Merchant

by Jesse Brake

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Merchant

The group sits at the ornate dining table of a noble, whose home is decorated with ornate tapestries, incredible sculptures and paintings which must have been the life's work of a masterful artist. After a social faux pax by a less cultured ally, the gnome strokes his beard and says, "If I might interject, would you like to make a deal?"

After raising a toast to the enacted treaty between two outlander tribes, a shout is heard from the agogi sitting a table away. The wine the diplomat's table was about to consume had too sluggish a viscosity to be the grog his tribe had traded so often. His insight thwarts an assassin's attempt at instilling hostility between two tribes and leading to war.

Whether they be an appraiser of rare Old World items, a peddler of illicit goods, or a bookkeeper for a noble, merchants are masters of exchange. They may invest in their allies to strengthen them or push coin to make sure the object of their ire has every skeleton dragged out of their closet for all to see.

The Power of Commerce

Crowns have been forged and broken on their ability to trade and exchange goods. In a fantastic world, commerce demands more than skill with a pen; it requires the resolve to see a job through dangerous lands filled with monstrous creatures, seas wracked by violent storms, hostile peoples, and nations whose borders have been drawn and redrawn by war. Adventuring groups require funding and supplies to survive, and more often than not, the merchant serves as the intermediary between the rules of the sword and the rules of the pen. By keeping their companions intact, well-equipped, and in high spirits, the merchant can continue to serve the group's interests while pursuing whatever greater goal has brought them together.

To survive in such a world, a merchant must pursue intellect, wealth, and a keen understanding of the people around them. Knowledge of markets, cultures, motives, and human nature is every bit as important as coin, allowing the merchant to maximize their chances of succeeding in business— and staying alive.

Creating a Merchant

When creating a merchant, think about what kind of business your character would have developed and why it would push them towards adventuring. How does your past fit into your current career? Perhaps you are searching for components to create the next big thing, or trying to accrue enough wealth through cons to fund your own thieves' guild. Perhaps you were the kindly innkeeper who was thrust towards adventure when the party dragged you into a quest. You could be seeking out curiosities from the Old World or trying to help fledging hamlets across the lands survive the cruel seasons and creatures.

Class Features

As a merchant, you gain the following class features.

Ability Score Increase

Your Charisma increases by two, and your Intelligence increases by 1.

Hit Points


  • Hit Dice: 1d8 per merchant level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per merchant level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: simple weapons, improvised weapons, palm pistols
  • Tools: Two tools of your choice, one gaming set of your choice, and a vehicle of your choice from either Land or Water.
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three from Arcana, Animal Handling, Deception, History, Insight, Investigation, Medicine, Performance, Perception, Persuasion and Survival

Equipment

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

  • (a) a short sword or (b) a spear
  • (a) a diplomat's pack or (b) an explorer's pack
  • An abacus, a merchant's scale, and one artisan's tool which you are proficient with
  • (2d4x10) gp worth of mundane items
  • Leather armor and a dagger

The 5E Role of the Merchant

The Merchant fills the role of a tactical support and logistics specialist, helping the party succeed by improving the people, equipment, and resources already available to them rather than replacing those characters' specialties. It occupies a different niche from traditional support classes, as they do not make the party less dependent on one another. Instead, they make the party better at depending on one another. A Merchant rarely solves the encounter alone. Instead, they ensure the fighter has the right weapon, the healer has another dose, the rogue has an opening, the paladin has the needed legal document, and the entire group has a better chance of succeeding when it matters.


