5e Wealth Subclasses

A list of homebrew subclasses for Dungeons and Dragons 5th Edition, with the theme of wealth. By DuskySunset (Version 1)

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Wealth Subclasses | Cover Page

Table Of Contents

Introduction

I am sure that the most likely question to be asked would be: Why would you choose a subclass about wealth, rather than something more fantasy related? Honestly, my choice in making it about wealth, currency, or general finance, was because something I could consider that I would have more knowledge about, something that I could be familiar with. But the more I thought about it, the more I realised that a focus on commerce that should find its way as importance in D&D, since it can be important in any culture.

Subclasses

A domain for clerics thought about something that should be an easy choice, since there should be plenty of gods of wealth, commerce, trade, business, and greed.

For Paladins, what came to mind were the Witchers from the series of the same name, requiring payment for work, and that it might be a good base for a paladin who follows the coin, and maybe something about needing to pay debts.

With Warlocks, honestly, I had the weird idea of something accountant or audit related, as an idea for working for a patron. Trying to think of a patron, I came to the thought that economics in D&D is kind of simplified, with a standard of coins with expected value, so I came up with an idea of the Stocoin who keep it in the perfect balance, even with all the fantastic elements.

And I thought for Sorcerers, they could draw from element of the Stocoin.

Rogues had me thinking for a while for exactly what I should be going for, especially since there are already thieves. In the end I thought about how thieves have quite a bit of draw for acrobatic skills, so instead I thought that maybe I could make it more about even more greed.

In practice

The general nature of these subclasses, might owe itself a little in places less to combat abilities. And to be of full use if these finance skill, it may require the DM facilitating, that some knowledge of commerce will probably be required. It makes sense that things like financial records could be some central parts of story, that could lead to larger things. But, not everyone may be ready to think through the economics of settings.

Possible future work

I really have no idea if this will get any attention, but I have some ideas of how I could take this further. I think that I might be able to come up with subclasses for bards about getting money, druids with precious gems, and wizards could be more about exploring more about mixing magic with commerce. I am sure these are not perfect yet, and could use some work to make them feel more balanced and of use, or more of a theme. If there was even more interest, where some might be interested, but commerce seems too complicated to easily work in, I might be able to come up with some stuff that might make it easy to do so. Things like how business keep their books, how there may be financial hiccups, taxes, and ways for economics to work.

Any comments welcome, even in making this more interesting to use.

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Wealth Subclasses | Introduction

Cleric Divine Domain

Wealth domain

A common misconception may be to think that all who hold interest in wealth are inherently greedy, but wealth can be very important to the very function of society. Thus, why there are gods that help govern it. Although one may expect that a clergy in following such a god’s domain to be itself rich, a much higher importance can be placed on donations to the entity, the deities are usually just as quick to take wealth from those it sees fit to do so.

As a cleric under the domain you likely have an understanding in economics and financial matters. While another cleric might heal the sick, your mission may have you to just as much help those who are financially sick, helping them out of debt, and boosting the living quality of a community. Gain wealth to give it to those in need. Although, that may only be if your deity is of a good deity, otherwise your teaching may be to amass wealth and flaunt it, or other less generous goals.

Wealth Domain Features

Cleric Level Features
1st Wealth Proficiencies, Blessing of Profit
2nd Channel Divinity: Power of coin
6th Distributing Fortune
8th Lucky break
14th Lucky Break2
17th Grand wealth

Domain Spells

You gain domain spells at the cleric leves listed in the Wealth Domain SPells table. See the Divine Domain class feature for how domain spells work.

Wealth Domain Spells
Cleric Level Spells
1st Borrow/Buy Stocoin, Identify
3rd Enlarge/Reduce, Knock
5th Leomund’s tiny hut, Tiny Servant
7th Arcane eye, Leomund’s Secret chest,
9thth Creation, Skill Empowerment

Wealth proficiencies

At 1st level you gain proficiency with Finance tools, and with the language of Numismatican. Numismatican is a language used within many different cultures by those in finance. If you already know this for some reason, instead learn Common, Dwarven, or Celestial.

Blessing of Profit

At 1st level, you gain the ability to imbue someone with an extra ability to make profit. You can use your action to touch a willing creature other than yourself to give it advantage on Charisma (Persuasion) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Coin Offering

Starting at 2nd Level you can use your Channel Divinity and an action on a coin, and an effect happens that consumes the coin the next time someone touches the coin or if you choose they put it to their head, dependant on coin used and chosen at casting.

Copper coin: Create a day’s worth of a modest meal, or deal 1d4 radiant damage.

Silver coin: remove a status effect, or deal 1d6 radiant damage.

Electrum: grant 1d4 inspiration dice for next 10 minutes, or deal 2d4 radiant damage.

Gold coin: Cure a poison, disease, and curse, or deal 1d12 radiant damage.

Platinum coin: Do not need to eat for one day, 1d4 inspiration dice for next 10 minutes, heals any status effects, poisons, disease, and curse, or deal 2d8 radiant damage.

Distributing Fortune

At 6th level you gain the ability to take from one person’s essence and give it to another. As an action you can touch one willing creature, take hit points from them, and then give them to another person you are touch or then touch (you may be either party, but no one can be both). If they gain 1/4 of their hit point maximum or their hit point maximum divided by their level (whichever is lower), they can also remove one level of exhaustion per amount that meets requirement. You can use this the amount of times equal to your wisdom modifier.

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Wealth Subclasses | Subclasses

Lucky Break

At 8th level you gain the ability to alter one’s luck at the cost of your own. When someone within 30 feet rolls a d20 for an attack roll, saving throw, or skill check, you may use a reaction to roll another d20 to replace the result, it replaces the higher dice on an advantage, and lower on disadvantage.

If you roll a higher number, you get disadvantage on your next attack roll, saving throw or skill check that is not already at disadvantage. If you rolled lower, you get advantage on your next attack roll, saving throw or skill check that is not already at advantage.

You can use this once an hour, or twice an hour at 14th level.

Grand wealth

At 17th level you gain the ability to improve the luck of people. Every day you may choose a number of people equal to your wisdom modifier to give them a blessing.

