Merchant Class DND 5e

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Merchant Class Features

Hit Points

Proficiencies

Equipment




This class is based off of the Merchant (job/class) seen in various video •
games such as Bravely Default, Final Fantasy, Fire Emblem, Octopath
Traveler, and Ragnarok. As such, this is a spellcasting class with a focus • 
on commerce, social abilities, buffing and debuffing, and utility. If you

are considering playing a character based on a nonmagical merchant
archetype, consider a Mastermind Rogue.

Barter
The Magic of Commerce

Creating a Merchant

Due to this being a more math-intensive class, it is recommended that


the player has a calculator handy when playing this class to ensure the
game runs smoothly. To calculate the discount, multiply the total of the
agreed upon price by (the Barter roll result  100) and subtract that from
the total. Remember the exchange rates of currency.

Quick Build Trade Magic

Cantrips
The Merchant
Proficiency Cantrips Spells Spell Slot
Level Merchant’s Inventory
Bonus Features Known Known Slots Level
1st +2 Barter (d6), Trade Magic 2 2 2 1st -
2nd +2 Appraisal, Dealer Lore 2 3 2 1st -
3rd +2 Merchant Trade, Inventory 2 4 2 2nd 200 gp
4th +2 Ability Score Improvement 3 5 2 2nd 350 gp
5th +3 Barter (d8), Exchangeable Casting 3 6 2 3rd 500 gp
6th +3 Kickstarter, Merchant Trade Feature 3 7 2 3rd 750 gp
7th +3 - 3 8 2 4th 1,000gp
8th +3 Ability Score Improvement 3 9 2 4th 1,250 gp
9th +4 - 3 10 2 5th 1,750 gp
10th +4 Barter (d10), Invest, Trade Secrets 4 10 2 5th 2,250 gp
11th +4 Omnipresent Peddler (6th-level) 4 11 3 5th 2,750 gp
12th +4 Ability Score Improvement 4 11 3 5th 3,750 gp
13th +5 Use Magic Device, Omnipresent Peddler (7th-level), Invest (2 uses) 4 12 3 5th 4,750 gp
14th +5 Trade Secrets, Merchant Trade Feature 4 12 3 5th 5,750 gp
15th +5 Barter (d12), Master Miser 4 13 3 5th 8,000 gp
16th +5 Ability Score Improvement 4 13 3 5th 10,000 gp
17th +6 Invest (3 uses) 4 14 4 5th 12,000 gp
18th +6 - 4 14 4 5th 15,000 gp
19th +6 Ability Score Improvement 4 15 4 5th 17,500 gp
20th +6 Shop ‘til You Drop 4 15 4 5th 20,000 gp

Spell Slots Ritual Casting

Appraisal

Spells Known of 1st Level and Higher


Dealer Lore

Merchant Trades
Spellcasting Ability

Traveling Storefront
Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Omnipresent Peddler

Ability Score Improvement Use Magic Device

Exchangeable Casting
Shop ‘til You Drop

Kickstarter

Invest

Trade Secrets
Merchant Trades

Trade Art: Scrutinize


Apothecary

Merchant Brain Trust


Level Feature
3rd Doctor Without Borders, Trade Art: Admixture
6th Fitter Philters
14th Welfare
Page Master
Doctor Without Borders

Trade Art: Admixture Entertainer

Merchant
Level Feature
3rd Facile Fortune, Trade Art: Chicanery
6th Dealer’s Gambit
Fitter Philters 14th The House Always Wins

Facile Fortune
Welfare

Trade Art: Chicanery


Auditor

Merchant Dealer’s Gambit


Level Feature
3rd Bookkeeper, Trade Art: Scrutinize
6th Peerless Documentation
14th Page Master
The House Always Wins
Bookkeeper
Esotericist
Hospitality

Merchant
Level Feature
3rd Bizarre Bazaar, Trade Art: Scavenge Where the Heart Is
6th Occult Studies
14th Esteemed Eccentric

Bizarre Bazaar

Hustler

Trade Art: Scavenge Merchant


Level Feature
3rd Swindler Savant, Trade Art: Con
6th Trafficker
14th Faceless Man