SERONIA | MERCHANT CLASS
The Merchant
Level Proficiency Bonus Features Deal Die
1st +2 Business Partners, Savoir Faire -
2nd +2 Wager, First Impressions d4
3rd +2 Merchant Guild, Inventory d4
4th +2 Ability Score Improvement d4
5th +3 Disarming Smile, Wager (Buy-in) d6
6th +3 Guild feature d6
7th +3 Polymath d6
8th +3 Ability Score Improvement d6
9th +4 Inventory (Legend Lore), Stakeholder (1) d6
10th +4 Guild feature d6
11th +4 Heuristic Technique d8
12th +4 Ability Score Improvement d8
13th +5 Stakeholder (2) d8
14th +5 Painful Wager d8
15th +5 Endless Supply d8
16th +5 Ability Score Improvement d8
17th +6 Stakeholder (3), Recurring Business d10
18th +6 Guild feature d10
19th +6 Ability Score Improvement d10
20th +6 Guildmaster d10

Multiclassing

Prerequisites. To qualify for multiclassing into the merchant class, you must met these prerequisites: Charisma 13 and Intelligence 13.

Proficiencies. When you multiclass into the merchant class, you gain the following proficiencies: one skill of your choice and one tool of your choice.


Math is Hard

To calculate the discount from the Savoir Faire feature, multiply the total of the agreed upon price by (d10 + proficiency bonus/100) and subtract that from the total.

Business Partners

Beginning at 1st level, your investment in your companions pays dividends. As a bonus action, choose as many as three willing creatures within 30 feet that can hear you. You and those creatures become Business Partners for 1 minute. The relationship ends for a creature if it is incapacitated, ends its turn more than 60 feet from you, or if you dismiss it without an action.

While the partnership lasts:

  • You and your Business Partners have advantage on saving throws against being charmed or frightened.
  • Collect and Donate. Once per round, when you or a Business Partner you can see deals damage to a hostile creature or succeeds on a saving throw, you can use your reaction to grant temporary hit points equal to your Deal Die plus your Charisma modifier to another Business Partner you can see within 60 feet.

You may establish Business Partners a number of times based on your Merchant level, regaining all uses after a long rest. You may use Business Partners 2 times at 1st level, 3 at 6th, 4 at 12th, and 5 at 18th.

Savoir Faire

At 1st level, your skills in haggling, fast-talk, and languages gives you the ability to influence trade. You gain the following benefits:

  • You gain proficiency in two non-secret languages of your choice.
  • Choose Persuasion, Insight, or Investigation. You gain proficiency in that skill, or expertise if you are already proficient.
  • When making a check specifically to appraise merchandise, identify commercial fraud, negotiate a contract, assess credit, or recall trade law, treat a d20 roll of 7 or lower as an 8.
  • After examining a mundane object for 1 minute, you can determine its approximate fair-market value, common place of manufacture, and whether its condition has been deliberately misrepresented.

During downtime, a successful negotiation may improve a mundane purchase or sale price by approximately 10 percent. This cannot alter taxes, fixed guild rates, sacred fees, or the price of singular magical objects unless the GM determines that genuine negotiation is possible.

SERONIA | MERCHANT CLASS

Wager

Starting at 2nd level, you can place binary bets against fate to try and gain advantages. You gain a number of Bet Dice equal to your proficiency bonus. A Bet Die is the same size as your Deal Die. You regain all expended Bet Dice after a short or long rest.

When a creature you can see within 60 feet makes an attack roll, ability check, or saving throw, you may use your reaction and expend one Bet Die after seeing the d20 but before the result is resolved. Only one Wager can affect a roll.

Choose one:

  • Invest. Add the die to a Business Partner’s roll.
  • Undercut. Subtract the die from the roll of a hostile creature if the roll directly affects you or one of your Business Partners.

If your Wager changes the outcome, one Business Partner of your choice within 60 feet gains temporary hit points equal to the number rolled.

First Impressions

Also at 2nd level, you have a knack for making an impression even in combat. When initiative is rolled, roll your Deal Die. Add the result to your initiative and to the initiative of one willing creature you can see within 30 feet.

If this would move both of you to the same initiative, you decide which of you acts first.

Merchant Guild

At 3rd level you join or develop a merchant association, or guild, to have access to more goods and specialize in your services more efficiently. Choose from the Apothecaries, Carocrafters, Ministerial, Weaponsmiths, and Thieves Guild. Your guild choice grants you features at 3rd level and then again at 6th, 10th, and 18th level.

