{"name":"Merchant","overview":"","hitdice":"d8","hitpointsfirstlevel":"8+Con Modifier","hitpointsathigherlevels":"1d8(or 5)+Con Modifier","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons","tools":"","savingthrows":"Wisdom, Charisma","skills":"Choose three from the following list: Arcana, Deception, History, Insight, Intimidation, Investigation, Perception","equipment":"[ul]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[li]pouch of 20 gold[\/li]\r\n[li](a) an explorer's pack or (b) a dungeoneer's pack[\/li]\r\n[li]leather armor[\/li]\r\n[\/ul]\r\n","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.\r\n\r\nCantrips:\r\nYou start with three cantrips from the Merchant spell list.\r\n\r\nSpell slots:\r\nYou 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. ","features":"Pay to Play:\r\nYou can pay 5gp as a bonus action to gain an advantage on your next attack roll (melee or ranged).\r\n\r\nGood Fortune:\r\nLady 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.\r\n\r\nMerchant's Business:\r\nAt 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.\r\n\r\n","subclasses":"","tabledata":"","tags":"","templateId":"25","blockId":"400761","isShared":"on"}