Those under the effect of the blessing gain double any extra profit or discounts from downtime activities they take part in, as well as half any losses or mark-ups. They gain advantage if they roll for treasure, or searching for such. And, disadvantage is placed on any checks of those who try to steal from them.

Paladin Sacred Oath

Oath of Coin

The Oath of coin is a promise of devotion to receiving payment for your services. While this may sound too greedy for paladins, the gods that such paladins serve are ones that understand that one’s work can be made material, and this materialization is a representation of their deeds. A good paladin’s fortune will be made up of things they earned from doing good, while one to a eviller god may take pride from money they earned from bullying.

Tenets of Coin

A Paladin who takes the oath of coin, is held to a higher measure of fairness.

Proper payment. Your services are not free. If someone needs your skills, then they can properly pay for it. Benefactors to your abilities should be clients under contract

Demonstrated Value. When you have been hired, you must use your full ability to show you are worth every copper piece. Some may say you are selfish, but you are more than greed.

Repay your debt. If someone gives you something, then you must return the favour. Whether in coin or action, not repaying a debt is of the utmost disgrace as a paladin.

Pride in wealth. You are not a common thief or assassin, your fortune must be something you earned, and stake your pride as a paladin in. If you cannot have pride in how you earned wealth, you should sooner give it back or donate it to a fitting cause.

Oath of Coin Features
Paladin Level Features
3rd Oath Spells, Channel Divinity
7th Aura of Liability (10 ft.)
15th Gold Mind
18th Aura of Liability (30 ft.)
20th Prosperous Materialization

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Coin Spells
Paladin Level Spells
3rd Borrow/Buy Stocoin, Charm Person
5th Knock, Mirror Image
9th Create Food and Water, Leomund’s Tiny Hut
13th Stone Shape, Leomund’s Secret Chest
17th Animate objects, Seeming

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Coin Barrage. As an action, point to an enemy within 30 feet of you, spectral coins, the number being your Charisma modifier and they stick to your target. As long as the coin is stuck to the target, their AC is reduced by 1 for each coin, and a golden light surrounds them making them highly visible. The effect lasts for 1 minute, or until each coin is removed, a creature spends an action or bonus action to attempt to remove a coin via a strength save against your spell save DC.

Turn the Destitute. You can use your channel divinity along with a sign of wealth, to repel those who lack as such. As an action brandish something that you own, it must be something that you have earned, not borrowed or stolen (unless you have done a big enough feat to have earned it. All humanoids or those who understand wealth within 30 feet and can see your sign of wealth must make a wisdom saving throw if they do not own property of your sign’s value. On a fail, they are turned for 1 minute or until they take damage.

A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willing move more to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

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Wealth Subclasses | Subclasses

Aura of Liability

Starting at 7th level, you now constantly have an aura that from which you can manifest your nature of being of aid for a price. If an ally within 10 feet of you is attacked and is hit with an attack role, you may use your reaction to reduce your own AC, and give it to that person. This effect can be used until your own AC is a minimum of 10, and lasts until the start of your ally’s next turn.

When you use this ability enough to prevent an attack, especially under your tenants, you must request payment, either agreed on before or to be decided. The amount can be of a varied amount, being something within the means of the person, but can neither be negligible or exorbitant. Until you fee is paid, they have disadvantage on deception checks on you. At 18th level, the aura’s range is increased to 30 feet..

Gold Mind

At 15th level, you exceptionally strong minded as part that you would never be cheated. You have become immune to being charmed, resistance to psychic damage, you have advantage on all checks in whether someone intends to pay you the amount they promise.

When you have entered a contract with the promise of pay (or paid in advance) you have a 1d8 inspiration dice to use in carrying out the contract. The contracted amount must be of a substantial amount, and you can only use one inspiration from this feature before you get paid for a contract As per your tenant you must pursue payment, if you did not get paid for a contract you spent an inspiration on, you must give up an inspiration for another contract. Abuse of this feature for continued non-substantial amounts (especially within contractor’s means) will be deemed breaking your oath at the DM’s discretion via warnings.

Prosperous Materialization

At 20th level, you gain the ability to show the true strength that comes from a pure pursuit of wealth, a tangible display of all your work. Using an action, you undergo a transformation. For 1 hour, your skin and equipment on you turns gold, your armor class goes up by 1, and a shining gold aura emanates from you. For the duration, rolls for bribing are also at advantage.

Unless you choose so, the first time a creature enters within your aura or starts its turn at the start of its activation, they must make a charisma check or be charmed for 1 minute, or until it takes damage. Creatures which are naturally greedy, like dragons, are at disadvantage. While charmed, the creature will struggle to look away from you, it has disadvantage wisdom (perception) checks to perceive anything other than you as well as disadvantage on attack. It cannot attack you, but must make every effort to try and see you unless it would put itself in direct harm like walking through a fire or cliff (that it can perceive). You can also end the charm on creature early with a bonus action, or reaction, as well as the transformation.

Once you use this feature, you cannot use it again until you finish a long rest.

Roguish Archetype

Moneygrubber

While one might think that those who are called thieves are the embodiment of rogues in theft, their greed can be eclipsed by the true moneygrubbers. While a thief train acrobatic skill to climb into places, a moneygrubber learns to take advantage of finance practices, and while they would learn to still do thieving while fighting, a moneygrubber simply learns to take as much as possible that they can possibly take twice as much in the same time.

Moneygrubber Features
Required Level Features
3rd Book Cooker, Quick Haul
9th Eye for Glimmer
13th Expert Counterfeiter
17th Disarming strike

Book Cooker

When you choose this archetype at 3rd level, you gain proficiency with the Finance tools, forgery kit, and learn Numismatican.

You also gain advantage on all checks to pretend you are representing a certain party, if you have seen that party in action before for enough time to know how they act.