Inventory

When you reach 3rd level, you gain a special magical signet ring called a guild ring. Your guild ring grants access to the Traditorum, including its merchants, warehouses, appraisers, couriers, and extradimensional storage offices.

As part of an Use an Object action, you may access the Traditorum using conjuration summae to perform one of the following:

  • Appraise. By examining an object for 10 minutes, you can submit it to the Traditorum and learn the information normally provided by identify. Beginning at 9th level, you may spend one Inventory Credit and conduct a 1-hour investigation to learn its approximate history, previous owners, and major events associated with it, similar to a limited legend lore effect.

  • Deposit. Your guild ring opens a personal extradimensional storage space called an Item Box, functioning as a bag of holding. Only you can normally open it. No one else can access this storage dimension unless they have the ability to plane shift and are able to locate your specific storage plane. Certain creatures and organizations with powerful magics may be able to access your storage plane through invasive evocation rituals, often involving attacking your mental fortitude. You and your associated guild know your full Inventory list at all times, but you only know the value of items if properly appraised, magically or otherwise. You can project this Inventory list as an image (as per minor image).

  • Inventory Credit. Your maximum Inventory Credit equals your Intelligence modifier + your proficiency bonus, with a minimum equal to your proficiency bonus. You recover all Inventory Credit after a long rest, or after spending at least 1 hour conducting business at a suitable guildhall. Credit represents stock, favors, warehousing, guild loans, courier capacity, and reciprocal obligations. It does not require the player to pay the class’s daily operating costs from the party treasury.

  • Requisition. As an action, you may spend Inventory Credit to retrieve an object from your Item Box. You may immediately use it or hand it to a creature within 5 feet as a bonus action.

Rank & Credit Level Required Typical Goods
1 3rd Common equipment, ammunition, basic reagents
2 5th Specialist tools, common consumables, advanced ammunition
3 9th Uncommon consumables and powerful reagents
4 13th Rare consumables or heavily restricted equipment
5 17th Exceptional guild assets requiring direct authorization

An ordinary item from an approved guild list requires no roll. For illegal, highly specific, experimental, or locally unavailable goods, make an Intelligence check using your proficiency bonus against a DC determined by the GM, normally 12 plus twice the item’s rank. Failure spends no Credit, but you cannot attempt to requisition that specific item again until completing a long rest.

Additionally, requisitioned objects have the following contractual stipulations:

  • They cannot be sold or used as collateral.
  • Are visibly and magically marked as Traditorum property.
  • Return to the network at the end of your next long rest if not consumed or destroyed.
  • Cannot ordinarily include living creatures, unique artifacts, land, vehicles too large for the local portal, or objects unavailable anywhere in the Traditorum.
SERONIA | MERCHANT CLASS
Utilizing the Traditorum in Your Setting

As a merchant, you have the ability to suddenly produce a variety of items from the Traditorum extradimensional trade network, individually tailored to the situation your adventuring party is currently in.
In Seronia, the Traditorum has shaped its economy and trade structure. Dropping this into a setting that isn't designed around that sort of system can be world breaking and would likely lead to a powerful organization kidnapping someone who can use such a power. We suggest instead to have the Traditorum simply refer to a known extradimensional warehouse plane made up of Item Boxes tied to each individual user.


Disarming Smile

At 5th level, you can get rid of hostility or suspicion through using charm. When a creature you can see misses you or a Business Partner within 30 feet with an attack, you may use your reaction to target that creature with a Disarming Smile.

You or your Business Partner chooses one of the following:

  • Gains temporary hit points equal to your Deal Die plus your Charisma modifier.
  • May move up to 10 feet without provoking opportunity attacks from the attacker.

You may use this feature a number of times equal to your Charisma modifier, regaining all uses after a long rest.

Buy-In

Also at 5th level, when initiative is rolled and you have no Bet Dice remaining, regain one Bet Die.

Polymath

At 7th level, you can add half your proficiency bonus (round up) to any Intelligence, Wisdom, or Charisma check you make that doesn’t already use your proficiency bonus.

