Warlock
Base Class: Warlock

Your patron is a being that is concerned with the flow of wealth, capital and economic power. These beings' greed (or generosity) knows no equal among mortals. They grant you an uncanny ability to conduct trade and amass wealth, but most of that wealth might just have to be passed on to your patron or have to be given to the poor. Beings of this sort include archdevil Mammon, genies or servants of gods of trade and wealth.

Expanded Spell List

The Capitalist 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.

Capitalist Expanded Spells

SPELL LEVEL SPELLS

1st

detect magic, command

2nd

detect thoughts, locate object

3rd

nondetection, tongues

4th

fabricate, phantasmal killer

5th

creation, dominate person

 

Otherworldly Haggler

Starting at 1st level, your patron bestows upon you the ability to channel their mastery over the art of monetary business. You gain proficiency with the Persuasion skill. As an action, you can invoke an otherworldly haggling power to grant yourself advantage on any Charisma check made to haggle over any transfer of coin for the next 10 minutes. Additionally, while this effect is active, you can accurately gauge the monetary value of any object you touch. This may be the value described in various source books like the Player's Handbook, or it may be subject to market fluctuations (DM's discretion).

Once you have used this ability, you can't use it again until you finish a short or long rest.

Inspirational CEO

Starting at 6th level, you can inspire your allies to put in 200%. As a bonus action, you can choose any number of creatures within 30 feet of you. Roll 1d8. Each affected creature gains temporary hit points equal to the number rolled. Additionally, when you do this, each affected creature can use their reaction to move up to their speed. 

The amount of extra hit points increases by 1d8 at levels 11 and 17.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest.

Tax Evasion

Starting at 10th level, your sharp and trained mind for trade makes you a formidable force. You can choose to add your proficiency bonus to one saving throw. If you already add your proficiency bonus to that saving throw, you get to double it for that save. You can choose to do so after the roll, but before you know its outcome.

When you use this feature, you can't use it again until you finish a short or long rest.

You're Fired!

Starting at 14th level, your control and command of all things related to the economy allow your stern talks to carry extra weight. As an action, choose one creature within range. That creature has to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has weakness against one damage type of your choice until the end of your next turn. If the creature is usually resistant or immune against that damage type, that resistance or immunity is ignored. 

Once you use this feature you can't use it again until you finish a short or long rest.

Previous Versions

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