Gier (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 18:49, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Multiple dead levels.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

[edit]

Heya, it’s the OP Creator of Gier. I pretty much just don’t know how the editor works and in progress of learning it, but feel free to clean up any coding or add to it in any way. The general idea is there, a warrior/rogue that uses their greed to empower them but the execution as you can see is not that good. So, in short, do what you want with it. Life is taking it’s toll on me so I can’t edit it as much as I want to.

[edit]

Natural Economists[edit]

Creating a Gier[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Gier you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gier level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gier level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Light Weapons
Tools: Jeweler’s Tools
Saving Throws: Charisma, Dexterity
Skills: Choose four from Deception, Stealth, Persuasion, Investigation, Insight, Slight of Hand, Acrobatics, Perception, Performance, and History.

Equipment

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

Table: The Gier

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 Power of Greed, Convincing Tones
2nd +2 Path of the Gier
3rd +2
4th +2 Ability Score Improvement, Monetary Might (0.5)
5th +3 Company Benefits, Ability Score Increase
6th +3
7th +3 Counterfeit
8th +3 Ability Score Improvement, Monetary Might (1)
9th +4 Greedy Hands
10th +4
11th +4 Ability Score Increase
12th +4 Ability Score Improvement
13th +5 Diamond Armor
14th +5 Monetary Might (1.5)
15th +5 Empire Mind
16th +5 Ability Score Improvement
17th +6 Ability Score Increase, Golden Voice
18th +6
19th +6 Ability Score Improvement, Money Talks, Monetary Might (2)
20th +6 Greed Incarnation, Ability Score Increase

Power of Greed[edit]

Gier’s automatically know the value of common, uncommon, and rare items, allowing them to price them on the spot. Their deep love for money and obsession with it also allows them to absorb the power within very rare items, allowing them to transfer any attunement effect to an item of lower rarity, although the effect becomes single use.

Convincing Tones[edit]

Once you reach the 1st level, you gain a rather convincing voice, adding a +1 bonus to any Charisma(Persuasion) checks. It also allows you to change your voice at will to match any known language, allowing you to imitate others if desired so.

Path of the Gier[edit]

At the 2nd level, you are allowed to choose a path that will satisfy your greed, granting your effects and features pertaining to it’s type: ‘’Path of the Businessman’’, ‘’Path of the Incarnate’’, ‘’Path of the Looter’’, and ‘’Path of the Sacrifice’’. You get to keep any class features while having the features gained from the Archetypes.

Monetary Might[edit]

In a Gier’s mind, Money is Power. They stick true to that at the 4th Level, allowing your wallet and inventory to become your source of power. Let G represent total value as G/250 = +0.50 in saving throws and stats, allowing you to go above the 20 ability score limit up to 26. At the 8th, 14th, 19th level, you gain a 0.5 increase in ability score addition.

Company Benefits[edit]

When you reach the 5th level, you gain a charge of Company Benefits and can make a Charisma(Persuasion) check to give a 20% discount on an item at any shop, only regaining the expended uses once you finish a long rest. At the 10th and 15th level, you gain another charge of Company Benefits.

Ability Score Increase[edit]

When you reach 5th level, and again at 11th, 17th, and 20th 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.

Counterfeit[edit]

At the 7th level, you become so in tune with gold, that with using a Jeweler’s toolkit and a metal circle, you can create a realistic and official-looking gold coin. You can only produce 50 gold coins a day before you need to recharge this feature with a long rest.

Greedy Hands[edit]

At the 9th level, your hands become stickier than a thief’s, able to pickpocket a suspecting victim with ease. This feature gives you advantage on ’’’Charisma’’’(Performance) and ‘’’Dexterity’’’(Slight of Hand) rolls.

Diamond Armor[edit]

At the 13th level, you learn to change your gold into armor as hard as diamonds, using 250 gold to increase your AC by one, lasting for an hour per 250 gold used. After the time alotted runs out, you lose your bonus AC and the armor magically disappears.

Empire Mind[edit]

At the 15th level, your understanding of money and economics allow you to evaluate a stores value of goods and gives you a 1d4 bonus in any ’’’Charisma’’’(Deception) checks when talking to a shopkeeper. On a failed save, the shopkeeper doubles his prices and will call guards based on situation.

Golden Voice[edit]

At the 17th level, like Convincing Tone, you are a smooth talker, a silver tongued, charismatic Gier. This feature gives you a 1d6 bonus to any ’’’Charisma’’’(Persuasion) checks as well as the benefits from the feature ’’’Convincing Tone’’’.

Money Talks[edit]

Once you hit the 19th level, you are able to convince any neutral or unloyal target to join your side for 100 gold per hour. You can use this feature twice every 24 hours before it recharges.

Greed Incarnate[edit]

At the 20th level, to not be confused with Path of the Incarnate’s ’’’God of Greed’’’, you can use your wallets gold to keep yourself from dying, allowing you to be unable to fall below 5 HP, every hit point that would put you under 5 HP costing you 20 gold. Every hit point lost afterwards also grants you +0.25 AC, maxing out at +4 bonus AC. Once you get above 5 HP, you lose all the benefits of this feature until you take a long rest.