In addition, you become proficient in one artisan's tool, non-secret language, musical instrument or gaming set of your choice.

Stakeholder

Starting at 9th level, your Business Partners benefit from your investments on the battlefield. When you designate your Business Partners, choose one of them as a Stakeholder and assign one of the following investments:

  • Principle. The Stakeholder’s weapon attacks count as magical. Once during each of their turns, one successful weapon attack deals additional damage equal to your Deal Die.

  • Insured. The Stakeholder gains +1 Armor Class. Once during each round when they take damage, they may reduce that damage by your Deal Die.

  • Specialist. Once during each of their turns, the Stakeholder may add your Deal Die to one ability check or saving throw after rolling but before the outcome is resolved..

You may designate two Stakeholders at 13th level and three at 17th level. A creature can benefit from only one investment at a time.

Heuristic Technique

At 11th level, you approach problem solving with a practical method that is sufficient for reaching an immediate, short-term goal. Once per long rest, immediately after another creature finishes its turn, you may declare you are using your Heuristic Technique, a limited additional turn.

During this turn, you may move up to your speed and take one of the following actions:

  • Dash
  • Disengage
  • Help
  • Search
  • Use Object
  • Use Inventory

During Heuristic Technique, treat a d20 roll of 9 or lower as a 10. You cannot make a weapon attack or cast a spell during this special turn unless the spell is produced directly by an Inventory item.

Painful Wager

Beginning at 14th level, when Undercut changes a hostile creature’s successful roll into a failure, mark that creature until the beginning of your next turn.

The first time a Business Partner damages the marked creature:

  • The attack or effect deals additional damage equal to two Deal Dice.
  • The marked creature cannot take reactions until the end of its next turn.
SERONIA | MERCHANT CLASS

Endless Supply

Starting at 15th level, your experience adventuring has taught you which suppliers to work with. Once per turn when a consumable requisitioned through Inventory is used, roll your Deal Die.

If the result is within the highest quarter of the die (e.g. 7 or 8 on a d8, or 9 or 10 on a d10), you regain one Inventory Credit, up to your normal maximum, representing a duplicate shipment, incredible quality to value ratio, or was replaced by an eager supplier.

Recurring Business

Beginning at 17th level, Whenever initiative is rolled, choose one to regain:

  • One expended use of Business Partners.
  • One expended Bet Die.

Guildmaster

Starting at 20th level, you gain the following benefits:

  • Your Charisma and Intelligence scores each increase by 2, to a maximum of 22. Additionally:
  • When initiative is rolled, you may establish Business Partners without using a bonus action or expending a use.
  • The first Wager during each round that changes the outcome of a roll does not expend its Bet Die.
  • Your maximum Inventory Credit increases by 5.
  • Your guild recognizes any permanent guildhall you establish as a full Traditorum office.

Merchant Guilds

The network of merchants within a guild act as a source of education, supplies, and security in the dangerous business of trade- from both competitors and the monsters that cause economic turmoil.

Apothecaries Guild

Druggists of elixirs, potions, and tonics, merchants of the apothecaries guild are the strongest healing and condition-management archetype. They are easily identifiable by their signature pomanders, burning alchemical reagents to protect the health of their clients.

Druggist Grants

Starting at 3rd level, you gain proficiency with alchemist’s supplies, or expertise if already proficient.

You gain access to the Apothecary catalog. The first potion, poison, bomb, medicine, or alchemical reagent you requisition after a long rest costs one fewer Inventory Credit, to a minimum of one.

Companion Pomanders

Also at 3rd level, when you establish Business Partners, you prepare and distribute up to three active pomanders among yourself and your Business Partners. A creature can carry only one active pomander.

