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Merchant


Hit Points

Hit Dice: d8 per Merchant level
Hit Points at first Level: 8+Con Modifier
Hit Points at Higher Levels: 1d8(or 5)+Con Modifier

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose three from the following list: Arcana, Deception, History, Insight, Intimidation, Investigation, Perception

Class Features

Pay to Play: You can pay 5gp as a bonus action to gain an advantage on your next attack roll (melee or ranged).   Good Fortune: Lady Luck is always on your side when it comes to growing your coin pouch. For every creature that you gain gold based off of their challenge rating.   Merchant's Business: At 3rd level, you have gained enough knowledge of the mercantile ways to choose a specialty for yourself. Choose between Wholesale and Retail as detailed below. You gain abilities in this subclass at levels 7, 11, 15.  
 


Starting Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • pouch of 20 gold
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • leather armor

 


Spellcasting

At level 2, your mercantile ties make it so you can barter with magical entities. Because of this, you gain the ability to cast spells with your fantastic wealth.   Cantrips: You start with three cantrips from the Merchant spell list.   Spell slots: You pay gold to the magical entities in order to cast your spells. As such you have unlimited spell slots, but it costs gold to cast your spells. For each level of the spell, there is a different price: 1st Lv - 1gp, 2nd Lv - 5gp, 3rd Lv- 15gp, 4th Lv - 30gp, 5th Lv - 40gp.


Created by

dsparks.

Statblock Type

Class Features

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