Swindler Savant
Occult Studies

Esteemed Eccentric
Trade Art: Con

Host

Trafficker

Merchant
Level Feature Faceless Man
3rd Creature Comforts, Trade Art: Cordiality
6th Hospitality
14th Where the Heart is

Creature Comforts

Multiclassing
Prerequisite
Trade Art: Cordiality

Proficiencies
Merchant Spells Rope Trick
See Invisibility
Silence
Blade Ward Skywrite
Create Bonfire Suggestion
Friends Thrift’s Wandering Post
Guidance Zone of Truth
Resistance
Light
Catnap
Mage Hand
Clairvoyance
Magic Stone
Counterspell
Mending
Create Food and Water
Message
Dispel Magic
Prestidigitation
Elemental Weapon
Shush
Haste
True Strike
Glyph of Warding
Leomund’s Tiny Hut
Alarm Nondetection
Catapult Protection from Energy
Charm Person Remove Curse
Chromatic Orb Sending
Color Spray Slow
Command Speak with Dead
Comprehend Languages Tiny Servant
Create or Destroy Water Tongues
Detect Magic Water Breathing
Detect Poison and Disease Water Walk
Disguise Self
Expeditious Retreat
Compulsion
Feather Fall
Confusion
Find Familiar
Fabricate
Healing Word
Freedom of Movement
Heroism
Greater Invisibility
Identify
Leomund’s Secret Chest
Illusory Script
Locate Creature
Jump
Mordenkainen’s Private Sanctum
Longstrider
Stone Shape
Mage Armor
Purify Food and Drink
Shield
Animate Objects
Speak with Animals
Awaken
Tenser’s Floating Disk
Contact Other Plane
Unseen Servant
Dispel Evil and Good
Dominate Person
Geas
Aid
Hold Monster
Animal Messenger
Legend Lore
Calm Emotions
Mislead
Continual Flame
Darkvision Modify Memory
Passwall
Detect Thoughts
Rary’s Telepathic Bond
Enhance Ability
Scrying
Enlarge/Reduce
Seeming
Enthrall
Teleportation Circle
Find Traps
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Levitate
Locate Object
Magic Mouth
Nystul’s Magic Aura
Protection from Poison
Pyrotechnics
Spell Descriptions
Shush

Thrift’s Wandering Post

Spell Level Storefront


Spell Slot
Level Merchandise Value gp On-Hand
2nd 25 gp 250 gp
3rd 100 gp 1,000 gp
4th 1,000 gp 5,000 gp
5th 5,000 gp 50,000 gp
6th 20,000 gp 200,000 gp
7th+ Unlimited Unlimited
Merchant Class v3
Design: Taron Pounds
DMsGuild Storefront: Taron Pounds
Email: [email protected]
Reddit: /u/honeybadger919

v3 Change Log
Trade Magic. Updated some wordage left behind from an earlier
version of this spellcasting feature which was based off the
Wizard.

Appraisal. Removed comprehend languages from this feature.

Traveling Storefront. Added some wordage for clarity and a


custom spellsheet with an inventory tracker.

Exchangeable Casting. This is the one feature I’m really trying


to keep my eye on. While the Merchant doesn’t gain access to
6th-level and above spells, the ability to have ten 1st-level spell
slots is unarguably strong, even with the Merchant’s high-utility,
low-damage spell list. As such, I have added wordage to dictate
that the divided spell slots may not be donated to other
creatures. At most, this makes your Merchant unable to cast
their spells and gives another creature an additional two 5th-level
spell slots, which I believe only strengthens the flavor of a class
that “invests” into their allies.

Invest. Originally named Thrift, this feature only received a few


changes. The material component feature now only applies to
the Merchant’s spells.

Omnipresent Peddler. Added wordage to note that the spell


may be cast as a 6th and 7th level spell by only using one of your
Merchant spell slots.

Auditor: Page Master. A redditor brought up how this feature


may already be covered by Use Magic Item depending on some
DMs interpretations. As such, I have added the ability to
comprehend all writing.

Apothecary: Fitter Philters & Esotericist: Occult Studies.


Added the wordage “total” to clarify that the modifier only
applies once.

Entertainer: Dealer’s Gambit & Hustler: Trafficker. Added the


arbitration, “excluding initiative” to prevent this causing issues.

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