Base Class: Warlock
When travelling a long and lonesome road, what do adventurers wish to come across the most? Is it terrible monsters to slay, innocent civilians to save, or a calming lake to rest by? It is, in fact, none of the above. All that walk the back roads between towns wish to come across the most valuable friend one could make: a travelling merchant. Often stocked with equipment, magical weapons and tools, these merchants are blessed with magical storage spaces and conjuring capabilities, the only order from their patron to amass as much wealth as possible.
Expanded Spell List
The Merchant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Merchant Expanded Spells
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Art of the Deal
At 1st level, your patron teaches you how to haggle with the best of them, and how to spot a fake being sold to you. You gain proficiency with Persuasion, and you have advantage when attempting to determine the value of something. In addition, you gain proficiency with Jeweler's Tools and one other set of tools of your choice.
Travelling Trader
Also at 1st level, you have access to a mystical storage device, where you can store your goods for sale. As a bonus action, you can summon your storage device to you, or to an unoccupied space within 5 feet of you. You decide what the object is, or you can determine what it is randomly by rolling on the Storage Device table. The storage device can hold an amount of pounds equal to 50 x your Warlock level, and you can place an object up to 10 x 10 x 10 cubic feet within it as an action. The weight of an individual item cannot exceed an amount of pounds equal to 10 x your Warlock level. The object must be either held by you, an ally or left unattended within 5 feet of you. The object will then shrink and fly into the storage device. Living, animated or otherwise sentient creatures cannot be placed within. You can place extradimensional storage items within with no hazard, such as a Bag of Holding. No one other than you can access your storage device, and if it is destroyed you can summon it again as if it never happened.
As a bonus action, you can retrieve an object from your storage device (even if it is dismissed) and place it in your hand, on your person or in an unoccupied space within 5 feet of you.
Storage Device
| d6 |
Device |
|---|---|
| 1 | Top Hat |
| 2 | Medicine Bag |
| 3 | Bucket |
| 4 | Piggy Bank |
| 5 | Trench Coat |
| 6 | Ornate Chest |
Protective Pedlar
At 6th level, you can manifest a magical shop counter, useful for peddling your wares and shielding your allies. As an action, you can summon a 3 feet high, 15 feet-long and 5 feet wide shop counter within 5 feet of you. Its appearance is chosen by you, and it cannot be moved by any means. It has an AC equal to 12 + your Charisma modifier, and has an amount of health equal to 10 x your Warlock level. It is also immune to poison, psychic and necrotic damage, and resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. It lasts for an amount of hours equal to 2 x your proficiency bonus, and can be dismissed at any time. While you are within 5 feet of the shop counter, you gain the following benefits:
- You and your allies gain half-cover.
- When you or an ally is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- You can cast Prestidigitation, Mending and Identify at will.
- You and your allies can roll an additional hit die when you take a short or long rest.
Once you summon your shop counter, you cannot do so again until you complete a short or long rest.
Shrewd Shopkeep
At 10th level, your haggling skills and salesmanship are unrivalled. You are immune to being Charmed and Frightened, and you have advantage on Deception, Intimidation and Persuasion checks when you are within 5 feet of your shop counter. Likewise, creatures you designate within 5 feet of your shop counter have disadvantage on Deception, Intimidation and Persuasion checks.
Emporium of Wealth
At 14th level, your storage device can become a majestic bazaar, and your patron teaches you to squeeze all the money you can from your foes. Once per long rest, you can cast Magnificent Mansion. The mansion you summon is actually the inside of your storage space, with full access to everything you have stored and the ability to place things inside. You can choose who can enter and who cannot at any time, and you can expel any creature or object inside at will, with them appearing at the entrance unharmed. The weight limits of your storage device are temporarily removed, although once the spell ends any object too large or heavy will be expelled.
In addition, you can transform the act of death into precious gems, turning a profit even in the bloodiest circumstances. When you or an ally within 10 feet of you kills a living creature, they must roll a d100. on a 95 or above, a miracle occurs. A gemstone appears in front of you or your ally, the type of which is determined by rolling a d12 on the table below.
Gemstone Table
| d12 |
Gemstones |
|---|---|
| 1 | Azurite, worth 10gp |
| 2 | Eye Agate, worth 10gp |
| 3 | Tiger Eye, worth 10gp |
| 4 | Bloodstone, worth 50gp |
| 5 | Moonstone, worth 50gp |
| 6 | Sardonyx, worth 50gp |
| 7 | Star Rose Quartz, worth 50gp |
| 8 | Amethyst, worth 100gp |
| 9 | Garnet, worth 100gp |
| 10 | Black Pearl, worth 500gp |
| 11 | Emerald, worth 1000gp |
| 12 | Diamond, worth 5000gp |
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