(*Pulled from Dnd Wiki to share, All credit due to them)
https://www.dandwiki.com/wiki/Merchant_(5e_Class)
They say money makes the world go round. Nobody knows this better than a merchant. Cash in hand, they use it to it's greatest effect.
Makers of Money and Mayhem
An elfish woman enters a new town on her horse drawn carriage. She had heard about this place from her fellow merchants, and sets up shop where the most foot traffic is. She also heard rumors about an inn that offers discounts to foreigners, and readies a forged document that says she is from the neighboring country. When she reaches the busiest spot in town, she sets up her shop and starts selling her wares. Her first customer is a dwarfish man, who tries to sell her a rusty weapon for twice what it's worth. When the elfish woman refuses, the dwarf starts asking what goods are not on display. The elfish woman realizes why her customer is asking these questions: he too is a merchant, and knows the secrets of the trade.A human man happily sells wares from his wagon, until a group of city guards approaches him. This human is new in town, and does not know that all shopkeepers are required to pay "protection money" to the local law enforcement. Not about to let his hard-earned cash go to such unscrupulous men, he takes a handful of cash, which briefly glows in his hand, before disappearing. The first guard tries to attack, but finds then man is powerful enough to resist his blow, and is thrown aside. With another strike, the man punches the next guard across the market square. The third guard meekly approaches, and sees the money the man flashes in front of his eyes. Taking the hint, he turns on his own ally, and strikes down the fourth guard before he can attack.
A halfling man and his caravan are surrounded by gnoll bandits. The gnolls think that this caravan will be an easy mark for them. They are in for an unpleasant surprise. The merchants all lash out, starting with the halfling man. The halfling starts by slapping a handful of coins into a gnoll's hand. The gnoll, thinking he was given a free handout, is horrified to feel the burn of poison through his body. The halfling is knocked back, but his attacker is surprised to see he has been robbed. The halfling gets back on his feet, and attacks the next gnoll, hitting hard and fast, taking what valuables his opponent was holding in the process.
Merchants know how to wisely spend money and save it. With a merchant on the team, it is difficult to find yourself in financial straits.
Creating a Merchant
- Quick Build
Class Features
As a Merchant you gain the following class features.- Hit Points
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Merchant level after 1st
- Proficiencies
Weapons: Simple Weapons, Martial Weapons
Tools: Artisan's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Deception, History, Insight, Investigation, or Perception
- Equipment
- (a) A shortsword or (b) A quarterstaff
- (a) A sling with 20 pieces of ammunition or (b) A shortbow with 20 arrows
- (a) A disguise kit or (b) A forgery kit or (c) A gaming set of your choice
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Insider Trading, Bang for your Buck |
2nd | +2 | Pocket Change |
3rd | +2 | Business Style |
4th | +2 | Ability Score Improvement |
5th | +3 | Cut to the Quick |
6th | +3 | Trade Gossip |
7th | +3 | Business Style Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | All the Way to the Bank |
10th | +4 | Spend Money to Make Money |
11th | +4 | Business Style Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Dodge the Law |
14th | +5 | Flip a Coin |
15th | +5 | Treasure Hound |
16th | +5 | Ability Score Improvement |
17th | +6 | Skip the Bill |
18th | +6 | Business Style Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Monopoly |
Bang for your Buck
Starting at the 1st level, you understand that everything has a price. You are able to spend 10 gp to increase your AC +1 for 1 turn.Insider Trading
When you start, you are privy to knowledge that most other customers do not have. When talking to a merchant, you are able to buy one rare item at a higher price that is not on the store's inventory list.Pocket Change
Beginning at the 2nd level, you gain an uncanny ability to find money. When you investigate a dead creature, you find an extra 5 coins of whatever value they carry (ie. 5 extra gp, 5 extra sp, etc.)Business Style
Beginning at the 3rd level, your experience as a merchant has opened up new ways to make more money. Will you build an honest empire as a Tycoon, or will you rip off your customers as a Swindler? You gain features for these styles at the 3rd, 7th, 11th and 15th levels. The details of each feature will be explained at the end of this page.Ability Score Increase
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.Cut to the Quick
Beginning at the 5th level, you have learned how to deal with even the stingiest of people. You now have advantage on persuasion checks when attempting to sell items for a higher price.Trade Gossip
Beginning at the 6th level, your experiences in traveling have opened your ears to new sources of information. You are able to listen to gossip from other merchants, and hear rumors about nearby towns. Rumors may reveal secret passages, what shops and inns offer discounts, clues to quests, etc. In addition, you learn one more language of your choice, to better expand the gossip chain.All the Way to the Bank
Beginning at the 9th level,Spend Money to Make Money
Beginning at the 10th level, your business sense increases. You may now spend money to keep one targeted hostile creature from attacking you. The number of turns and price is 1 turn (10cp), 2 turns (10sp), 3 turns (10ep), 4 turns (10gp), and 5 turns (10pp). If you are not hit by any hostile creatures for the number of turns equal to the type of currency spent, you regain twice the money you spent.Dodge the Law
Beginning at the 13th level, your skills for business, and your eye for details lend you greater aptitude for underhanded business. Double your proficiency bonus for any skill checks done with a forgery kit or disguise kit.Flip of a Coin
Beginning at the 14th level, you learn how to gauge risk. As an action, you may roll a d4. On a roll of 1-2, your next attack does -2 the normal damage. On a roll of 3-4, your attack does +2 the normal attack damage.Treasure Hound
Beginning at the 15th level,Skip the Bill
Beginning at the 17th level, you have learned to more shrewdly save your funds. Whenever you take an action that requires you to spend money, roll a d20. If the number rolled is 19-20, you may use the action without spending any money.Monopoly
Beginning at the 20th level, you are the definition of greed. You now spend half the money for any action that requires a payment.Business Styles
Tycoon
Tycoons are all about power. They are as strong and imposing as the empire they have built.- Business Gambit
- Jackpot
- Intimidation Factor
- Blood Money
Swindler
Swindlers are as low and dishonest as it gets. They excel at befuddling others to their advantage.- Haggler
- Dirty Money
- Fraudulent Claim
- Mugger
Multiclassing
Prerequisites. To qualify for multiclassing into the merchant class, you must meet these prerequisites: Intelligence 14, Charisma 12Proficiencies. When you multiclass into the merchant class, you gain the following proficiencies: Martial weapons, disguise kit