{"name":"Merchant","overview":"[dc]S[\/dc]ilver-tongued, charming, and wealthy. A merchant\u2019s greatest weapon is often their mouth, to get them in, or out, of situations. However, that isn\u2019t to say that they can\u2019t put up a fight with their own two hands! A merchant is slippery, and dangerous (especially to your wallet). No two merchants may be the same, while some may try to use logic to persuade you, others might threaten physical pain as a tax for not taking their deal of deals. However they do it, often your cash might not as safe as once thought. In classical combat, they can still make quick work of their enemies. Selling and buying is a merchant\u2019s bread and butter, and a good deal can lead to a bigger advantage in battle.","hit_dice":"1d8 per merchant level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 + your Constitution modifier for each level after first","armor_proficiencies":"Light armor, shields","weapon_proficiencies":"Simple weapons, one martial weapon of your choice","tools":"a set of artisans tools of your choice","saving_throws":"Charisma, Wisdom","skills":"Choose two from Arcana, Animal Handling, Deception, Perception, Persuasion, and Sleight of Hand","starting_equipment":"[h3]Equipment[\/h3]\r\nYou start with the following equipment, in addition to the equipment granted by your background.\r\n[ul]\r\n[li](a) a light crossbow and 20 bolts, or (b) any simple melee weapon[\/li]\r\n[li]The proficient martial weapon of choice[\/li]\r\n[li]Leather armor[\/li]\r\n[li](a) an explorer\u2019s pack or (b) a scholar\u2019s pack[\/li]\r\n[li]A merchant\u2019s scale[\/li]\r\n[\/ul]\r\nA merchant\u2019s starting wealth is 5d4 x 10","spellcasting":"[h3]None[\/h3]\r\n","class_features":"[h2]Please adjust the gold piece prices, divisions and etc. based on the gold piece economy of your world.[\/h2]\r\n[h2]Appraise[\/h2]\r\nA merchant can take an item and immediately get a sense for its value. At 1st level you know the gold piece value of any item, except for magic items. You can make a Wisdom(Insight) check to determine the name and price of any magic item. The DC increases as the rarity of the magic item does.\r\n[ul]\r\n[li]Common: DC 10[\/li]\r\n[li]Uncommon: DC 12[\/li]\r\n[li]Rare: DC 15[\/li]\r\n[li]Very Rare: DC 18[\/li]\r\n[li]Legendary: DC 22[\/li]\r\n[li]Artifact: DC 26[\/li]\r\n[\/ul]\r\n[h2]Treasure Hunter[\/h2]\r\nAt 1st level you are versed in finding the value seemingly worthless items, and discovering treasure in unusual places. You have proficiency in Intelligence(Investigation) checks. You also have the ability of sensing precious metals and jewels in a 50 ft area by investigating for 10 minutes.\r\n[h2]Coin Flip[\/h2]\r\nAt 2nd level, you can re-roll an ability check, saving throw, or attack roll once per short rest. You must take the new roll.\r\n[h2]Plutomania[\/h2]\r\nWhen you reach 3rd level, your greed can be manifested and harnessed. If you choose, once per short rest you can pay an amount of gold pieces to increase your damage by that amount divided by 10 for your next attack (round down to nearest one). The amount divided lowers at level 8, 12, 15, 18, and 20. This carries over to spells if you choose the Salesmage Guild. E.G. a 3rd level merchant stabs a kobold with their dagger, and spends 10 gold pieces to add 1 damage to the attack. Visually, your gold pieces become absorbed into your weapon(or spell\/focus), and gilds it. When you complete the attack, the gold becomes absorbed into the enemy. You can only use gold pieces that you have earned by selling, or looting. You may not use gold pieces that were given by another player character.\r\n[h2]Merchant Guild[\/h2]\r\nAt 3rd level, you realize your prowess and style of selling.You choose from 3 guilds; the Boss Guild, the Swindler Guild, and the Salesmage Guild, all detailed at the end of the page. Your choice grants you features at 3rd level and again at 6th, 10th, and 15th.\r\n[h2]Attuner[\/h2]\r\nAs a merchant, you are accustomed to dealing with lots of different people and items, giving you better versatility with how many magic items you can attune to. When you reach 4th level, you can attune to as many magic items as your merchant level divided by 2 (minimum 1, rounded down) + 3.\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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 two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.\r\n[h2]Savings Account[\/h2]\r\nAt 7th level, you can store your money in a demiplane. This demiplane is inaccessible to anybody but you, and you cannot store anything other than currency.\r\n[h2]Upselling[\/h2]\r\nWhen you reach 11th level, you can make an ability check that might fail, possibly into a success. Once per day, you can pay gold pieces in order to increase an ability check by the amount you paid .\r\n[h2]Makes The World Go \u2018Round[\/h2]\r\nBy 13th level, you have met and sold with customers all around the world. You can comprehend all languages to a basic extent.\r\n[h2]Paywall[\/h2]\r\nAt 14th level, if you take damage that\u2019s more than half your health, you can turn that amount of damage into gold pieces. This ability cannot be used again until you take a short rest.\r\n[h2]Time is Money[\/h2]\r\nOnce you reach 20th level, at the beginning of each of your turns in combat, you gain as many gold pieces as your initiative in battle.","subclass_options":"[h2]Merchant Guilds[\/h2]\r\nBuy, sell, doesn\u2019t matter how you do it, but there is a [b]how[\/b] to it. Choose your path to wealth, whether it be sleazy, or honorable.