Each pomander remains active until Business Partners ends. When you distribute one, choose its formulation from the options below:

Formulation Personal Benefit Aromatic Aura
Counteragent Resistance to poison damage and advantage on saving throws against disease and the poisoned condition Gain +2 on saving throws against disease and the poisoned condition
Invigorating Spices Speed increases by 5 feet, and standing from prone costs only 5 feet of movement When another creature beings their turn in the aura, they gain 5 feet of additional speed until the end of their turn.
Restorative Blend Once per round when the bearer regains hit points, they regain additional hit points equal to your proficiency bonus When another creature in the aura regains hit points from a potion, Hit Die, or Apothecary item, increase one healing roll by 1
Steadying Incense Advantage on Constitution saves to maintain concentration and on checks or saves made to resist being shoved or knocked prone Gain +1 on those checks and saving throws

The bearer receives the formulation’s personal benefit. Other creatures within 5 feet of the bearer receive its aromatic aura benefits.

A Business Partner can benefit from its own personal formilation and no more than one aromatic aura benefit at a time. Effects with the same name do not stack.

As a bonus action, you may change the formulation of one active pomander belonging to a creature within 5 feet.

Potent Reagents

At 6th level, you may infuse concoctions with more active, rare reagents. You gain the following benefits:

  • When a potion, poison, or bomb requisitioned through Inventory restores hit points or deals damage, add your Deal Die to one roll made by the item.

  • When requisitioning a bomb or poison, you may change its damage type to acid, cold, fire, lightning, necrotic, or poison if you can describe and/or provide an appropriate reagent, determined by the GM.

SERONIA | MERCHANT CLASS
  • Once per short or long rest, you may requisition a bomb as a restorative dispersal. It restores hit points equal to half the bomb’s normal damage rather than dealing damage.

Emergency Dose

At 10th level, you may maintain four active pomanders. Each pomander also holds one emergency dose.

At the beginning of its bearer’s turn, the bearer may expend that dose to choose themselves or another creature within the pomander’s aura who is:

  • Charmed
  • Frightened
  • Poisoned

The chosen creature immediately repeats its saving throw against one effect causing that condition and adds your Deal Die to the result. On a success, that effect ends.

Each pomander contains one emergency dose whenever you establish Business Partners. Expending the dose does not end the pomander’s other benefits.

Protective Reagents

Beginning at 18th level, your Alchemical Pomander becomes infused with powerful abjuration magics.

When you establish Business Partners, choose one creature type:

  • Aberrations
  • Celestials
  • Elementals
  • Fey
  • Fiends
  • Undead

Every active pomander is treated with a protective reagent against that type. A pomander bearer gains the following benefits against creatures of the selected type:

  • Such creatures have disadvantage on attack rolls against the bearer.
  • The bearer cannot be charmed, frightened, or possessed by them.

Other creatures within the pomander’s aura gain +2 on saving throws against effects created by creatures of the selected type.

Carocrafters Guild

Carocrafters are also known as "blood merchants," traders of biological materials from Old World creatures. They are trained in harvesting these materials for crafters dealing in mediums ranging from exotic leather, luxurious meats, and bizarre enhancements.

Blood Grants

When you join this guild at 3rd level, you gain proficiency with leatherworker’s tools or a surgeon’s kit, or expertise if already proficient. The first biological reagent, monster component, leather good, preserved organ, or carocrafted item you requisition after a long rest costs one fewer Inventory Credit.

Additionally, your Inventory storage pocket plane instead functions as a bag of colding (CAO, pg. 8).

Bag of Colding

Wondrous item, rare


This white leather bag is a variant of the Bag of Holding. The bag itself is imbued magically to keep everything inside of it at 40 degrees Fahrenheit, allowing keeping any perishable chilled and freshed. The bag can hold up to 250 pounds, not exceeding a volume of 64 cubic feet.

Arcane Butchery

At 3rd level, you have learned how to infuse your business partner's equipment with the flesh of magical creatures. After a long rest, prepare a number of augmentations equal to your proficiency bonus. When you establish Business Partners, you may apply one augmentation to each partner:

  • Bone Edge. One held weapon becomes magical and deals +1 damage.
  • Sinew Binding. Speed increases by 5 feet, and the creature has advantage on checks made to resist or escape a grapple.
  • Hide Stitching. The creature gains +1 Armor Class while not wearing heavy armor.
  • Glandular Salts. The creature gains resistance to acid and poison damage.

