Midas Class

by CaliusShontor

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Importance to Society

In the realms of Dungeons and Dragons exist those who watch over rare goods and artifacts. Those who distribute rare findings to adventurers and those of high nobility. These individuals have become inflicted with rare abilities and are called Midas. With what is considered a blessing or curse, Midas bring wealth and fortune everywhere they go. Nobles and Kings seek their presence and ask them to dwell inside dungeons and enemy compartments to find treasures and to seek family heirlooms.

Role in Combat

Midas are far from helpless. Despite their lack of combat potential their attunement to money allows them to turn weapons and armor into piles of gold inside and outside of battle. Defeated enemies are also chained and forced to do the bidding of the Midas through magical contracts. They excel in using Simple weapons, medium armor and shields.

Connection to Money

As though a mystery, Midas have a unique connection to money and the value of currency. A connection that is similar to those of blood, many Midas have set out to resolve the mystery of their connection to money. Many Midas have set out to discover if their connection to money was a blessing or curse. Their attunement to money is usually a result of handling a rare artifact that many would believe to be cursed.

Relationship with Adventurers

It is not rare to find Midas hanging out with other types of adventurers to accomplish tasks. Whether it be dealing with local bandits that threaten a settlement or participating in arming the King's troops, Midas are usually seen on the battlefield. Their connection to money usually puts them on speakable terms with Warlocks and Sorcerers. Clerics believe the Midas has been blessed by a god or goddess whereas the Midas argues that a deity is not involved.

Multiclassing into and out of Midas

Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a Midas. Proficiencies Gained. If Midas isn’t your initial class, here are the proficiencies you gain when you take your first level as a Midas:

  • Proficiency with simple weapons
  • Proficiency with Shields
  • Proficiency with Light Armor
Midas
Level Proficiency Bonus Features
1st +2 Midas Touched, Golden Nosed
2nd +2 Currency Attuned
3rd +2 Midas Archetype
4th +2 Ability Score Improvement
5th +3 Pay Day
6th +3
7th +3 Midas Archetype Feature
8th +3 Ability Score Improvement
9th +4 Gold Shield
10th +4 Midas Archetype Feature
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Follow Me
15th +5 Midas Archetype Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Midas Archetype Feature
19th +6 Ability Score Improvement
20th +6 Mammonite

A mysterious man touches the blade of his enemy and turns it into currency. A woman sniffs the air and is able to locate the presence of treasure despite its crafty hiding spot. Think of what happened to your Midas, were they blessed or cursed with this ability? Do they seek to gain more power or to further understand their power?

Quick Build

You can make a Midas by quickly by following these suggestions: First make Charisma your highest ability score followed by Dexterity or Strength and then Constitution. Third choose the Guild Artisan Background.

Class Features

As a Midas you gain the following class features.

Hit Points

Hit Dice: 1d8 per Midas Level Hit Points at 1st level: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (5) + your constitution modifier per Midas level after 1st.

Proficiencies

Armor: Light Armor, Medium , Shields

Weapons: Simple Weapons

Tools:

Saving Throws: Constitution, Charisma

Skills: Choose two from: Arcana, Deception, Investigation, Persuasion

Equipment

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

  • (a) Quarterstaff (b) Short bow with 20 arrows
  • (a) scholar's pack or (b) explorer's pack
  • (a) Studded leather (b) Scale Armor

Midas Touched

Charisma is your ability score when using your Midas abilities. In addition, you use your Charisma modifier when setting the saving throw DC for Midas ability and when making an attack roll with one. Midas save DC = 8 + your proficiency bonus + your Charisma modifier

Midas attack modifier = your proficiency bonus + your Charisma modifier

Golden Nosed

The smell of treasure, such as currency and magical items, floods your nostrils like a strong odor. As an action you are able to locate the location of treasure, such as the floor it is on, direction, and distance the valuables are from the party. Range of 60ft. Usable equal to your Charisma modifier and recharges on a long rest.

Currency Attuned

Your innate bond with wealth and riches bestows you with remarkable abilities:

  • Golden Throw: As an action, you can consume 1 gold piece to hurl it with lethal precision, treating it as a thrown weapon. Use your Midas attack modifier for the attack roll, and add your Charisma modifier to the damage roll. On a successful hit, the target suffers 1d6 magical bludgeoning damage.

  • Transmute Equipment: When you touch an enemy's equipment, they must make a Constitution saving throw against your Midas save DC. On a failure, their item is transmuted into its equivalent value in gold pieces for 3 rounds. If you consume a gold piece during this period, the item will not revert to its original form.