\r\n[h2]Boss[\/h2]\r\nBosses are authoritative, powerful, rulers of their business. Usually they are willing to take risks in order to further improve their skills and make more money.\r\n[h3]Lottery[\/h3]\r\nAt 3rd level, when you get a critical hit on an opponent, triple the damage dice instead of doubling it.\r\n[h3]Team Building[\/h3]\r\nWhen you reach 6th level, you get expertise in two skills of your choice, and take one feat.\r\n[h3]Tax Writoff[\/h3]\r\nAt 15th level, when you use Plutomania, 25% of the money spent is refunded.\r\n[h2]Swindler[\/h2]\r\nBeg, steal, haggle, this is the swindler\u2019s choice of business. Cheating your way to the top is the only way you know how.\r\n[h3]Pigeon Drop[\/h3]\r\nAt 3rd level, you have advantage on Charisma(Deception) and Dexterity(Sleight of Hand) checks to sell products, or con someone out of their money.\r\n[h3]Haggle[\/h3]\r\nStarting at 6th level, you can use your charm to bargain prices on a purchase. 3 times per day, you can make a target roll a wisdom save, or half the price of the item. The DC is 8 + your proficiency bonus + your Charisma modifier.\r\n[h3]Cash Grab[\/h3]\r\nWhen you reach 15th level, you can make a successful attack on a target, you can use a bonus action to pat down the target, and a successful Dexterity(Sleight of Hand) check VS a Dexterity saving throw, will get you an item off of the target. Depending on how well you succeeded, you can get better guarded items.\r\n[h2]Salesmage[\/h2]\r\nMany use magic for power, knowledge, but the Salesmage uses it for monetary gain. But be careful, buying from someone who can befuddle your mind is less appealing.\r\n[h3]Spellcasting[\/h3]\r\nWhen you reach 3rd level, you learn how to harness your charisma and channel it into your prowess as a merchant.\r\n[br]\r\n[b]Cantrips.[\/b] You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.\r\n[br]\r\n[b]Spell Slots.[\/b] The Salesmage Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots after a long rest.\r\n[br]\r\nFor example, you know the 1st-level spell [i]shield[\/i] and have a 1st-level and 2nd-level spell slot available, you can cast [i]shield[\/i] using either slot.\r\n[br]\r\n[b]Spellcasting Ability.[\/b] Charisma is your Spellcasting ability for your bard spells, since your magic comes from your desire to persuade others to buy your products. You use Charisma whenever a spell refers to your spellcasting ability. In addition you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.\r\n[br]\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Charisma Modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Charisma Modifier\r\n[br]\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Merchant Level[\/th][th]Cantrips Known[\/th][th]Spells Known[\/th][th]1st[\/th][th]2nd[\/th][th]3rd[\/th][th]4th[\/th][\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]6th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]7th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]8th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]9th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]10th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]11th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]12th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]13th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]14th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]15th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]16th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]17th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]\u2014\u2014[\/td]\r\n[\/tr]\r\n[tr][td]18th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr][td]19th[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr][td]20th[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr][\/table]\r\n[h3]Arcane Income[\/h3]\r\nStarting at 3rd level, Whenever you use a spell that costs money, you can reduce that cost by half once per long rest.\r\n[h3]Gold Rush[\/h3]\r\nAt 6th level, when you cast a spell that requires a full action, you can pay a spell\u2019s level x 10 to cast a spell at that level as a bonus action. This can only be used once per turn.\r\n[h3]Allowance[\/h3]\r\nStarting at 15th level, you gain a steady income of 10 gold pieces multiplied by your charisma modifier every day.","table_data":"Level | Proficiency Bonus | Features\r\n1 | +2 | Appraise, Treasure Hunter\r\n2 | +2 | Coin Flip\r\n3 | +2 | Plutomania(\/10), Merchant Guild\r\n4 | +2 | Attuner, Ability Score Improvement\r\n5 | +3 | Extra Attack\r\n6 | +3 | Merchant Style Feature\r\n7 | +3 | Savings Account\r\n8 | +3 | Plutomania(\/6) Ability Score Improvement\r\n9 | +4 | \u2014\r\n10 | +4 | Merchant Style Feature\r\n11 | +4 | Upselling\r\n12 | +4 | Plutomania(\/4) Ability Score Improvement\r\n13 | +5 | Makes The World Go \u2018Round\r\n14 | +5 | Paywall\r\n15 | +5 | Plutomania(\/3) Merchant Style Feature\r\n16 | +5 | Ability Score Improvement\r\n17 | +6 | \u2014\r\n18 | +6 | Plutomania(\/2)\r\n19 | +6 |Ability Score Improvement\r\n20 | +6 | Plutomania(Full Power), Time is Money","source":"Myrmier Handbook","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1093847","world":"c315dfcc-268a-43e2-9383-1b74e70952a2","folder":"17153"}