweler's Tools (a small saw and hammer, files, pliers, and tweezers) and an account ledger, as well as up to 5 gp worth of equipment from the following options: barrel, basket, block and tackle, bucket, chest, flask or tankard, jug or pitcher, iron pot, pouch, sack, saddlebags, vial, and waterskin.
What a Deal
Also at rank 1, you can use your extensive supply network to buy one item found on any table in the “Mounts and Vehicles” or “Trade Goods” sections in chapter 5 of the Player’s Handbook and have it delivered to your franchise headquarters within one day. With a successful DC 15 Charisma (Persuasion) check, you also negotiate a 50 percent discount on the item.
If you fail the check, you cannot use this feature again until you finish a long rest. When you use this feature successfully twice, you cannot use it again until your franchise attains the next rank.
Tabaxi Hoardsperson (Rogue)
Forever in search of “twinkles,” Two Dry Cloaks has a deep enthusiasm for treasure and a broad definition of what “treasure” might mean. As an old saying has it, “the hoard is the heart of a franchise,” and the tabaxi makes that case for her franchise every day. She believes that the contents of a hoard — as delivered to and from Head Office by way of the hoardsperson’s living loot satchel — are the most true, most dispassionate assessment of a team’s progress.
(The tabaxi can be found in Volo’s Guide to Monsters.)
Living Loot Satchel
As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles.
Class-Based Living Loot Satchel
| Class | Satchel |
|---|---|
| Barbarian | Broad belt with a dozen hanging pockets |
| Bard | Lute case |
| Cleric | Hollowed-out holy tome |
| Druid | Made from natural, organic, locally sourced woven fibers |
| Fighter | A thick, battle-scarred iron lockbox |
| Paladin | A metal case with fine engraving and scrollwork |
| Ranger | A fur-lined bindle |
| Rogue | A nondescript coin pouch |
| Sorcerer | A battered leather satchel, prone to spitting out multicolored sparks at the seams |
| Warlock | A patchwork monster-leather satchel with a “purely decorative” fanged mouth. |
| Wizard | A pocket dimension hidden up your sleeve or inside your hat |
The living loot satchel is a kind of magical being that safeguards the franchise’s funds and valuables. Its innards are connected to a secure coffer within Head Office’s vault in Waterdeep, to which the satchel periodically transfers the franchise’s wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check.
Living the Good Life
Also at rank 2, Head Office trusts that as long as your needs are met, you have no reason to skim any profits. You maintain a wealthy lifestyle at no cost to you.
The key to the hoardsperson’s job is cataloging all goods that enter the party’s possession. You may also catalog goods that do not belong to the party. Sometimes it works.
Why Be a Hoardsperson?
| d8 | Reason |
|---|---|
| 1 | You once tried to dive into a huge pool of gold coins. It hurt. |
| 2 | You’ve been betrayed by your adventuring party before, and there’s no way now that you’ll trust anyone else to hold on to the loot |
| 3 | Once, through a series of increasingly complex negotiations, you traded a paper clip for temporary control of a minor fiefdom. |
| 4 | Material possessions don’t mean that much to you. Or at least that’s the story you’re going with. |
| 5 | You’ve never had a problem spending other people’s money. Surely keeping other people’s money can’t be that hard. |
| 6 | You believe there’s no such thing as worthless goods. Only unmotivated buyers. |
| 7 | You’re not a hoarder. More of a passionate collector. You can stop anytime you want. Really. |
| 8 | Given the personalities of the other party members, it was mutually agreed that you were the only one who could be trusted |
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