  • Empower Surroundings: As an action, you can consume 1 gold piece to enhance allies through their equipment. When you target a weapon, it gains a +1 bonus to attack rolls. When aimed at armor, it grants a +1 bonus to Armor Class. This enhancement lasts until you either become unconscious, choose to dismiss it, or until 1 minute has passed.

Midas Archetype

At 3rd level, you choose an archetype that details your Midas connection. Choose Indebtor, Investor Mobster and Treasure Hunter, Wayfarer , all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level

At Level 4 Ability Score Improvement When you reach 4th level, and again at 8th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

At Level 5

Payday

Whenever you kill a creature, the total amount of gold generated is equal to the damage you inflicted, rounded down.

At Level 9

Gold Shield

You gain the ability to create a barrier of protective gold around yourself or another target within 30 feet. As a reaction, you can increase your AC by +2. This ability can be used once per long rest.

At Level 14

Follow Me

By spending 5 gold pieces, you can compel a creature to switch its target to one of your choosing. As a bonus action, choose a creature within range. The target must make a Wisdom saving throw against your Midas Save DC. On a failure, the creature must attack the target of your choice instead. If it succeeds, it remains focused on its original target.

At Level 20

Mammonite

You draw upon the wealth you carry, sacrificing it to unleash a devastating wave of force against a target. As an action, you can convert all the gold pieces you are currently carrying into damage. The total amount of gold you spend is equal to the amount of damage dealt. Make an attack roll against a target using your proficiency bonus + your charisma modifier

For every 5 gold pieces you expend, you deal an additional 1d12 points of force damage to a target of your choice within range. This ability depletes your gold reserves spent. Does not stack with Payday.

Example:

If you are carrying 20 gp, you can deal 20 points of damage, plus an additional 4d12 points of force damage.

At Level 3

Indebtor

The Indebtor pledges their power to those they owe. They thrive within the bonds of contracts and trades, and while they may risk their own fortune, they find ways to tip the scales in their favor.

Binding Contract

You can use your action to create a magical contract that targets a creature within 5ft. The target must succeed on a Wisdom saving throw against your Midas save DC or follow simple commands that only make them move for 3 rounds. Every round the creature may attempt to break free from control or they automatically have control if attacked.

At Level 7

Debt Collector

You gain the ability to collect debts with a menacing presence. As a bonus action, choose a creature within 30 feet; they must succeed on a Wisdom saving throw versus your Midas Save DC or take force damage equal to the amount of gold you spent on them. For example, if you spent 1 gold piece to harm the creature they must succeed on a Wisdom saving throw versus your Midas Save DC or take 1d6 force damage.

At Level 10

Borrowed Fortunes

You learn to take on risk on behalf of allies. You can transfer up to 10 points of damage they take to the amount of gold you are carrying. For example, when you transfer 10 points of damage you sacrifice 10 gold pieces.

At Level 15

Debt Restructure

Choose a target to restructure health towards them. You may sacrifice up to 5 gold pieces to heal a target over the course of 3 rounds, the target recovers 1d4 hit points per round. The target must not be incapacitated for this effect to work.

At Level 18

Life Debt

Once per long rest, when an ally within 30 feet of you drops to 0 hit points, you can spend 15 gold pieces to grant them advantage on death saving throws.

Investor

Investors are Midas that understand wealth accumulates best when it’s put to work. They focus on investing their power into themselves and their allies.

At Level 3

Golden Lever

You gain the ability to manipulate your resources to enhance your skills. When you or an ally take the attack action on your turn, you can choose to spend 1 gold piece. If you do, you or your ally gain an additional 1d6 to your damage rolls for that attack. This lasts until the end of your next turn.

At Level 7

Compound Growth

By spending 5 gold pieces you or an ally gets advantage on their next attack roll for 1 round.

At Level 10

Wealth of Experience

You can spend gold pieces to gain temporary boosts. For every 5 gold pieces you spend, you can gain a +1 bonus to your next ability score check or saving throw, lasting until the end of your next turn.

At Level 15

Risk Assessment

You can now add your Charisma modifier to your temporary hit points. Additionally, whenever you take damage, you can choose to reduce that damage by an amount equal to the gold you have spent (to a maximum of 10 gold pieces).

At Level 18

Opulent Valor

Once per long rest, you can invoke opulence, creating a shimmering shield of gold around you and any allies within 30 feet. For 3 rounds of combat, you and your allies gain temporary hit points equal to your Charisma modifier at the beginning of each of your turns.

Mobster

The Mobster operates on the fringes of legality, using intimidation, cunning, and wealth to maintain influence. They excel at building an empire of power through their connections and the fortunes they can muster, manipulating fate and others for their benefit.

At Level 3

Unsavory Connections

You have established a network of contacts within the shady dealings of society. You gain proficiency in the Deception and Persuasion skills. If you already have proficiency in either, you may double your proficiency bonus for checks made with that skill. Additionally, you can call upon a favor from your contacts once per long rest, allowing you to gain information about the treasures within an area.

At Level 7

Intimidating Presence

You are adept at instilling fear and respect in others. You can use your bonus action to attempt to intimidate a creature within 30 feet. The target must make a Wisdom saving throw against your Midas save DC. On a failed save, the creature is frightened of you for 3 rounds of combat. While frightened in this way, the creature has disadvantage on attack rolls against you, and you gain advantage on Charisma checks against them. The frightened creature can repeat the saving throw at the end of each of its turns.

At Level 10

Shady Deal

You can make an underhanded deal with a creature you can see. As an action, you may spend 5 gold pieces to choose a target within 30 feet. That creature must make a Charisma saving throw against your Midas save DC. On a failure, their next attack roll or ability check is made with disadvantage, and you gain 1d6 temporary hit points. You can use this feature a number of times equal to your Charisma modifier per long rest.

At Level 15

Enforcer's Presence

Your status as a Mobster allows you to summon some muscle when needed. As an action, expend 20 gold pieces to call upon an enforcer (use the statistics of a bandit). This enforcer acts on your initiative and remains for 1 minute or until it is reduced to 0 hit points. You can use this ability once per long rest.

At Level 18

Final Payoff

Once per long rest, you can make a compelling final deal in the midst of combat. You spend a number of gold pieces equal to your Midas level to regain an equal amount of hit points. Additionally, you may use your reaction to redirect any damage you take in that round to another creature within 30 feet, who must make a Constitution saving throw against your Midas save DC. On a failure, they take the redirected damage instead. On success, they take half.

Treasure Hunter

The Treasure Hunter is a master of exploration and combat, knowing how to seek out riches hidden in the most dangerous places. They gain abilities that allow them to uncover hidden fortunes and protect them.

At Level 3

Combat Savant

You gain proficiency in Martial Weapons and have advantage on Investigation checks when it comes to discovering and disarming traps.

At Level 7

Fortuitous Strike

Every time you score a critical hit on an attack, you may gain twice the gold value of the damage done—rounded down—as temporary hit points.

At Level 10

Prized Possession

During a long rest, you can choose one piece of equipment (either a weapon or armor) to empower. For the next minute after you finish your long rest, this equipment gains a bonus equal to your Charisma modifier to either attack rolls (if it is a weapon) or Armor Class (if it is armor). This effect lasts until you either finish a short or long rest or until you choose a different piece of equipment to empower.

At Level 15

Expeditious Manuever

As a bonus action, you can spend 5 gold pieces to turn yourself invisible. While you are invisible, all attack rolls made against you have disadvantage, and you have advantage on Dexterity (Stealth) checks. This effect lasts for 1 minute or until you make an attack or cast a spell, at which point the invisibility ends.

At Level 18

Risk and Reward

You may reroll any failed saving throw or check you have made once per long rest.

Wayfarer

The Wayfarer is someone whom journeys across distances, often in search of experiences, knowledge or adventure. Midas who pick this subclass are seekers of adventure and new experiences.

At Level 3

Voyager's Acumen

You gain proficiency in two of the following skills: Athletics, History, or Perception. Additionally, your extensive travels allow you to add your Charisma modifier to any Intelligence (History) checks related to different cultures and locales. You also learn one more language of your choice. Furthermore, you gain proficiency with land vehicles and move at normal speeds when pushing land vehicles.

At Level 7

Item Cache

Your connection to money has allowed you to generate items in exchange for gold pieces. The items you can create are average items and equipment. After 3 hours the items and equipment turn back into gold pieces for you.

At Level 10

Expeditionary Strategy

You can move through difficult terrain without expending extra movement. Additionally, if you spend at least a minute observing an area (such as a room or a landscape), you can choose to gain advantage on any subsequent initiative rolls made in that area.

At Level 15

Vehicle Voyager

When pulling a cart you can also attack with it by using your proficiency bonus + your charisma modifier. The cart deals 4d6 bludgeoning damage and the damage can increase as you spend additional gold pieces. For example, for every 5 gold pieces you spend the damage increases to an additional 2d6 force damage.

At Level 18

Destiny of the Wanderer

You have become a master of transcending boundaries. Once per long rest, you can cast Plane Shift as a spell-like ability without expending a spell slot, allowing you to travel between planes or distant lands. You can choose to take up to 5 willing creatures with you. Additionally, for one minute, you gain resistance to one damage type of your choice, (such as fire, cold, thunder, lightning, poison, radiant or necrotic ) as part of your extensive travels through various climates and geographies.