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: