Patron of Avarice (Not Playtested)
Again made for the Western campaign as sort of a merchant style subclass. Every time I see a "merchant" class or subclass it always feels like people use either wizard or bard, especially bard. I mean I get it, but I always felt that warlock felt better. I mean, you're essentially making a pact with money when starting a new business. This hasn't been playtested yet.
Edit: I need to go back through and clean up the language, and sometimes I specify gold and others I just say currency.
Patron of Avarice
Some warlocks find their fortunes not in prophecy or power, but in profit. These warlocks strike a bargain with entities that govern the flow of wealth—a forgotten god of commerce, a gilded spirit bound to a dragon’s hoard, or a sentient vault echoing with ancient ledgers. In return, they are granted magic tied to gold, trade, and transactions. Their spells are bartered like goods, their arcane focus gleams with minted value, and their ambition is backed by a power that sees the world as a marketplace, where everything and everyone has a price.
Avarice Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Avarice Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Identify, Locate Object, Suggestion, Unseen Servant |
| 5 | Haste, Glyph of Warding |
| 7 | Divination, Leomund’s Secret Chest |
| 9 | Geas, Yolande's Regal Presence |
Trust in Greed (3rd Level)
Starting at the 3rd level, you can forgo the usual benefits of a long rest to instead count, appraise, or indulge in your wealth. When you finish a long rest in this way, you do not regain hit points, spell slots, or any other features that normally refresh on a long rest.
Instead, you roll a d4 and multiply the amount of gold you currently possess on your person by the result. This feature only applies to gold that is physically in your possession (not stored elsewhere, invested, or held by others), and cannot be used unless you have at least 1 gold piece on your person at the start of the rest.
Once you use this feature, you can’t use it again until the next dawn.
DM's Note: Adjust the monetary cost of this feature to match the economy and treasure progression of your campaign. The listed amounts assume a game where wealth accumulation is moderate.
Bought and Paid (3rd Level)
Also at the 3rd level, you can use currency, including coins, trade bars, or gemstones worth at least 1 gp, as your spellcasting focus for warlock spells.
In addition, the cost of material components for your warlock spells is halved. This reduction applies both when casting spells and when purchasing their components, provided the spell is one you know.
If a spell has a material component that does not list a cost, you can cast it without needing any material components.
The Big Exchange (6th Level)
6th-Level Feature
Your hoarded wealth becomes more than a symbol of power—it becomes the very fuel for your arcane prowess. As an action, you may choose one of the following options:
- Cunning Exchange. You can spend an amount of gold equal to your warlock level × 5 to immediately refresh your use of your Magical Cunning feature.
- Spell Stock. You can spend an amount of gold equal to the spell’s level × 5 to replace one of your known warlock spells with another spell from the warlock spell list, provided the new spell is of a level you can cast.
You must complete a long rest before you can use Golden Exchange again.
DM's Note: Adjust the monetary cost of this feature to match the economy and treasure progression of your campaign. The listed amounts assume a game where wealth accumulation is moderate.
Trade Broker (10th level)
Your pact grants you not just power, but an agent of commerce, ever ready to make a deal on your behalf. You can cast the find familiar spell without expending a spell slot. When you summon this broker, it follows all the normal rules of find familiar, but it also gains the following additional action:
Trade Deadline (Action)
Your broker can undertake a special trade mission on your behalf. When you use your action to activate the Trade Deadline, the following applies:
Trade Mission. Your broker departs to the nearest settlement capable of supporting trade (such as a town or city) to buy, sell, or trade goods for you.
Purchase Limits. Your broker can purchase or retrieve a mundane item with a rarity of common or uncommon and a weight of 10 pounds or less.
When you send the broker, you must have enough gold to cover the full price of any purchases.
Delivery. When the broker completes its transaction, it travels back and delivers the goods directly to you. The DM determines the time required for travel and transaction based on distance and item availability.
Magical Resilience. Your broker cannot be permanently destroyed while carrying out a trade mission. If it is slain while away, it reforms at your side after 1 hour.
Once your broker uses Trade Deadline, it can’t do so again until you complete a long rest.
Extra-planar Warehouse (14th Level)
The power from your pact grants you access to a vault beyond the planes—a hidden storehouse where your wealth and resources are preserved. You can summon this extradimensional warehouse by spending 1 minute performing a special ritual.
You can summon the warehouse once without expending a spell slot. You can summon it again by expending a spell slot of 3rd level or higher. You regain the ability to summon it without a spell slot when you finish a long rest.
The warehouse has the following properties:
- It appears as a solid storefront, about 20 feet tall and 30 feet wide. It is immobile once placed.
- Its walls and doors are impenetrable and immune to spells and magical effects of 6th level or lower originating from outside it.
- The interior expands into an immense warehouse with effectively unlimited space for nonmagical goods and mundane items. Items must still fit through the entryway to be stored.
- The warehouse is temperature-controlled, dry, and comfortable, regardless of the external environment.
- It lasts until all allied creatures have exited the warehouse or you choose to end it.
- While inside the warehouse, you and your allies can cast spells without requiring material components.
- A loyal, unseen servant acts as a clerk, managing deliveries, purchases, and special services.
- The warehouse cannot be moved once summoned. If it is dispelled, any goods stored inside are lost at the DM’s discretion.
When you summon the warehouse, you can choose one of the following special actions. You can perform only one special action per summoning:
- R & R. You and all willing creatures inside immediately gain the benefits of finishing a long rest. A creature cannot benefit from this feature again until it finishes a long rest normally.
- Money Pays. You imbue a single piece of currency with magic. Choose one spell you know that you can cast. You store that spell inside the currency. A creature holding the enchanted currency can use an action to cast the stored spell (using your spellcasting ability) without expending a spell slot. Once the spell is cast, the currency vanishes. You can have only one magical currency active at a time.
- Transfer Bonds. You transfer the magical properties of a magic item into a nonmagical item of a similar type (for example, transferring the enchantment of a wand into a stick or rod). The original magic item is destroyed during the process, and the magic cannot be transferred again.