Base Class: Warlock
You wanted a deal with someone reputable, someone who has the finances to back you up in whatever situation you find yourself in. You've signed a contract with a mysterious benefactor connected to a group of people wealthy enough to support you. The Shareholders of the Suits were the first ones to benefit adventurers, heroes and villains alike; in return, all they expect is information. However, many Shareholders have appeared in the lands and realms everywhere, offering power in wealth sponsoring evil and good alike.
The Shareholders believe in the art of the deal; as long as you have something to offer, they shall offer you power to achieve that goal.
While the Shareholders originate to be evil, they can just be greedy or want a specific purpose from their contracts.
Level 3: Shareholder Spells
The Shareholder attempts to regularly resupply you with magic and supplies; when you reach a Warlock level specified in the Shareholder Spells table, you thereafter always have the listed spells prepared.
| Warlock level | Spells |
|---|---|
| 3 | Distort Value, Command, Locate Object,Gift of Gab |
| 5 | Motivational Speech, Major Image |
| 7 | Leomund's Secret Chest, Arcane Eye |
| 9 | Legend Lore, Modify Memory |
Level 3: Investment Points
3rd-level Shareholder feature:
"The Power of the Shareholders comes from investments backed by capital and influence, with a discretionary fund set aside each day to advance your interests."
At the end of each short rest, you receive a currency from your patron called Investment Points.
You gain a number of Investment Points equal to your Charisma modifier (minimum of 1).
You can expend these points to activate features granted by your Shareholder subclass.
Any unspent Investment Points are reclaimed by the Shareholders at the end of a short or long rest before new ones are issued.
Level 3: Investment Opportunities
3rd-level Shareholder feature:
"The Shareholders are ready for you to call in favors. However, they require finances to actually go through with the help."
Investment Points may be redeemed to the Shareholder in exchange for aid on your adventures.
As a Bonus Action, you may spend an "Investment Point" to begin an Investment. Investments take time, however - you can't get them immediately.
The Investments take effect on your next turn, at the start of which - roll a d100. The number determines the success of the investment.
Each Investment has 3 tiers: Low Risk, Middle Ground, High Risk.
Each Investment has "Factors" - a goal that makes it more likely you will succeed.
Investments are laid out as such:
"Investment Name" (30/50/70) - effects listed afterwards.
the numbers correspond with Low, Middle and High, representing what minimum roll is required on the d100 for the investment to be successful.
"Aggressive Portfolio" (30/50/70)
If you succeed in this investment, gain a bonus to damage rolls equal to half of your charisma modifier this turn, rounded down.
Middle Ground: Full Charisma Modifier instead.
High Risk: Additionally, roll each of your damage rolls twice this turn, and use the higher of the two rolls.
Factor: If you land a critical hit while this investment is active, add 10 to your roll when determining the success of this investment.
Failure: If you fail to realize this investment, you can no longer add modifiers or your proficiency bonus to your damage rolls this turn.
"Safe Portfolio" (40/60/80)
If you succeed in this investment, gain AC equal to half of your Charisma Modifier until the start of your next turn.
Middle Ground: Full Charisma Modifier instead.
High Risk: Additionally, all attacks made against you have disadvantage until the start of your next turn.
Factor: If you do not take damage from when you started to when you roll to determine it's success, add 15 to your roll.
Failure: If you fail to realize this investment, all attacks made against you have advantage until the start of your next turn.
"Securities" (40/60/80)
If you succeed in this investment, you have advantage on all Concentration Checks for the next minute.
Middle Ground: Additionally, add your Charisma Modifier to your Concentration Checks for the next minute.
High Risk: Additionally, the next time within the next minute that you would fail a Concentration Saving Throw, you may choose to succeed instead.
Factor: If you cast a spell of level 6 or higher that requires concentration while this investment is active, add 3 to your roll when determining the success of this investment.
Increase this by an extra 3 for each level above 6 the triggering spell was cast at.
Failure: If you fail to realize this investment, you drop concentration, and cannot concentrate on spells until the end of your next turn.
"Short-Selling" (60/70/90)
If you succeed in this investment, you may spend a number of hit dice up to your proficiency bonus, and regain hit points as if they were spent on a short rest.
Middle Ground: Additionally, gain temporary hit points equal to your Warlock Level * 2.
High Risk: Instead of the previous benefits, immediately gain the benefits of a Short Rest. You may only benefit from the High Risk bonus of this investment once per long rest.
Factor: Subtract the percentage of hit points you have remaining from the roll to determine whether this investment is successful or not. If you are at 0 hit points, add 20 instead.
Failure: If you fail to realize this investment, you start with a failed death safe any time you reach zero hit points until your next long rest. This effect can stack.
Level 6: Insider Trading
6th-level Shareholder feature:
Spending time under the Shareholders has taught you Market Manipulation, alongside other information sources about the always moving Investments.
Whenever investing via the Investment Opportunities feature, you may dedicate an additional "Investment Point" to instantly achieve the "Factor" bonus for the rolls.
Level 10: Unstable Economy: Pay to Win
10th-level Shareholder feature:
"We control the economy in this business; use that knowledge to your best..."