Quick Haul

Starting at 3rd kevel, you can use your action to make three sleight of hand actions in one turn, or picking/dropping up to three objects. All three do not need to be made at once, but spread over your movement and use of bonus action

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Wealth Subclasses | Subclasses

Eye for Glimmer

Once you reach 9th level, you are especially trained to spot anything that shines. You gain advantage on searching for sources of light, or things that may be shining in light (a better second roll would just be for such things). You are also well learned on at how light can reflect off of reflective surfaces, you have access to a specially designed mirror that you may use as a bonus action while you are in bright light or next to a reasonably strong light source, and shine it into someone’s eyes. If a target is within direct line of sight within 40 feet, and does not have their back to you, roll a dexterity sleight of hand skill check and the target does a wisdom save against it, If the target fails, they have disadvantage on wisdom (perception) checks and all attacks in until your next turn. They are perceiving with blindsight, they are unaffected.

Expert Counterfeiter

Starting 13th level you have become incredibly adapt at creating fakes, even of a magical nature. If you are able to observe an object for an hour, then given the right materials and time, you can quickly create what will look like a perfect replica, for a fraction of the price.

If you have the item in your possession and it is magical, along with a weak magical item like a scroll or potion, you may sacrifice the weak item, and create the appearance of the magical effect on the counterfeit item. The fake enchantment can fool first level divination spells such as Detect Magic and Identify, although, continued attempts of Identify have a 1 in 2 chances of revealing it is a fake. A dispel magic effect will also remove the enchantment.

Only someone personally familiar with the object if it rare, or an expert if common, may have a chance to have a successful Intelligence(investigation) roll in seeing that it is a fake, unless it is used in a manor that would reveal its fraudulent nature. (This opens up possibly very profitable avenues for profit making beyond normal downtime activities).

Disarming strike

Starting at 17th level, when you hit an enemy with an attack with a finesse weapon, while you have a free hand, you may use your bonus action to force the target to make a constitution roll against the damage you caused, they automatically succeed if their constitution modifier is higher than the attack’s damage. On a fail, they drop one of the items in their hands. If the item was small enough for you to pick you may also put the item 5 feet behind you.

Once you have used this feature, you must use another bonus action to recover.

Sorcerous Origin

Numismatica Equity

The essence of your body has been touched by the of Numismatica, a plane of currency which plays a role at keeping the exchange of the common coin steady. Its power even between the different universes like branches of a bank.

This origin can be deceptively potent, as even those who have heard of it underestimate the power of a plane which purpose is to act as an invisible hand to a balance few of great power notice

By nature you might instinctively understand the value of objects, or a feeling of a cost actions might cause to the plane itself. And are able to draw on the forces to help balance in different ways.

Numismatica Equity
Sorcerer Level Features
1st Numismatica Eyes, Coin Investment
6th Interest Free Exchange
14th Collection of Debt
18th Liquidation

Numismatica Eyes

At 1st level you understand Numismatican. When you look at a pile of treasure (coins, gems and art), or handle a bag of such objects, you automatically know the value and makeup. You also gain advantage on any checks to figure out the value of something. It is very hard to con you.

Coin Investment

From 1st level, when you perform an attack with a weapon or cantrip, you can clutch a coin in your hand with a bonus action and add an extra dice of damage to your attack, and an added effect to the target until the start of your next turn. The coin is consumed in the attack.

Coin Investment Table
Coin Damag Effect
Copper piece 1d4 slashing -
Silver Piece 1d6 radiant Remove illusion
Electrum Piece 1d8 lightning Cannot use reaction
Gold Piece 1d10 fire Become highly visible
Platinum Piece 1d12 cold Halve movement

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Wealth Subclasses | Subclasses

Interest free exchange

From 6th level, once every minute you may be able to do one of the following features; Efficient sorcery point conversion

Efficient sorcery point conversion. Regardless of the creating spell slot table, when you perform flexible casting you can use your bonus action to convert sorcery points into the same spell slot level, and spell slots into the same amount of sorcery points. This can only be used up to 5th level.

Scroll conversion. You may also use your bonus action to convert a spell scroll into a spell slot level the same as scroll’s spell level. Alternatively when you use a spell scroll, you may instead destroy a different spell scroll of the same level instead of that scroll.

Treasure conversion. As part of a continued action touch or select an amount up to 1000 coins, 100 gems, or mix (10 gems replace 10 coins). You may then exchange the amount to a converted amount of coins of your choice, of the same sum value. And when you reach 13th level you can convert them into gems too.

Collection of Debt

As of 14th level, once per short rest, after someone’s turn, when they are within 60 feet of you and have caused damage to someone else within 30 feet of you, you may use your reaction. The one who caused damage receives half the damage they caused to everyone within 30 feet of you.

Alternatively, if someone other than yourself within 60 feet regained hit points of someone, you may use your reaction to remove half of those points healed, and give them to the person who healed them, or yourself. Double Entry As of 18th level

Liquidation

As of 18th level, you can spend 9 sorcery points and at least one quarter of your hit point maximum of hit points, you then regain spell slots as if by the creating spell slots feature, distributing 27 points, or you can restore spell slots to allies within 20 feet.

You must finish a long rest before you can use this feature again.

Warlock Patron

The Platinumilen

Your patron is a Platinumilen, the highest of Stocoin, the rulers of the currency plane of Numismatica, and thus your contract is treated very much like a financial one.

Your role though, is to act as an auditor from your patron, who’s main goal is keeping balance of the value of coins, and in productivity. What your patron will get you to do in return will culminate at dealing with financial crimes that would get its attention, maybe even to a multiverse scale.

Platinumilen features
Warlock Level Feature
1st Expanded spell list, Living Reckoner
6th Double entry
10th Prevent Opportunity Cost
14th Freeze Assets

Domain Spells

Platinumilen Expanded Spells
Spell Level Spells
1st Borrow/Buy Stocoin, Identify
2nd Enlarge/Reduce, Locate Object
3rd Create Food and Water, Tiny Servant
4th Divination, Leomund’s Secret Chest,
5th Geas, Legend Lore

Living Reckoner

At 1st level, if you have not already you gain proficiency with finance tools, if you already have it you gain proficiency with calligrapher’s supplies. If you spend one minute within 30 feet of someone, then if you use your finance tools for 10 minutes within an hour of doing so you can get a report of their wealth.

