Base Class: Warlock
The Entrepreneur subclass channels the mercantile spirit of Shotgun Joe. With powers that emphasize trade and shrewd dealings, you gain unique abilities to leverage your wealth and influence to get your way. In Joe’s world, every encounter is a potential transaction, and success is measured in profit and power.
Expanded Spell List
The Entrepreneur lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Entrepreneur Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
A Good Firm Handshake
When striking your pact, Joe insisted that first impressions are everything, and he gifted you with the cantrips Friends and Shocking Grasp as part of your “initial sign-on bonus.” With a handshake that leaves a lasting impression, Friends now extends its charming effect to an hour. When you introduce yourself with Shocking Grasp to kick off combat, you gain a thrill of anticipation that sharpens your reactions, giving you advantage on your initiative roll. Both cantrips count as Warlock cantrips for you, though they don’t count against your known cantrips.
"Sometimes, all it takes is a good firm handshake"
Patron's Calling
Starting at 1st level, Shotgun Joe provides you with a special means of staying connected—a set of magical business cards that create a direct line of communication between you and your “clients.”
At the end of each long rest, you conjure a number of enchanted business cards equal to your proficiency bonus. These cards, marked with your unique arcane signature, and a picture of Shotgun Joe giving a noticeably mocking smile and thumbs up, serve as a mystical bridge between you and the bearer. You’re encouraged to distribute these cards widely, as each one keeps you within reach.
While a creature has one of these cards on their person, Sending can be cast once by either of you to initiate communication across any distance. Once either of you casts Sending through the card, the link is severed, and the card vanishes in a faint puff of magic. Additionally, if a creature discards or loses the card for more than an hour, the link fades, and the card dissolves into nothingness.
You can carry a number of these cards equal to your proficiency bonus at any given time. If you’re ever short on cards after a long rest, a fresh supply magically appears on your person, ensuring your connections are always in hand.
You also carry an indestructible golden card with Shotgun Joe's Arcane signature. When attempting to remove from it your person appears back in your pocket, and has a one way connection for Shotgun Joe to bark orders at his "employees" This never disappears no matter how many times Shotgun Joe contacted you.
" You’re always just one call away"
Careful Investments
Starting at 6th level, you can invest in your spells by funneling gold into your power. At the beginning of each combat, roll a d10 to set the initial cost, which grants a +1 bonus to attack and damage rolls for spells and cantrips.
Each round, you may choose to "reinvest" by adding additional d10s to increase your bonus. The gold cost and bonuses increase exponentially as follows:
- +1 Bonus: Initial roll (1d10) = Cost per spell in gp.
- +2 Bonus: Roll an additional 2d10, adding to your total cost.
- +3 Bonus: Roll an additional 3d10, adding to your total cost.
- +4 Bonus: Roll an additional 4d10, adding to your total cost.
Each bonus must be purchased incrementally.
If you go into debt using this ability you take whatever amount of gold you went negative by and you take damage doubled by that amount of gold and must pay Joe back in 3 days or dire consequences face you.
You can only invest a number of times equal to your prof bonus, and regain half (rounded up) on a short rest, and all on a long rest.
Round 1:
- You’re facing an enemy and decide to start investing in your magic.
- Roll 1d10 and get a 4. This sets your initial gold cost at 4 gp.
- You decide to invest, paying 4 gp for a +1 bonus to hit and damage for Eldritch Blast.
- Cast Eldritch Blast with a +1 to your attack rolls and a +1 to each beam’s damage.
Round 2:
- You want to increase your investment for more power.
- Roll 2d10 (let's say you roll a 5 and a 7), adding 12 gp to your cost, making the total 16 gp per spell.
- Now, you gain a +2 bonus to hit and damage for Eldritch Blast.
- Cast Eldritch Blast again, now with a +2 to each attack roll and +2 damage to each beam.
Round 3:
- You’re going all-in to maximize your bonus.
- Roll 3d10 (let’s say you roll a 6, 3, and 8), adding 17 gp to your cost, which now totals 33 gp per spell.
- This grants a +3 to hit and damage for Eldritch Blast.
- Cast Eldritch Blast once more, now with a +3 to each attack roll and +3 to each beam’s damage.
Summary:
- By Round 3, each Eldritch Blast cast costs 33 gp per use, but gains +3 to hit and +3 to damage for each beam.
"In Shotgun Joe’s world, power has a price, and you always pay on time."
Testing The Inventory
Beginning at 10th level, your deepening connection to Shotgun Joe grants you unparalleled access to his vast inventory, allowing you to wield magical items with impressive versatility.
You gain the ability to attune to any magical item that requires attunement, regardless of race, class, or alignment restrictions. You’re also considered proficient with any magical item to which you’re attuned. Additionally, you can attune to mundane equipment or gear with which you lack proficiency, gaining that proficiency for as long as you maintain attunement to the item.
Your maximum attunement slots remain at three unless modified by outside factors (such as feats or multiclassing).
The Invisible Hand of the Free Market
Starting at 14th level, Shotgun Joe grants you the power to call forth his spectral hand—a ruthless, unseen force that marks and dismantles those who fall under your sights.
Once per long rest, you can target a creature within 60 feet, forcing them to make a Dexterity saving throw against your warlock spell save DC. On a failed save, they are engulfed by ghostly, metallic claws and spectral chains, taking slashing damage equal to Xd10, where X is half your warlock level (rounded down). This damage bypasses immunities and resistances.
If the creature dies from this effect, The Invisible Hand of the Free Market crushes their remains, and you may, if Joe (ben) so chooses, gain an item crafted from their essence. The item’s nature and quality will reflect the creature’s characteristics and CR, at the DM’s discretion.
Potential item chart DM may tweak or ignore at their discretion
| Creature CR | Item Rarity | Item Examples |
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| 0 - 0.5 | Mundane Items | Rope, Bowl, Hammer |
| 1 - 5 | Non-Magical | Longsword, Shield, Chainmail Armor |
| 6 - 11 | Uncommon | +1 Weapon, Bag of Holding, Wand of Magic Detection |
| 12 - 16 | Rare | Cloak of Protection, Ring of Evasion, +2 Weapon |
| 17 - 23 | Very Rare | Sword of Life Stealing, +3 Shield, Rod of Absorption |
| 24 - 29 | Legendary | Vorpal Sword, Staff of the Magi, Holy Avenger |
| 30+ | Artifact | The Book of Exalted Deeds, The Deck of Many Things |
"With the Invisible Hand of the Free Market, every loss can be turned into profit."
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/1/2024 11:46:36 PM
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14
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Coming Soon
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