The Shareholders are always eager to absorb more magical assets.
You have learned to dismantle and repurpose the essence of magic items for their favor.
As a bonus action, you can destroy a magic item which is not a consumable in your possession to gain a number of Investment Points, based on the item’s tier as shown in the table below.
The item is permanently destroyed, and any magical effects it had are lost.
| Item tier | Investment points |
|---|---|
| Common | 1 |
| Uncommon | 2 |
| Rare | 3 |
| Very Rare | 4 |
| Legendary | 5 |
After you destroy three items of the same tier, every additional item of that tier you devour triggers a potential Market Crash. When a Market Crash is triggered, roll a d100. On a result above 50, nothing happens. However, each time this crash check is triggered again for the same tier, the threshold increases by 10(to 60, then 70, and so on).
This effect is reset after a long rest.
- Failure: If your result is below the threshold, you experience an economic collapse. You lose all Investment Points and immediately lose your next turn due to overwhelming psychic fatigue.
- Critical Success (100): You gain twice the normal number of Investment Points from the destroyed item and receive temporary hit points equal to 5 × the item’s tier. These temporary hit points cannot be removed, reduced, or negated by any effect other than taking damage.
- Critical Failure (1): The Shareholders are displeased with your recklessness. You lose one pact slot, or spell slot of your choice. If you have no remaining spell slots or pact slots, you instead take 4d6 psychic damage. This damage ignores resistance and immunity.
Level 14: Contractor Extraordinaire
14th-level Shareholder feature:
As an action, you can offer a magical contract to a creature you can see within 60 feet of you.
The creature must share a common language with you to be eligible.
The target must succeed on a Charisma saving throw against your warlock spell save DC or become bound by the contract for 1 hour.
If the target willingly accepts the contract, the duration increases to 24 hours. Once you use this feature, you can't use it again until you finish a Long Rest.
You can also spend one investment point to use this feature again. Only one creature can be bound by this feature at a time. Binding a new creature ends any previous contract.
Contract Terms
Once a contract is formed, you may provide the following benefits to the bound creature:
- The creature gains proficiency in all armor and weapons with which you are proficient.
- The creature may attune to one magic item without spending time. This number increases to two items at 17th level and three at 20th level. This doesn't grant the creature any additional attunement slots.
You also select up to two terms from the following list to define the contract’s conditions:
- Damage to Company Property Comes Out of Your Paycheck:
Neither you nor the bound creature can directly target or damage the other. If one of you violates this term, the violator takes 5d10 psychic damage. This damage cannot be reduced in any way. In addition, the violator has disadvantage on all rolls targeting the other until the end of their next turn. This effect can trigger only once every two turns.
- We Shall Tax Your Energy, Soul, and Blood:
When the bound creature casts a spell, they must expend a spell slot one level higher than normal (if possible). If they cannot, the spell fails, and they take force damage equal to twice the spell’s level. This damage cannot be reduced in any way. In exchange, their damaging spells deal additional force damage equal to twice your Charisma modifier (minimum of 1).
- No Time for Breaks, Work Awaits;
If the bound creature ends their turn more than 60 feet away from you, they are teleported to the nearest unoccupied space within 60 feet of you and become restrained until the start of their next turn. This effect does not trigger if you were the one to move away from them.
- A Clause for the Future, a Fruitful Partnership:
The target is magically compelled to consider your offers before taking hostile action against you. If they initiate hostility without first engaging in negotiation, they take 2d10 psychic damage which cannot be reduced in any way. You are held to the same condition. If they propose a deal to you, you are magically compelled to listen and make a reasonable counteroffer. The effect lingers for a week after the contract ends - exception being the Contractor dispelling this condition.
- Upon Termination, All Assets Are Transferred to the Shareholders:
If the bound creature dies while under the effect of the contract, you regain one expended warlock pact slot. You may only regain a spell slot in this way once per long rest. If you die before the contract ends and are later resurrected, you suffer disadvantage on all d20 tests until the end of your next long rest. If revived with Revivify, you instead suffer the standard resurrection stress penalty.
Public Record (Optional):
When forming the contract, you may choose to make it public knowledge.
If you do, the terms of the agreement are magically inscribed in the weave of reality and become known to all creatures within 5 miles.
If the bound creature is of political or social importance, allies and subordinates may become aware of the deal and respond accordingly.
If the target breaks any of the contract’s terms, this information is also broadcast to all creatures within 5 miles. While the contract is in effect, the creature’s name carries supernatural weight. They gain advantage and proficiency on Charisma (Intimidation) and Charisma (Persuasion) checks. If the creature already has proficiency in either skill, they gain expertise instead.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/7/2025 12:59:23 PM
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23
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0
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Business Startup
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Coming Soon
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4/8/2025 8:53:11 PM
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30
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0
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Contract Reprint
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Coming Soon
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4/8/2025 9:05:34 PM
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34
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0
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Bumpy Startup
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Coming Soon
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5/15/2025 12:15:34 PM
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51
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1
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Mistake Whiteout
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Coming Soon
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6/2/2025 7:16:36 PM
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57
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1
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Wallbreaking Investment
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Coming Soon
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