An augmentation lasts until your next long rest. A creature may carry only one at a time.

Fresh Ingredients

Also at 3rd level, your skills in carocrafting means you can identify and harvest most organic resources. Whenever you make a skill check using Arcana, Nature, or Religion to harvest creature parts, you may roll your Deal die and add the amount shown to the total (no action required).

Butcher's Kit

Starting at 6th level, you have a variety of specialized magics for butchery. Choose one specialty as a bonus action. It applies to attacks made by your augmented Business Partners. You may change specialties as another bonus action.

  • Boning. Once per round, a hit reduces the target’s speed by 10 feet and prevents it from taking reactions until the start of its next turn.
  • Cleaver. Once per round, a hit ignores resistance to its weapon damage.
  • Slaughter. When an augmented partner reduces a creature to 0 hit points, one Business Partner within 30 feet may spend a Hit Die and regain hit points.
SERONIA | MERCHANT CLASS

Art of Cutting

Starting at 10th level, your arcane butchery techniques has improved your sharpening skills. When an augmented Business Partner takes the Attack action, you may use your reaction and expend one Bet Die. That partner may use their reaction to make one additional weapon attack, adding the expended Bet Die to the attack’s damage on a hit.

Hearty Cuts

Beginning at 18th level, your carocrafted materials sustains your party's health. Once per round when an augmented Business Partner deals damage, choose a Business Partner within 30 feet. That creature regains hit points equal to your Deal Die plus your Charisma modifier.

Weaponsmith's Guild

Merchants of the Weaponsmith's Guild serve as the party’s equipment and combat coordinator. Whether specializing in traditional arms or firearms, a Weaponsmith turns preparation and superior gear into the party's key to success.

Weaponsmith Grants

When you join this guild at 3rd level, the first weapon, armor, ammunition package, or firearm accessory you requisition after a long rest costs one fewer Inventory Credit.

Tradecraft

At 3rd level, choose a tradecraft of your guild: armsmith or gunnesmith. This choice dictates the abilities you gain from this archetype:


Armsmith: Commissioned Arsenal. You gain proficiency in martial weapons, medium armor, and smith’s tools, or expertise if already proficient. When you establish Business Partners, choose one weapon carried by each of your Business Partners. That weapon becomes a commissioned weapon until the partnership ends.

A commissioned weapon:

  • Counts as magical for overcoming resistance and immunity.
  • May use its versatile damage die while wielded in one hand.
  • Can be used as a spellcasting focus for any spell or item effect supplied through your Inventory.

As a bonus action, a Business Partner may transfer the commission to another weapon they are holding or carrying. A creature can have only one commissioned weapon at a time.


Gunnesmith: Square Rounds. You gain proficiency with firearms and tinker’s tools, or expertise if already proficient. Once per round when you or a Business Partner hits with a firearm, the attack deals additional piercing damage equal to your Deal Die. The target has disadvantage on its next attack roll before the beginning of your next turn. Creatures incapable of feeling pain instead have their speed reduced by 10 feet.


Settings Without Gunnes

Simply rename the tradecraft to "bowyer," switch out firearms for bows and crossbows, and tinker's tools for woodcarving tools. All features now affect bows and crossbows.


Student of the Forge

Also at 3rd level, your mind for crafting serves you well when creating new and remembering old techniques. Whenever you make a skill check using Intelligence (History) or one tool of your choice chosen from Smith's tools or Tinker Tools concerning the creation of weapons, you may roll your Deal die and the amount shown to the total (no action required).

Field Service

When you reach 6th level, you gain one of the following benefits:


Armsmith. Your commissioned weapons are fitted with reinforced guards, counterweights, and defensive fittings. Once per round, when a Business Partner wielding a commissioned weapon takes damage from a weapon attack, that partner may use their reaction to reduce the damage by your Deal Die plus your proficiency bonus.


Gunnesmith. Business Partners ignore the loading property for the first firearm attack they make during each of their turns and ignore half cover with firearms.