The report includes an approximation of the coin they are carrying (done in copper), value of their worn clothes and one visible weapon. If you have their name, you may perform this feature again within a day to learn their living expenses, and profit they made within past a month. Profit is money they earned for services, rewards, stealing, or selling of other items. This is for payment in coins and gems.

Coin on person can include what they have on their body, or inside an object that is on their body (such as a bag of holding). If the name you have of the person is fake and you are unaware of it, you instead learn a fabricated identity’s lifestyle and profit. (Note to DM: you only have to summarise what might be of note)

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Wealth Subclasses | Subclasses

Double Entry

Starting at 6th level, you can return an attack on you back onto your opponent. When you take damage from an attack, you can use a reaction, you then perform the same attack against the attacker. The attack is done using the target’s stats and only affects them. The target then must make a charisma saving throw, on a fail they must move back any distance they travelled this turn as far as they can. If target used a spell slot for the attack, they also regain spent slot.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Prevent Opportunity Cost

Starting 10th level you have gained the ability to grant a bonus of energy that would be lost from unspent potential during rest.

When you begin a long rest, you may choose people up to your charisma modifier within 30 feet of you who are also taking a long rest. When they would regain half their hit dice, they may take the amount of hit dice that were not used that were above half their total, and roll them. The number rolled becomes bonus hit points that last until their next long rest.

Freeze Assets

Starting 14th level, you can prevent a target from having access from having access to items not immediately on their person. As an action, choose a creature you can see within 60 feet to curse them, this curse is sustained by concentration. For the duration of the curse, every time the target attempts to pull an item out of a bag, pouch, pocket, quiver, sheath, or general container, they must attempt a charisma saving throw against your warlock spell save DC. On a Fail they are unable to take the object out, and the action (or bonus) that was used to attempt it is spent.

If they would have multiple attacks with shooting an arrow they were unable to take out, they may attempt it for each arrow they would fire in whether they were able to take it out to fire. If a sword was stuck in its sheath, if able they may attempt to fight it with the sheath without proficiency and as bludgeoning damage.

You must finish a short or long rest before you can use this feature again.

Pact of Chain variant

If you chose pact of the chain, instead of a regular familiar, you may instead have your familiar take the form of a Copperunus instead of the normal kind.

Eldritch Invocations

Owner Journal

Prerequisite: The Platinumilen, Pact of the Tome feature

Your book of shows becomes a red leather-bound tome with gold trimmings. When you place an item in your book, your book will then give a list of past owners of the item, and what the price was, by up to a year per minute the item is in the book.

Platinum Blade

Prerequisite: The Platinumilen, Pact of the Blade feature

When you create your pact weapon, you can turn it into a platinum long sword. When this sword hits an opponent from an attack, reduce their movement speed in their next turn by 10 feet, and yours increases by 10 feet for one turn. The target also cannot use its reaction to get an opportunity attack.

Walking wallet

Prerequisite: The Platinumilen, Pact of the Chain feature

You familiar can store small items such as coins, gems, and jewellery, in a separate space, that it comes into contact with. It can do so up to 3 lbs, and if the familiar is dismissed or destroyed, the items appear where it was.

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Wealth Subclasses | Subclasses

Background

Languages

Numismatican

Numismatican is a technical language known by many of those who specialise in finance. The language seems to be a common thread that has meant that many different cultures have similar practices in finance. The language itself seems to be from the mysterious Stocoin, which seems to point they taught the language and finance practices. It can be expected that professional financial records will contain some amount of Numismatican, allowing one who just knows the language to understand a record written in a different language. The language itself is usually with common script, although is used a lot with numbers, that it lends itself well to math.

Accountant

You are a student of finance. Finding work with merchants who were not able to properly look after their own books, with banks, with keeping records for the rich, or perhaps even helping the finances of a nation. Most of your time no doubt in making sure money was being used efficiently, and your clients’ business is on course.

Most people you across will have misunderstanding of your nature, those from wild places may see your work as unnecessary, while others may see the work of an accountant as a selfish thing. What most are not aware of is that accountants are supposed to have a very high level of ethics in their work, and connect together as The Charted, an organization that stretches out over cultures.

Skill Proficiencies: Investigation, Persuasion

Tool Proficiencies: Finance Tools

Languages: Numismatican

Equipment: Finance tools, Certificate of finance qualifications, a set of common clothes, and a pouch containing 15 gp

Feature: Charted Accountant

Most may not realize it, but most accountants are part of a very interconnected organization, that shares some uniform practices across nations and cultures. This can help me get work doing finances in almost any civilization, helping them be more efficient. But, for things that I do not know, I can find another accountant who can tell me about certain aspects of the culture, economy, and other aspects it might seem reasonable to inform who may be a colleague.

This connection is not a spy network, but an equal share of information that you may be expected to return.

Suggested Characteristics

Accountants can be very varied; a guiding thread could only be that they are the type that can be interested in the numbers and the systems they work in. But they can be the type that take their work very seriously, while other people could just see their work as counting copper pieces. This may give them their own quirks.

d8 Personality Trait
1 I treat my adventures like a business, and record all our profit and expenses.
2 I keep a collection of different minted coins, I like to show it, but my wrath for damage to the collection is extreme.
3 I learned that nothing breaks tension like sarcasm, so I use it a lot.
4 I look very mild mannered, but small things can make me get very angry.
5 I tend to be very nosey about the treasures of others and finding out how much they are worth.
6 I am very fascinated in learning about the ways people manage their businesses.
7 Making sure my appearance is smart, and properly organized, is always important.
8 Time is money, so I often let people know how much mine is worth.
d6 Ideal
1 Ethic minded. I pride myself in my honesty and transparency. (Lawful)
2 Generous intentions. The world itself is one big company, and I should assure everyone gets a fair share. (Good)
3 Rule bender. If I frame anything in the right way, I can probably justify it. (Chaotic
4 Personal account. I am only in it for the money. (Evil)
5 Need a Plan. Succeeding at my job is the most important thing. (Neutral)
6 Professional pride. I have strong pride that my work could help others make more money, and be more fiscally responsible. (Any)
d6 Bonds
1 Others can do things I cannot, and at the very least I want to help them be more efficient.
2 My previous employer held me in place via some fear, so and a little kindness from impacts well.
3 I chose my current path to be more exciting, and am fascinated by others as the real deal, unlike myself.
4 I learn a lot about people so that I can find out what they may need.
5 I picked up evidence that a lot of money was funnelled somewhere, and I will find out why.
6 Some people accused me of being poison to profit, and I will prove them wrong.

