Bard College of Mercantile

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College of Mercantile

Bards of the College of Mercantile are traveling tradesmen who have mastered the art of haggling. Fast-talking auctioneers, wandering caravan leaders, collectors of rare artifacts, and infomercial salesmen alike string their words together with subtle magic to sell their wares to the unsuspecting and always come out wealthier. So many objects have passed through the hands of these bards that they almost always know what obscure treasure they're looking at is. Still, even a powerful and useful item rarely stays long in the hands of a bard of the College of Mercantile, for the opportunities to exchange goods and find ever more profitable deals are limitless.

Merchant’s Eye

At 3rd level, you learn the identify spell, which does not count against the number of bard spells you know. If you already know identify, you can select another spell from the bard spell list instead. You can cast identify once without expending a spell slot or using material components. You must finish a long rest before you can cast it this way again.

Additionally, you always know the worth of nonmagical items you hold and have advantage on any check to determine if an item of value is actually fake.

Bargain Prices

Also at 3rd level, you always know how to get the better end of a deal. When you buy or sell an item for coin, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die. You can increase or decrease the price of the item by a percentage equal to ten times the number rolled. For example, if you are selling a potion of healing worth 50 gp and you roll a 2 on your Bardic Inspiration die, you increase the value of the potion by 20 percent, raising the price to 60 gp.

Defective Merchandise

Starting at 6th level, you can magically exploit the possessions of others. As a reaction when a creature within 60 feet of you attempts to use a magic item, you can force that creature to make a Charisma saving throw against your spell save DC. If it fails, the magic does not activate on that creature’s turn (or ceases to function for that turn, if the effect of the item is constant), but any charge or use of the item is still expended.

Alternatively, when you make an attack roll against a creature wearing armor, you can use a bonus action to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the target’s AC for that attack.

Fair Trade

Starting at 14th level, you can exchange your own wares for someone else’s, even without their consent. As an action on your turn, you can steal a single item in the possession of a creature within 5 feet of you. When you do so, you must exchange it for another item of the same relative size and value. Let the DM determine what is a "fair trade" here. If you take a magic item, you must exchange it for another magic item of equal or higher rarity. You ignore all class, race, and level requirements on any magic item you take this way until you finish a short or long rest. If you take an item that requires attunement, you can attune to it instantly. If you try to take something without being detected, roll a Dexterity (Sleight of Hand) check contested by the opponent's passive perception.

Created by /u/DungeonRacer
Artist: Cyril Van Der Haegen

 

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