Your characters’ organization is built on the back of economic prosperity, whether you acquire income from producing, selling, or plundering goods. You might be merchants, artisans, or pirates, looking to expand and defend your empire of industry, and with a network of agents ready to battle for pro t.
Officer Titles
- Acquisitions Expert - You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:
At WillDetect Magic, Identify3/day eachCharm Person, Comprehend Languages, Unseen Servant1/day eachDispel Magic, Glyph of Warding
- Chief of Security- When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus.
- Executive Manager- When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw.
- Fixer- You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the Dash, Disengage, or Hide action.
- Safety Officer- While you are not unconscious, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to 1d4 + your domain size. You can use this feature a number of times per day equal to your Wisdom modi er (minimum one).
Specializations
When you found your mercantile guild, you’ll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you’re a trade guild—a group of artisans banded together to establish the best business deals and working conditions?
Monopoly
Your organization seeks to dominate the market, squashing any resistance you encounter. As such, you invest in making your enterprise the only option, letting your expansionist views force prospective competition to fold into your ranks or ght you to survive. Depending on your market, you might be viewed as an evil corporation or a force of positive change. But at the end of the day, your organization is going to come out on top.
Skill Bonus |
Defense Bonus |
Espionage: +1 |
Resources: +1 |
- Action Plan- On your turn, you can take a power die from your domain’s pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die.
- Corporate Espionage- Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain’s Communications level increases by 1.
- Embargo - At the start of a battle, if your domain’s Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle
Pirate Band
You are a pirate band, robbing others of their goods to be resold as you see it. Though you might ally yourselves with other pirate crews, follow a code of conduct, or work for governments as a privateer, the members of your band are truly beholden only to yourselves. Whatever the reasons you adopted a life of piracy, your organization is viewed with caution wherever you travel.
Skill Bonus |
Defense Bonus |
Espionage: +1 |
Resolve: +1 |
- Pillage- As a bonus action, take a power die from your domain’s pool and choose a power die
in the opposed domain’s pool showing a higher number than the die you took. Add the opposed die to your domain’s pool.
- Commandeer- Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and your domain’s Resources level increases by 1.
- Fight Dirty- If your domain’s Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal.
Trade Guild
You oversee a network of like-minded artisans who pool their interests together for maximum potential. You might own businesses, or you could facilitate the businesses of others. Whatever the case, you have many skilled individuals investing in your organization to protect their own interests. While a trade guild might seem harmless to a casual observer, the number of resources at your disposal can summon a threat to rival any ruling body.
Skill Bonus |
Defense Bonus |
Diplomacy: +1 |
Resources: +1 |
- Healthcare- As a bonus action, take a power die from your domain’s pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled.
- Business Connections- Once per intrigue, you can make a DC 13 Diplomacy test as a domain bonus action. On a success, all of your domain’s o cers begin the next battle with their hit point maximum and current hit points increased by 5 × your domain size.
- Well Fed- As a domain action, make a DC 13 Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle.
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