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Wealth Subclasses | Backgrounds

d6 Flaws
1 People think the topics I talk about are pretty boring, and but I can’t tell well.
2 I count and record every copper piece that is spent and note if wasted.
3 I might understand large sums, but am reckless with my own spending.
4 I can tend to forget the human element of events rather than simply profit and loss.
5 I used my skills in the past to commit a financial crime, and must keep this hidden.
6 I tend to easily listen to what people tell me to do.

Debt Collector

You likely worked for someone rich, someone who would lend money out to those of a lower status. Your job was then to recover payment when people would not pay back. Your skills perhaps could have owed well to being a soldier, but this was something more personal.

You also are trained in use of financial books, although you may not be exactly to the same level as accountant is, there are still uses of getting what is owed.

Skill Proficiencies: Insight, Intimidation

Tool Proficiencies: Finance Tools

Languages: 1 language of choice

Equipment: A letter of recomendation from a previous employer, manacles, bell, a set of common clothes, a pouch containing 10gp

Feature: Hired muscle

You have a sort of intimidating presence, that many who might be interested in hiring someone to act as intimidating hired muscle will be quick to hire you. You should find it easy to find work, that you may also end up in the good graces of such employers. Suggested Characteristics

Suggested Characteristics

As a debt collector, you have to be tough, you need to be able to create a level of fear that people will not just take advantage of you. This does not mean you are necessarily evil, although your targets may think so. There is still certain types of glory to be gained.

d8 Personality Trait
1 I tend to put on a very intimidating front all the time.
2 I enjoy making small inconsequential bets.
3 Getting in with someone rich and powerful; is always a goal.
4 I make jokes at inappropriate moments.
5 I am rather fond of creating a public identity for myself and group, to gain fame.
6 Using big words should make me look more classy.
7 I don’t trust easily, unless I have a drink with them.
8 I hold grudges really strongly.
d6 Ideal
1 Debts repaid. It is only right that people pay back what they taken from others or were lent. (Lawful)
2 Respect ownership. One thing I cannot stand is seeing people take what is not fairly theirs, so I act to help those who cannot help themselves. (Good)
3 All goes. I will take any means possible to make a profit. (Chaotic)
4 What's it worth. You can always squeeze a little bit more out of others. (Evil)
5 Nothing Personal. My jobs may have me do a lot, but there is nothing personal. (Neutral)
6 Get on top. Someday, I will be the real boss. (Any)
d6 Bonds
1 Money is good, but finding someone who has my back is better.
2 I have taken from those who did not have enough to give before, and would like to make it up to them.
3 Gaining an entourage is something I find calming.
4 Having money for myself is good, but I also like it used for people to be successful..
5 Kindness to me, is itself a debt that I must pay.
6 A good portion of what I make is to help support my family.
d6 Flaws
1 I have a habit of openly displaying my wealth, even if it puts it at risk..
2 A little coin can greatly influence what I will do..
3 I may ac tough, but I can actually be a bit of a coward when a threat comes up..
4 I tend to forget that those I demand something from are people, rather than what I need.
5 I tend to take it upon myself to take my cut of a job.
6 I have trust issues and may be a bit too quick to use violence.

10

Wealth Subclasses | Backgrounds

item

Finance Tools.

Finance tools are a set of items used to keep track of, understand, and analyse even very complicated financial transactions and systems. While most would see such an art, even if they saw it as such, as rather unnecessary for what they handle, but when it comes to the work of major trading companies, cities, and even kingdoms, the handling of finance can be a battle in itself.

Components. Finance tools contains parchment ledgers, coloured ink, calculating items like an abacus, common tax information, and a pair of scales with weights.

History. Your training with finance tools, can help you recall economic history and trends, that may be relevant.

Insight. Your training with finance tools, can help you gain insight into people when you read financial records about them, or perhaps by them.

Investigation. Your knowledge of finance tools, can help you sus out information from financial records that may reveal hidden agendas, secret transactions, or an eye for origin of coins.

Perception. Increased abilities of perception along with training with finance tools allows to gain financial information at quick glances.

Forgery Kit. A dual proficiency with Forgery kit gives you the ability to with great skill forge financial records. You may be able to alter the information of other people’s records.

Improve Business. This tool proficiency grants you expertise in improving the financial health of business you are involved in, lowering expenses waste, making sure there is enough to pay for taxes, maybe even lowering them, and making it easier to get loans.

Finance Tools
Activity DC
Briefly understand financial status 10
Get insight into mind of people record is about 15
Spot forged records 15
Forge convincing records 20
Require no taxes paid 25

Purse of Holding

Wondrous item, uncommon

A small pouch that always weighs about a pound. As the name might imply, like a bag of holding, it allows one to store a lot inside without worrying about the weight. Unlike a bag of holding, it can only store coins and precious gems, other items make it turn into a normal pouch as long as inside.

Although, despite the name, the purse’s nature is different from other extradimensional space items and is actually a limited portal to Numismatica, and a vault unique to each purse managed by Stocoin. It thus is not affected by being placed in other extradimensional items.

The contents can be retrieved by either appearing in the bag to be taken out or tipped out if turned upside down from requesting it. And it can hold a maximum of 1,000,000 coins, with gems worth 10 coins.

Copperunus Pick

Wondrous item, common

A small copper wire that may be used like any lockpick found in thieves tools. If you put the wire in contact with a key, you can have the pick copy the form of the key to be used like it rather than needing to pick. Three different keys can be kept this way at a time.