Path’s of the Gier[edit]

Path of the Businessman, Path of the Incarnate, Path of the Looter, and Path of the Sacrifice

Path of the Businessman[edit]

’’’Businessman Approach’’’ You have the walk, talk, and look of a businessman, no emotion showing on your face except the ones you allow. At the 3rd level, you know how to get others to join your side but also know when others are trying to take advantage of you. This feature allows you advantage on any ‘’’Charisma’’’(Insight) checks and grants you a resistance against magical Charms.

‘’’Time is Money’’’ Once you hit the 5th level, instead of taking long rests, you can take a short rest with the benefits of a long rest, adding on a stack of Overworked.

Overworked

At 5 stacks of Overworked, in any situation, you pass-out for one long rest, forcing you to become prone and incapitated. You will not wake up from any traditional methods i.e. water, loud noises, or lights. You will wake up after the allotted rest is over or you are forcibly woken up via harm to the body.

‘’’Monopolymorph’’’ At the 20th level, you have gained enough knowledge of gold that you are able to cast a ‘’’True Polymorph’’’ on any small item or being and turn them into solid gold, only allowing you to cast this once after every long rest.

Path of the Incarnate[edit]

’’’Greedy Aura’’’ At the 2nd level, your greed is so large that it forms an aura affecting a 5x5 cube around you, allowing you to sense any valuable materials in that area. Though it also displays your greedy intentions, alerting any sentient being that you are looking for wealth.

‘’’Greed Manifested’’’ Once you hit the 7th level, you’re able to morph your greed into an enchantment type of magic, allowing you to cast it on any weapon. It lasts for an indefinite time as long as you have the money to power it, gaining a 1d8 damage die bonus to any attack made with the weapon. It costs 50 gold an hour to use this feature, allowing only the wealthiest of people to use it for a long period of time

‘’’Body of Greed’’’ On the 13th level, you can use a reaction to take no damage from an attack, though the damage is doubled and it takes the amount of damage and subtracts it from your current gold. You can use this reaction once every 3 turn orders, maxing out at 250 gold lost.

‘’’God of Greed’’’ At the 20th level, you become so infatuated with money and monetary things, you can use it as a source of power greater than Monetary Might. Using this in tandem with Monetary Might does stack, allowing for further damage to both the opponent and your wallet. It grants a 1d8 for every 100 gold you have, costing you 50 gold per 10 damage you do with it. I.e. 50 damage = 250 gold. This feature is a separate one from Monetary Might, with each one being different. You can’t pay 100 gold and get the benefits of both, you must spend gold on both as separate features.

Path of the Looter[edit]

‘’’Looter’s Touch’’’ At the 2nd level, you can instantly gain a monetary value (up to DM’s choice of value if not disclosed) of any item you touch, ignoring it’s rarity. It also grants you knowledge of the item, allowing this feature only to be used once after every long rest.

‘’’Sense of Direction’’’ You become skilled with the inner workings of banks, stores, and other commercial areas that at the 5th level, you can make a mental map of what you’ve seen, allowing you to never become lost in a unfamiliar place.

‘’’Eyes of Loot’’’ Once you reach the 8th level, you can see which paths to take in order to avoid guards, get past traps, and find loot for one hour. At the end of the duration, you must recharge the feature by having one full long rest, your eyes the source of the power. You cannot use this feature under blindness, exhaustion, or prone.

‘’’Way of the Looter’’’ At the 17th level, you become smooth like the wind, silent as a rat, and flexible like a string. You gain advantages on ‘’’Dexterity’’’(Stealth), ‘’’Dexterity’’’(Acrobatics), and ‘’’Strength’’’(Athletics). This feature is a passive one and does not require any activation or preset condition.

Path of the Martyr[edit]

‘’’Sacrifical Marks’’’ Starting when you chose this Archetype, you are allowed to get Sacrifical Marks which can stack up to 20, each Mark giving you a temporary +0.25 ability score to any one score you choose up to the limit of 20. Any excess Marks become Hit Points, each stack giving you 0.5 HP. This feature only last 12 hours, refreshing only up to 20 before consuming the stacks to gain 50 gold, losing the additional ability score and HP in the process.

‘’’Martyr’’’ At the 2nd level, you can sacrifice your total gold divided by 5 to have you or an ally take half damage, then having the being focus on you. You gain +2 Temporary HP for every enemy taunted, up to a max of 15 HP.

‘’’Take from the rich...’’’ At the 5th level, you can use 100 gold per ability score increase to go past the max of 20, up to 30, or you can gain 1 permanent HP per 100 gold. You also gain a Sacrifical Mark stack every time you consume 100 gold.

‘’’...Give to the poor!’’’ Also on the 5th level, you can consume the Sacrifical Marks to instead heal an ally for 1d6 per 5 stacks consumed. At the 10th level, 1d6 increases to 1d10.

‘’’Soul of a Martyr’’’ At the 20th Level, you are a proven martyr, an aura of self-sacrifice and kindness exuding from you which doesn’t fit any Gier at all as they are greedy and selfish. Commoners can feel this aura, letting them be more relaxed around you and some even giving donations to you. This feature gives you a 1d8 to any ‘’’Charisma’’’ or ‘’’Dexterity’’’ rolls.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors