Merchant

Merchant
Money Loving Support class

1d4 Hit Dice

The young Rogue prepares their dagger. They see the merchant taking the shortcut through the alleyway. They surprise the Merchant and quickly grab their money.

Str -2

Def -2

Wis +1

Int +1

Cha +8

Dex -2

Spd 0

Lck +1

Multiclassing
+4 Cha, +1 Lck

 

The Merchant’s class is a merchant class that is designed to be able to barter, make a good deal, and make allies. Merchants are built to be able to convince people that they have the best deal. At the same time Merchants are not very good at combats, Merchants are support that are almost exclusive to no range. Also Merchants are not very good at taking damage but very bad at dealing it. Merchants give no large benefits to their teams like Rangers do however, they are still very useful to any team.

Salesman
Salesman sell goods to people and must spend money to make money. They get certain abilities depending on how much money they have. A Salesman can be very helpful to any party especially if they ever need any supplies.

At Level 3

A Salesman at level 3 gains an ability.

Love of the Sale

The user (if of higher quantitative value than the other merchant) can flaunt their name (if they are known in this area) in order to get a decrease of price that is dependent on a roll of 1d100% off of their purchase. Also this makes the other merchant a potential connection if they roll 1d20 and roll a 19 or above, unless they are already a connection.

At Level 7

A Merchant at level 7 can pick one of a few (passive) Merchant paths.

Money Lover

Gain 2*the normal earnings from an individual loot haul.

Friend Maker

Gain advantage on any roll that is persuasive or seductive.

True Bargainer

Automatically get 15% off any purchase if you pass a persuasion check.

At Level 10

At level 10 Merchants get the option of a few abilities.

Make it Rain

Get your current Gold, Silver, Copper, and Orr *200.

Silver Tongue

Gain advantage on any charisma check and if they chose Friend Maker they get double advantage.

Fine Clothing

Do not take disadvantage on rolls due to social status.

Performer
Performers focus on moving around quickly. They use their talents to draw attention. Often making copper or silver as they do it. Performers focus on drawing attention but not aggro. Performers are not great at taking damage just primarily distraction.

At Level 3

A Performer gets one new action at level 3.

Sword Swallowing

User sticks a sword down their throat. This requires concentration. Should this be interrupted by being attacked, surprise, or any other interruption the user takes the weapon damage. This only works for straight weapons. All enemies that look in your direction while this is in use must make a Wisdom saving throw. They must beat a DC of 8. Should they pass nothing happens. Should they fail they are stuck looking at the user. They cannot attack the user, but any enemy between the target and the user may be subject to being attacked. This looses its affect after 3 turns, being attacked, or if anything blocks their view.

Gymnast

User does a cart wheel, a flip, or a similar movement. User must beat a Dexterity DC of 8. Should they fail they fall on the ground and have to use 5 feet of their movement to get back up. Should they pass any enemy within 15 feet finds themselves staring and clapping. Enemies have to break looking by beating a Wisdom DC that is equal to the user's initial number. For example if the user rolls a 10 the enemy must beat a Wisdom check of 10. Should the enemy fail they find themselves still watching and clapping until they pass or attacked. Should they pass they are no longer focused on the user.

Fire Breather

User makes it appear as though the user breathes fire. User must pass a Defense Check of 8. All enemies within 100 feet look in the direction of the act. All enemies that watch clap and are focused on the user. They clap for 1 turn and are no longer affected. Unless attacked in which it doesn't last the full turn.

At Level 7

A Performer at level 7 can pick one of a few abilities. Use it once per long rest.

Path of Orion

For three turns the user has advantage on all spells against other spell casters. This also increases spell damage by x1.5

Path of Arthur

For three turns the user has advantage on all melee attacks against other melee attackers. This also increases melee damage by x1.5

Path of Icarus

For three turns the user has advantage on all spells against melee attackers. This also increases spell damage by x1.5

Path of Heracles

For three turns the user has advantage on all melee attacks against spell casters. This also increases melee damage by x1.5

At Level 10

At level 10 Merchants get the option of a few (passive) abilities.

Green-Eyed

User gets advantage against targets with greed as their weakness

Taste of the Performance

User gets advantage against targets with gluttony as their weakness

Eye Directioned

User gets advantage against targets with lust as their weakness

Dealer
Dealer focuses on distracting a target one on one. A Dealer often gets a wealthy patron and gets all of their money before they realize all they've spent.

At Level 3

Dealer picks a passive ability at level 3

Fortune Teller

User gets advantage on the accuracy of the Fortune Telling. Should anyone attempt to try to figure out that the user is lying they will believe the user is being truthful.

Hypnotist

User gets advantage on hypnotizing a target. The user can only ask the target to do simple actions like put all your money in this pouch, or follow me. This does not work in combat.

Poker

User gets advantage on when dealing the cards giving themselves a good hand. Also they have advantage on giving their target good or bad cards (their choice)

At Level 7

A Dealer does get some attacks. They get one of these weapons

Cards

User can throw cards. Basic cards deal 1d4 damage each. Per turn you can throw up to 3.

Hypnotist

User can use an action to try to hypnotize a target in combat. You have disadvantage and they have advantage. You must beat their Wisdom check with an Intelligence check. Should you succeed it lasts for 1 turn and on their next turn they will do the simple command you say on your turn. Like move here or lay down.

Orb of Sight

User can see a target's attack for their next turn if it is magical. User must beat an Intelligence check of 12. Its an action.

At Level 10

At level 10 Dealer get the option of a few abilities.

Truth Sight

User can see if something is a lie or not. Use once per long rest.

HypnoSurge

While a target is hypnotized the user can make the target take (user's level)d4 damage. Use once per long rest.

Card Dealer

User can now throw up to 5 cards per turn.

Starting Gear
-Fine Robes

- +20 Gold

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