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Myrmier Handbook

Merchant

Silver-tongued, charming, and wealthy. A merchant’s greatest weapon is often their mouth, to get them in, or out, of situations. However, that isn’t to say that they can’t 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’s 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:

Equipment


You start with the following equipment, in addition to the equipment granted by your background.

  • (a) a light crossbow and 20 bolts, or (b) any simple melee weapon

  • The proficient martial weapon of choice

  • Leather armor

  • (a) an explorer’s pack or (b) a scholar’s pack

  • A merchant’s scale


A merchant’s starting wealth is 5d4 x 10
spellcasting:

None

class features:

Please adjust the gold piece prices, divisions and etc. based on the gold piece economy of your world.

Appraise

A 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.
  • Common: DC 10
  • Uncommon: DC 12
  • Rare: DC 15
  • Very Rare: DC 18
  • Legendary: DC 22
  • Artifact: DC 26

Treasure Hunter

At 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.

Coin Flip

At 2nd level, you can re-roll an ability check, saving throw, or attack roll once per short rest. You must take the new roll.

Plutomania

When 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.

Merchant Guild

At 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.

Attuner

As 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.

Ability Score Improvement

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 two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.

Savings Account

At 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.

Upselling

When 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 .

Makes The World Go ‘Round

By 13th level, you have met and sold with customers all around the world. You can comprehend all languages to a basic extent.

Paywall

At 14th level, if you take damage that’s 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.

Time is Money

Once 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:

Merchant Guilds

Buy, sell, doesn’t matter how you do it, but there is a how to it. Choose your path to wealth, whether it be sleazy, or honorable.

Boss

Bosses 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.

Lottery

At 3rd level, when you get a critical hit on an opponent, triple the damage dice instead of doubling it.

Team Building

When you reach 6th level, you get expertise in two skills of your choice, and take one feat.

Tax Writoff

At 15th level, when you use Plutomania, 25% of the money spent is refunded.

Swindler

Beg, steal, haggle, this is the swindler’s choice of business. Cheating your way to the top is the only way you know how.

Pigeon Drop

At 3rd level, you have advantage on Charisma(Deception) and Dexterity(Sleight of Hand) checks to sell products, or con someone out of their money.

Haggle

Starting 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.

Cash Grab

When 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.

Salesmage

Many 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.

Spellcasting

When you reach 3rd level, you learn how to harness your charisma and channel it into your prowess as a merchant.
Cantrips. You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. 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’s level or higher. You regain all expended spell slots after a long rest.
For example, you know the 1st-level spell shield and have a 1st-level and 2nd-level spell slot available, you can cast shield using either slot.
Spellcasting Ability. 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.
Spell save DC = 8 + your proficiency bonus + your Charisma Modifier
Spell attack modifier = your proficiency bonus + your Charisma Modifier
                                       
Merchant LevelCantrips KnownSpells Known1st2nd3rd4th
3rd 2 3 2 —— —— ——
4th 2 4 3 —— —— ——
5th 2 4 3 —— —— ——
6th 2 4 3 —— —— ——
7th 2 5 4 2 —— ——
8th 2 6 4 2 —— ——
9th 2 6 4 2 —— ——
10th 3 7 4 3 —— ——
11th 3 8 4 3 —— ——
12th 3 8 4 3 —— ——
13th 3 9 4 3 2 ——
14th 3 10 4 3 2 ——
15th 3 10 4 3 2 ——
16th 3 11 4 3 3 ——
17th 3 11 4 3 3 ——
18th 3 11 4 3 3 1
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Arcane Income

Starting at 3rd level, Whenever you use a spell that costs money, you can reduce that cost by half once per long rest.

Gold Rush

At 6th level, when you cast a spell that requires a full action, you can pay a spell’s level x 10 to cast a spell at that level as a bonus action. This can only be used once per turn.

Allowance

Starting at 15th level, you gain a steady income of 10 gold pieces multiplied by your charisma modifier every day.
LevelProficiency BonusFeatures
1+2Appraise, Treasure Hunter
2+2Coin Flip
3+2Plutomania(/10), Merchant Guild
4+2Attuner, Ability Score Improvement
5+3Extra Attack
6+3Merchant Style Feature
7+3Savings Account
8+3Plutomania(/6) Ability Score Improvement
9+4
10+4Merchant Style Feature
11+4Upselling
12+4Plutomania(/4) Ability Score Improvement
13+5Makes The World Go ‘Round
14+5Paywall
15+5Plutomania(/3) Merchant Style Feature
16+5Ability Score Improvement
17+6
18+6Plutomania(/2)
19+6Ability Score Improvement
20+6Plutomania(Full Power), Time is Money

Created by

Kalimbo.

Statblock Type

Class Features

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