Silverdecim Shortsword

Weapon (Shortsowrd), Uncommon

A silver shortsword, which reflections into it seem rather strange. When the blade hits a target, they must make a 15DC constitution saving throw, on a fail if they were a shapeshifter reveal their true form if they are transformed, or a recent disguise if untransformed, lasting for one turn.

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Wealth Subclasses | Items

Spells

Borrow/Buy Stocoin

1st-level divination


  • Casting Time: 1 action, or varied
  • Range: 60 feet
  • Components: V, S, M (starting at 1 gold)
  • Duration: 1 minute and up

You can choose whether a Stocoin is summoned short term, or long term, along with a payment in gold, and what Stocoin you summon along with a spell slot level, you the contact the Stocoin plane, which then summons a Stocoin under your control.

A borrowed is summoned instantaneously and lasts a relatively short time, although multiple higher spell slots may increase amount summoned by splitting the spell slots out per Stocoin with each payment. Or, length of a Stocoin can be increased by putting a spell slot to a Stocoin above the required level including, with the gold payment included for every level above the required level, and doubling the length each time.

Borrow Stocoin
Stocoin Spell Slot Gold Minutes
Copperunus 1 1 1
Silverdecim 3 40 5
Electrulegion 5 800 5
Goldcentum 7 6,400 25
Platinumilen 9 256,000 25

When a Stocoin is bought, the length is increased much longer with a higher gold cost, but also a casting time. The casting time does not need to be completed all at once, with progress left as an unfinished creature, with gold also paid over time, but the spell slot must be used each time you resume.

Similarly, to borrow, higher spell slots can be used with extra payment to increase the duration. Creation can by multiple people with the same spell can be used to increase duration, with use of the same spell slot being counted as a level higher, or can count as filling the duration requirement per person.

Buy Stocoin
Stocoin Spell Slot Gold Casting Time Duration (days)
Copperunus 1 10 1 hr 10
Silverdecim 3 800 2 days 60
Electrulegion 5 32,00 17 days 360
Goldcentum 7 512,000 67 days 2,160
Platinumilen 9 40,960,000 1,333 days 12,960

The Stocoin will follow all orders given by the summoner, understanding the language of the summoner. There is no inherent telepathy. If multiple people contributed gold to the creation of a bought Stocoin, it will prioritise orders given by those who paid the most, or taking into account percentage of amount paid to orders already given.

A bought Stocoin may also enter a hibernation state, postponing the duration, although it is completely blind and deaf during this to anything but an order to resume.

When a bought or borrowed Stocoin's hit points are reduced to 0, or the duration runs out, the creature then dissapeares entirely.

12

Wealth Subclasses | Spells

Gods and Planes of existence

Deities that fit under the domain of wealth, can have some varied relations to it. They can be deities of trade, commerce, fortune, greed, and thieves.

D&D Pantheons

Deities of Forgotten Realms
Deity Alignment Suggested domains Symbol
Beshaba, goddess of misfortune CE Trickery, Wealth Black antlers
Mask, god of thieves CN Trickery, Wealth Black Mask
Tymora, goddess of good fortune CG Trickery, Wealth Face up coin
Waukeen, Goddess of Trade N Knowledge, Trickery, Wealth Upright coin with Waukeen's profile facing left
Deities of Greyhawk
Deity Alignment Suggested domains Symbol
Earth Dragon, Serpent of Stone LE Wealth a coiled dragon
Eshebala, deity of vanity, charm, greed, and cunning CE Trickery, Wealth a female fox
Kuroth, god of Theft and Treasure-Finding CN Trickery Wealth a gold coin bearing the image of a key or a quill
Mouqol, god of Trade, Negotiation... N Wealth a set of scales and weights
Uvot, god of Prosperity NG Knowledge, Life, Wealth a depiction of fruit
Xerbo, god of the Sea, Sailing, Money, and Business N Tempest, Wealth a dragon turtle
Zilchus god of Power, Prestige, Money, Business, and Influence LN Wealth a pair of hands clutching a bag of gold
Deities of Dragonlance
Deity Alignment Suggested domains Symbol
Shinare, goddess of wealth and trade N Knowledge, Trickery, Wealth Griffon's wing
Hiddukel, god of lies and greed CE Trickery, Wealth Broken merchant's scales
Deities of Eberron
Deity Alignment Suggested domains Symbol
Kol Korran, god of trade and wealth N Trickery, Wealth Nine-sided gold coin
Olladra, goddess of good fortune NG Life, Trickery, Wealth Domino
The Keeper, god of greed and death NE Death, Wealth Dragonshard stone in the shape of a fang
Nonhuman Deities
Deity Alignment Suggested domains Symbol
Abbathor, Dwarven god of greed NE Trickery, Wealth a jewelled dagger
Astilabor, draconic deity of Hoards and Acquisitiveness N Wealth a gemstone with twelve facets
Tiamat, dragon goddess of evil LE Trickery, Welath Dragon head with five claw marks
Urdlen, gnome deity of Greed and Blood CE Wealth white mole
Vergadain, dwarf deity of Wealth and Luck N Trickery, Wealth a circular gold coin

13

Wealth Subclasses | Gods

Fantasy-Historical Pantheons

Celtic Deities
Deity Alignment Suggested domains Symbol
Cissonius, god of trade and protector of travellers Wealth
Lugh, god of arts, travel, and commerce CN Knowledge, Life, Wealth Pair of long hands
Greek Deities
Deity Alignment Suggested domains Symbol
Athena, goddess of wisdom and civilization LG Knowledge, War, Wealth Owl
Hermes, god of travel and commerce CG Trickery, Wealth Caduceus (winged staff and serpents)
Tyche, goddess of good fortune N Trickery, Wealth Red pentagram
Egyptian Deities
Deity Alignment Suggested domains Symbol
Dedun, god of incense N Grave, Wealth A lion with fire for a mane
Nehmetawy, she who embraces those in need NG Life, Wealth A child on a lap
Seshat, goddess of wisdom, knowledge, and writing LN Knowledge, Wealth A seven pointed emblem, similar to a leaf
Norse Deities
Deity Alignment Suggested domains Symbol
Njord, god sea and wind NG Nature, Tempest, Wealth Gold coin
Loki, god of thieves and trickery CE Trickery, Wealth Flame

Numismatica

Numismatica is a plane that in many circles gets ignored. It may at first gain the attention of certain people, like thieves, who hear that it is a plane of wealth, one which reflects things such as coins and precious gems. Most such people often turn away when they find it more dangerous than they even thought.

