Tycoon Class

By Tony Corbo


homebrew mug

 

 

Tycoon


Born as a noble with a taste for adventure you take you massive fortune to change the world as you see fit. You can use your wealth to create or destroy, liberate or conqure. As a Tycoon, you gain the following class features.

Hit Points

Hit Dice:
1d6 per archivist level
Hit Points at 1st Level:
6 + your Constitution modifier
Hit Points at Higher Levels:
1d6 (or 4) + your Constitution modifier per archivist level after 1st

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons, Martial Ranged Weapons
Tools:
Calligrapher supplies, Jewelers Tools, Painters Supplies.
Saving Throws:
Dexterity, Intelligence
Skills:
Choose three from Persuasion, Medicine, Insight, History, Investigation, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) three simple weapons
  • (a) a crossbow with 20 bolts or (b) Pistol with 12 Bullets
  • (a) 100 Gold or (b) a Hourse
  • (a) Diplomat’s Pack or (b) Explorers Pack

Private Schooling

Starting at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Tycoon Business Venture

At 2nd level, you choose a business venture for you adventurer. You can choose Investor, Jeweler, or Philanthropist.Your archetype choice grants you features at 2nd level and then again at 6th, 13th, and 17th level.

Funding

Your Business has profited over time. At third level you gain 1,000 gold. At level 9 you gain 10,000 gold. Finally at level 14 you gain 100,000 gold.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

The Tycoon
Level Proficiency Bonus Features
1st +2 Private Schooling
2nd +2 Tycoon Business
3rd +2 Funding
4th +2 Ability Score Improvement
5th +3 Deep Pockets
6th +3 Tycoon Business Feature
7th +3 - - -
8th +3 Ability Score Improvement
9th +4 Funding Improvement (1)
10th +4 Ability Score Improvement
11th +4 Silvered Tounge
12th +4 Ability Score Improvement
13th +5 Tycoon Business Feature
14th +5 Funding Improvement (2)
15th +5 - - -
16th +5 Ability Score Improvement
17th +6 Tycoon Business Feature
18th +6 Wealthy Partron
19th +6 Ability Score Improvement
20th +6 Baron

Deep Pockets

Once you reach level 5 you have learned to keep your cash stashed in a safe place.

You can create a bag of holding that can only be opened by you or your allies.

 

 

Silvered Tounge

At level 11 your wealthy vernacular has given you advantage on Persuasion checks. This can be used as many times a day as your Proficiency Bonus.

Wealthy Partron

Having a sugar daddy in the group has its perks. You and anyone in your party no longer need to pay for or use spell components.

Baron

You gain a city to rule in leisure and luxury at level 20. Your character can now retire or start a new venture and continue his escapades.

Business Ventures

Below are details about the buisiness ventures you can choose as a Tycoon.

Invester

Using your vast wealth you begin to open a business that sells tools and equipment.

Set Up Shop

Once you become level 2 you can create a small shop in town but you have big asperations for this place. Best part… the store has one night delivery!

You can during a long rest Conjure any Tool set, kit, or Simple Weapon form the store you own. Once you use this Feature again the last item you Conjured.

Potions for Sale

At level 6 your store gets more of a cataloge. In addition when using your Set Up Shop Conjuation, you may also conjure one of the following potions. You can have a maximun of 3 of these Potions that you Conjured at a time.

Potions
Climbing
Damage Resistance
Healing
Water Breathing

Wodermart

At level 13 you can rent out a wonderous object from the Stores cataloge. At the end of a long rest you can Conjure, in addition to the objects from your last two fears, a magic item from the below table. The object disapears at the end of your next long rest.

Items
Alchemy Jug
Broom of Flying
Figurine of Wondrous Power (Silver Raven)
Lanter of Revealing
Rope of Climbing
Veterans Cane

Superstore

At level 17 all of your allies gain the features Wondermart, Potions for Sale, and Set Up Shop.

Jeweler

Owning a mine may be outlandish for many but you belive in your purchase and it has already starting to show some results.

Runic Rings

When you reach 2nd level you start applying your riches to magic rings for yourself. They count as your spellcasting focus. Each ring contains one cantrip you can cast from the Wizard spell list. Whenever you gain a level you may change one of your cantrips with another. If a ring is lost or stolen you may, as a part of a short rest, summon the ring back to yourself. You have a number of rings equal to your Proficency Bonus + 3.

Spellcasting Ability

Spell save DC
= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier
= your proficiency bonus + your Intelligence modifier

Braclets of Power

At level 6 you craft 2 bracelets of power. These bracers excel in protective magic which you can use to keep yourself, and more importantly, your riches safe.

Each Bracelet contains 1 level 1 Abjuration spell and charges equal to your Proficency Bonus. During a Long Rest you may change one spell for another.

Blood Diamond

You have access to some of the rarest gems in the world with special healing properties.

At level 13 you can cast the spell Mass cure wounds twice a day.

The Dark Diamond

At level 17 your Diamond mines have found a source of great and terrible power listed at the end of the pdf.

 

 

Philanthropist

You were born into wealth but you never let it go to your head. Being a hero is the least you can do with the hand you were delt in life.

cat warrior

Protecter

You spent your money learning and training with the best. Now that you are getting experience, your skills are sharpening faster than ever. At level 2 you gain the following.

Gain Proficiency in Shields, Medium Armor and Martial weapons.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Golden Presence

Your Golden presence can inspire everyone around you at level 13.

Twice per day you can give all allies within 100 feet Advantage on all saving throws and can have advantage on their next attack after activation. This effect lasts for 10 minutes.

Graceful Charity

At level 17 your giving personality shines through.When healing another person you lend them more than wealth.

Whenever you restore hit points on a creature either through spells or potion add an addtional 2d12 + 5.

Feat

Moneybags

You can use a sack of 100 Gold as an club weapond that does 2d10 + Strength. On a Critical Fail The Gold sack breaks and the money spills out.

The Dark Diamond

Legendary, Wondrous Item (requires attunement)

This Item can only be attuned by a Tycoon. This magic Stone allows the user to cast the following spells without using spellslots.

  • Animate Dead
  • Gaseous Form
  • Darkness
  • Fly
  • Invisibility