Alternate: Bowyer Field Service

Business Partners ignore the loading property for the first attack they make with a heavy crossbow during each of their turns. Additionally, their attacks with bows and crossbows ignore half cover, and they suffer no penalty for firing through the spaces of allied creatures.

SERONIA | MERCHANT CLASS

Tradecraft Mastery

When you reach 10th level, you gain one of the following benefits:


Armsmith. Once per round, when a creature misses one of your Business Partners with a melee attack, a different Business Partner who can see the attacker and is wielding a commissioned weapon may use their reaction to move up to half their speed toward the attacker. If they end this movement within their commissioned weapon’s reach, they may make one attack with it.


Gunnesmith. As a bonus action, mark a creature you can see within 120 feet. Until the beginning of your next turn, firearm attacks made by Business Partners against it ignore long-range disadvantage and three-quarters cover. The first partner to hit it grants advantage to the next Business Partner who attacks it.

SERONIA | MERCHANT CLASS

Masterwork Arsenal

Starting at 18th level, you gain one of the following abilities:


Armsmith. When you establish Business Partners, each commissioned weapon gains a +1 bonus to attack and damage rolls unless it already possesses an equal or greater bonus.

In addition, once during each of your turns when a Business Partner hits with a commissioned weapon, choose another Business Partner within 60 feet of the attacker. That creature may do one of the following without using a reaction:

  • Move up to 10 feet without provoking opportunity attacks.
  • Draw, stow, or exchange a weapon or shield.
  • Gain temporary hit points equal to your Deal Die.

Gunnesmith. Square Rounds ignore resistance to piercing damage and treat immunity as resistance. After Square Rounds damages a target, the next Business Partner to hit that target before your next turn adds the maximum result of your Deal Die to the damage. This damage is multiplied on a critical hit.

Ministerial Guild

Members of the Ministerial Guild are often intelligencers or information brokers, using the merchant trade as a cover to collect and sell information. They are skilled in long distance communication and procedural magic rituals.

Bookkeeper

Your detailed inventory records help you plan and execute more efficient logistics. You may use Intelligence instead of Charisma for Merchant features.

Additionally, you gain proficiency with calligrapher’s supplies or expertise if already proficient. The first book, map, legal record, scroll, or communication-related item you requisition after a long rest costs one fewer Inventory Credit.

Additionally at 3rd level, if a piece of information is recorded in your Cryptic Ledger, you can cause the relevant passage to appear in your Inventory projection exactly as recorded, including handwriting, illustrations, signatures, and seals.

Cryptic Ledger

At 3rd level, you keep meticulous records for the Traditorum. You gain a ledger that serves as a spellbook and coded records. Your ledger functions as an arcane focus and can be summoned to your hand as an action while on the same plane, and has the following abilities:


Perfect Citation. If a piece of information is recorded in your Cryptic Ledger, you can cause the relevant passage to appear in your Inventory projection exactly as recorded, including handwriting, illustrations, signatures, and seals.


Spellbook. You know the ritual spells of alarm, Tenser's floating disk, and unseen servant. You don't need to provide a material component when casting these rituals when using your Cryptic Ledger as an arcane focus.


You may record a number of approved spells equal to your Intelligence modifier plus your proficiency bonus. A spell scroll is consumed when copied into the ledger. Recorded spells must primarily concern:

  • Abjuration
  • Divination
  • Enchantment
  • Illusion
  • At GM's discretion, spells that are communication, non-damaging utility, or movement and transportation related. The Ministerial Guild does not authorize spells whose primary purpose is direct damage, permanent creature creation, resurrection, or planar domination for various legal reasons.

You may cast a recorded spell by spending Inventory Credit equal to its level (minimum 1 for cantrips). You may originate the spell from yourself or from the space of a willing Business Partner.

Your maximum recorded spell level is:

  • 1st at 3rd level
  • 2nd at 6th level
  • 3rd at 10th level
  • 4th at 18th level

You use Intelligence as your spellcasting ability.