The entirety of the plane appears to be one large cavern, a stretch of wilderness which light shines from some unseen sun, with a transition from gold to silver light, like days. This wilderness is occupied by the gem beasts, creatures with the appearance of various beasts, only as if made of some sort of precious gem, with as many types as there are types of precious gems. Appearances are deceiving though, as they are in fact elementals, and can be much more dangerous than they appear so.

The places that most who enter Numismatica will go to, are the Stocoin vaults, places free from the dangerous elementals, and instead home to the Stocoin, which may be of interest.

1

Wealth Subclasses | Gods and Planes

Stocoin

The Stocoin are a Lawful Neutral people, their nature seeming to be of a construct nature, similar to Modrons, which makes them open to comparison, although Stocoin are apparently much more dangerous in some of its forces, that most seeing some of the stronger members chase the idea of robbing them as foolish. Although, the Stocoin get attention by their certain connection to coins, with the nature of each type, and that they most certainly guard large sums of money.

Neutral interest. One may think that such characteristics would make Stocoins as very much greedy, although Stocoins are very much for order. Despite the fact they notably take money from the other planes including the material, but they consider their goal important for proper order, to keep the interest rate of money at a as constant value as possible. This seems to be enough for most to lose interest in their nature, but they actually have a far-reaching effect despite doing their work in secret.

Finance spreaders. It is because of Stocoins that there are even common prices of goods, and suspicion rises that they themselves are responsible for the currency of coins across all the lands. Those who work in the finance industry are even taught the common language of the Stocoin, which is used in finance profession, that they too have been responsible for the system of copper, silver, electrum, gold, and Platinum coins being the common currency. Their goals seemed aligned mostly with encouraging growth.

Copperunus

The general grunts of the Stocoin, the Copperunus may appear similar to tiny copper coloured dragons. Their jobs being to open locks and carry treasure, both within the Stocoin vaults, but may rarely be seen taking coin they were ordered to retrieve. The tail of Copperunus has a certain flexibility and fluidity, that it can use it to try and unlock locks, and may be made a familiar of a spellcaster for that reason, although not necessarily as strong as an imp.

Silverdecim

The Silverdecim are small in height, that they may be mistaken as a silver gnome or halfling, the SIlverdecim though also often dress in good clothes. Their main role is to act as tellers for the vaults as a massive bank, and tend to know one other language other than Numismatican, this language being representative of what culture they serve to. Silverdecim also have a particular role to see through lies, their silver blades having the ability to even reveal the true nature of shapeshifters.

Electrulegion

The Electrulegion have the specific role of being the soldiers of the Stocoin, these medium sized constructs appear in electrum armor , and tend to place themselves in areas that need guarding, or ready to answer the call if they are needed. They have an ability to detect all metal around them if they choose, that hiding from a Electrulegion can be a difficult task once they have been alerted. They are also armed with their electrum maces that spark with lightning, that could even hit a target if they manage to block the mace itself.

Goldcentum

Goldcentum are generally considered the managers of those bellow them. They appear as large golden angels, outfitted in elegant robes, and mostly called on in cases disputes that should hopefully be solved without violence, or finding the value of a given item, being able to instantly be able see its value if a similar item has been found before. No forgery can get past them. If conflict arises, they have access to their large glaive, along with their fire.

Platinumilen

A Platinumilen may be counted among the Stocoin, but their presence is almost something else entirely, their power so mighty, that they can be worth in power alone of one thousand Copperunus, that their power can almost reach powers approaching the manifestation of a god. Their role is to look at the entire worlds and multiverse, and dictate that monetary balance is kept. To achieve this goal where other Stocoin might not fit, they would have a warlock as an agent. Described as huge platinum beings, usually with a similarly sized great sword, and that their very presence saps the heat energy, with power beyond even typical of their size. They rarely leave Numismatica, but their presence makes the idea of a large scale heist as a true fool errand.

Variant: Copperunus Familiar

Copperunus can be found in service of spellcasters, acting as an assistant of sorts. Following their nature, copperunus are especially interested in helping with finances, including with helping them get more. The copperunus' ability to lockpick can be helpful for a mage in opening locks, and while helping with some theft may be allowed, the copperunus may not approve of things that mess with balance. And may ask for larger costs.

Familiar. The copperunus can enter into a contract to serve another creature as a familiar, forming a Telepathic Bond with its willing master. While the two are bonded, the master can sense what the copperunus senses as long as they are within 1 mile of each other. While the copperunus is within 10 feet of its master, the master shares the copperunus’ Magic Resistance trait. If its master violates the terms of the contract, the copperunus can end its service as a familiar, ending the Telepathic Bond.

15

Wealth Subclasses | Creatures


Copperunus

Tiny construct (Stocoin), lawful neutral


  • Armor Class 13
  • Hit Points 10 (3d4 + 3)
  • Speed 20ft. fly 40ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 12 (+1) 10 (+0) 12 (+1) 6 (-2)

  • Skills Perception +3, Sleight of hand +5, stealth +5
  • Condition Immunities
  • Senses darkvision 60ft, passive Perception 13
  • Languages Numismatican (understands common)
  • Challenge 1/2 (100 XP)

Coinchanger. The Copperunus can use its action to magically turn into a copper coin, it appears like a normal except for magic detection means. It becomes blind but gains blindsight of 15 feet, movement becomes only 5 feet, and can only use its action to turn back.

Magic Resistance. The copperite has advantage on saving throws against spells and other magical effects.

