Homebrew
hit dice:
1d8
hit points at 1st level:
8+CON Modifier
hit points at higher levels:
1d8 + CON Modifier per level of Merchant Class
armor proficiencies:
none
weapon proficiencies:
Simple weapons, Improvised weapons
tools:
Artisan's Tools
saving throws:
DEX, INT
skills:
Choose three from Deception, History, Insight, Investigation, Perception, Persuasion or Performance
starting equipment:
- Shortsword or Quarterstaff
- Sling with 20 pieces of ammunition or Shortbow with 20 arrows
- Disguise kit or Forgery kit or Gaming set of your choice
- Dungeoneer's pack or Explorer's pack
If you are using starting wealth, you have 5d4 x 10 gp in funds.
spellcasting:
class features:
subclass options:
Multiclassing
Prerequisites; To qualify for multiclassing into the merchant class, you must meet these prerequisites: Intelligence 14, Charisma 12
Proficiencies; When you multiclass into the merchant class, you gain the following proficiencies: Improvised weapons, disguise kit