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Mystic Peddler

Mystic Peddler's are an ancient order of a long lost merchant guild. No one trains or aspires to be a peddler, they just are.
hit dice: d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (4) + your Constitution modifier after 1st level
armor proficiencies: Medium and Light Armor
weapon proficiencies: Quarterstaff, dagger, club, sling
tools: Tinker kit
saving throws: Charisma and Wisdom
skills: Choose 3 from the following: Animal Handling, Arcana, Deception, History, Insight, Medicine, Nature, Perception, Performance, Persuasion, or Religion
starting equipment:
You start with the following equipment , in addition to the equipment granted by your background:

  • a quarterstaff or a club and dagger

  • a merchant's pack (a scale, 5 candles, a vest with many pockets and pouches, a signet ring, a bedroll, 10 days of rations, a waterskin, and a set of noble clothes), a set of tools of your choice, and 10 g.p. worth of trading goods


spellcasting:
class features:
subclass options:

Created by

Shadowwyrm.

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