Faster Transactions

At 6th level, you can quickly decipher the vast records of the Traditorum. Add your Intelligence modifier to checks made to requisition restricted Inventory items. Once during each of your turns, you may use Inventory as a bonus action rather than an action.

SERONIA | MERCHANT CLASS

Encoded Entries

Also at 6th level, you may permanently apply illusory script to writing you create without providing its material component. You may also cast sending through your ledger once per long rest. The recipient’s reply appears as writing in the ledger.

Ledgermain

Starting at 10th level, your ability to parse magical data makes you a master at using spell scrolls. You may cast recorded cantrips without spending Inventory Credit.

Additionally, you may use spell scrolls even when their spells do not appear in your ledger, using Intelligence for the required check. Once per long rest, you may cast one recorded spell of 3rd level or lower without spending Inventory Credit.

Arcane Assets

At 18th level, you have achieved such mastery over certain spells that you can cast them at will.

Choose one recorded 1st-level spell and one recorded 2nd-level spell. You gain the following benefits:

  • You may cast the 1st-level spell at will at its lowest level.
  • You may cast the 2nd-level spell once per short or long rest without spending Inventory Credit.

You may replace either selection after 8 hours of study.

Thieves Guild

Merchant members of Thieves Guilds are trained not just in smuggling, but how to direct their group in coordinated ambushes and shakedowns. They create openings through deception, positioning, and misdirection, helping the group exploit a target’s weaknesses.

Guild Fence

At 3rd level, you learn Thieves' Cant and gain proficiency with thieves’ tools or expertise if already proficient. You may conceal messages within your Inventory projection using the signs, prices, punctuation, and illustrations of Thieves' Cant. A creature that understands Thieves' Cant immediately recognizes and understands these messages, while everyone else perceives them to be ordinary catalogue notation.

The first illicit, concealed, forged, stolen, or black-market object you requisition after a long rest costs one fewer Inventory Credit.

Black Catalogue

Additionally at 3rd level, you can maintain a second, disguised version of your projected Inventory. When you project it, you decide whether each viewer sees the legitimate catalogue or its black market counterpart.

The disguised catalogue may change the apparent names, descriptions, prices, and illustrations of objects in your Inventory, but cannot make an object appear to actually be present if it is not.

Black Catalogue Entries

Some examples of similar items are poison being listed as perfume, lockpicks being writing instruments, firebombs being lamp oil, stolen jewelry being estate goods, and forged papers being travel documents. whatever you decision, it is intended that fellow Thieves Guild members will recognize your parlence as standard euphanisms and code words, so you may always clearly convey the true item to your fellow guildmembers (but not always it's function or specific details).

Gang Tactics

At 3rd level, once per round when a Business Partner hits a creature, mark that creature until the beginning of your next turn (no action required).

The next attack made against it by a different Business Partner has advantage. If that attack hits, the attacker may move up to 10 feet without provoking opportunity attacks.

Reckless Wager

Also at 3rd level, you always seem to find trouble from your schemes. When using Bet Against, you may roll your Bet Die twice and use the higher result. If you do, attack rolls against you have advantage until the beginning of your next turn.

Sneaky Bastards

At 6th level, while Business Partners is active, you and your Business Partners may take the Hide action as a bonus action while lightly obscured, in dim light, or adjacent to a creature providing sufficient cover. Once per round, the first Business Partner to hit while hidden deals additional damage equal to your Deal Die.

Gang Leader

Starting at 10th level, once per round when two different Business Partners have damaged the same creature since the end of your last turn, a third Business Partner may use their reaction to do one of the following:

  • Move up to half their speed without provoking opportunity attacks.
  • Make one weapon attack against that creature.

Double Cross

As a bonus action starting at 18th level, expend two Bet Dice and select one creature you can see within 60 feet.

The next successful weapon attack made against that creature by a Business Partner before the beginning of your next turn is automatically a critical hit.

If no Business Partner hits the creature before the effect ends, regain one of the expended Bet Dice. Once a creature has suffered a Double Cross, it is immune to this feature for 24 hours.

SERONIA | MERCHANT CLASS