Actions

Copper tail. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) slashing

Lockpick. The Copperunus can attempt to lockpick, with a bonus of +5.

note: imagine as silver


Silverdecim

Small construct (Stocoin), lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 44 (8d6 + 16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 14 (+2) 16(+3) 10 (+0)

  • Skills Insight +5, Investigation +4, Perception +4
  • Condition Immunities
  • Senses darkvision 1200ft, passive Perception 15
  • Languages Numismatican, any 1 language
  • Challenge 4 (1,100 XP)

Moonlining. The Silverdecim's job is to see through illusions, to help, as an action, they can can make silver light extend from their eyes to 5 feet, and all illusions are dispelled within the light. It lasts until their next turn, unless they mainatain it with an action, after which it extends to 10 feet.

Magic Resistance. The Silverdecim has advantage on saving throws against spells and other magical effects.

Actions

Silver shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) Piercing. When the blade hits a target, they must make a 15DC constitution saving throw, on a fail if they were a shapeshifter reveal their true form if they are transformed, or a recent disguise if untransformed, lasting for one turn.

Light Crossbow Rnged Atack +5 to hit, reach 5 ft, one target. Hit 7 (1d8+3) piercing damage.

16

Wealth Subclasses | Creature statistics


Electrulegion

Medium construct (Stocoin), lawful neutral


  • Armor Class 18 (Plate)
  • Hit Points 10 (3d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 12 (+1)

  • Skills Athletics +7, Intimidation +5, Perception +7,
  • Condition Immunities
  • Senses Blindsight 60ft, passive Perception 17
  • Languages Numismatican, any 3 language
  • Challenge 9 (5,000 XP)

Metal Detect. The Electrulegion can use its bonus action to learn the location and make of any metal within 60 feet. This can penetrate most barriers, but can be stopped by 5 feet of earth and wood, 3 feet of stone, and a thin sheet of lead as long as the metal object is not in contact with the lead.

Magic Resistance. The Electrulegion has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Stocoin's spellcasting ability is Charisma (Spell save DC #, +# to with spell attacks). It can innately cast the following spells, requiring no material components.

1/day each: Lightning Bolt

Actions

Multiattack The Stocoin makes two attacks with its Electrum mace.

Electrum Mace. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) bludgeoning damage. and the target must make a DC 15 Dexterity saving throw, taking 1d6 lightning damage on a fail. If the target is wearing metal, the target must also make the saving throw if the attack missed, and is at dissadvantage if it did hit.


Goldcentum

Large construct (Stocoin), lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 30ft. fly 60ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 22 (+6) 18 (+4) 16 (+3)

  • Saving Throws Str , Int +11
  • Skills Arcana +11, Investigation +11, Perception +9
  • Condition Immunities
  • Senses darkvision 60ft, passive Perception 15
  • Languages Numismatican, any 6 language
  • Challenge 13 (10,000 XP)

Magic Resistance. The Goldcentum has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Stocoin's spellcasting ability is Inteligence (Spell save DC #, +# to with spell attacks). It can innately cast the following spells, requiring no material components.

At will: Firebolt (3d10), Identify

3/day each: Fireball, Sending

1/day each: Flame strike, Legend lore

Actions

Multiattack The Stocoin makes two attacks with its Gold Glaivee.

Gold Glaive. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 15 (2d10 + 5) plus 1d8 fire damage.

Flame Strike (Recharge 5-6). The Goldcentum hurls a magical ball of fire at a point it can see within 500 feet pf ot. Each creature within 10 feet of the point must make a DC # Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a succesful one.

17

Wealth Subclasses | Creature statistics



Platinumilen

Huge construct (Stocoin), lawful neutral


  • Armor Class 22 (natural armor)
  • Hit Points 417 (36d12 + 180)
  • Speed 40ft. fly 100ft.

STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 20 (+5) 30 (+10) 14 (+2) 20 (+5)

  • Saving Throws Str +18, Con +14, Int +19, Cha +14
  • Skills Athletics +18, Insight +11
  • Condition Immunities
  • Senses darkvision 60ft, passive Perception 15
  • Languages All, telepathy 120 ft.
  • Challenge 27 (105,000 XP)

Innate Spellcasting. The Stocoin's spellcasting ability is Inteligence (Spell save DC 27, +19 to with spell attacks). It can innately cast the following spells, requiring no material components.

At will: Clairvoyance, Color spray

3/day each: Slow, Dispel magic, Geass

1/day each: Maze, Reverse gravity

Legendary Resistances 3/day. If the Platinumilen fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Platinumilen has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Stocoin makes three attacks with its Platinum Greatsword

Shift scales Choose one creature within 120ft., they must make a DC22 Charisma save, on a fail their speed is halved, and another creature within 120ft. is increased. If the first target has multiple attacks, it loses this, and the second target gains a second attack. This effect lasts until the end of your next turn.

Platinum Longsword. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit 21 (3d8 + 9) Slashing damage.

Freeze Blast (recharge 5-6). The Platinumilen slams its sword in the ground, unleashing a freezing blast. All enemues within 40ft. must make a Dexterity saving throw of 27 if they are on a surface, on a fail they become frozen to the surface, reducing their movement to 0 until an action is used to remove ice. All enemies who wre frozen in this way must also make a Constitution saving throw of 22, taking 72 (16d8) cold damage on a failed save, or half as much on a successful one.

Legendary Actions

The Platinumilen can take 2 legednary actions, choosing from the options bellow. Only one legendary action option can be used at a time and only at the end of another creature's turn. Rhe Platinumilen regains spent legendary actions at the start of its turn.

Fist. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit 21 (3d4 + 9) bludgeoening damage, the target must also make a 27 constitution saving throw, or take 3d8 necrotic damage, and the Platinumilen regains that amount of hitpoints.

Tip scale The Platinumilen chooses one creature within 120ft., they must make a DC22 Charisma save, on a fail their speed is halved. is increased. If the first target has multiple attacks, it loses this. This effect lasts until the end of your next turn.

18

Wealth Subclasses | Creature statistics

Afterword

  • This was made using The Homebrewery.
  • All images taken from Google image and used without permission of owners, this is not a commercial product.
  • All other aspects were made by myself via inspiration from the Dungeons and Dragons 5e Players Hand Book, Monster Manual, Dungeon Master's Guide.
  • I also have some qualifications in finance, business, and economics, which were the basis of some aspects.

19

Wealth Subclasses | Afterword0