Base Class: Bard
The business school of bard colleges. You learn the basics and secrets of being an excellent merchant, craftsman, and trader.
Craft and Trade
3rd-level College of Industry feature
Starting at 3rd level, you become masterful at both the crafting and trading of goods. You gain expertise in your choice of Persuasion, Intimidation, or Deception. You have advantage on Charisma ability checks involving the negotiations for the trade of goods, services, or gold. You gain expertise in two artisan's tools and one tool of your choice.
Industrious Creation
3rd-level College of Industry feature
As an ritual, you can channel a variant magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your bard level, and the item must be Medium or smaller. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player’s Handbook.
You utilize your trade secrets to improve the items you craft this way. When creating the item, you may choose one of the following traits to grant it.
-If you created a weapon, the weapon and its damage counts as magical
-If you create a tool, any users of the tool can add their proficiency bonus to the usage of said tool, and make related skill checks using the tool with advantage
-The item is virtually indestructible for the first 30 minutes it exists
-The item gives off a bright light in a 30ft radius, and a dim light in a 60ft radius
Once you create an item with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
Free Trade
6th-level College of Industry feature
Money makes the world go round, and sometimes that can't be more true than for a band of adventurers. Whenever you grant someone bardic inspiration, you may entice them with the prospect of riches which is done by magically sacrificing your own coinage. For every 10gp you sacrifice, the receiver of your bardic inspiration may roll an additional 1d3 along with their bardic inspiration die, to a maximum of 30gp spent and 3d3. Against allies who are entirely uninterested in wealth you must roll a d20, if you roll a 10 or above, you are able to improvise a different motivation and perform the effects of this feature as normal. If you roll below 20, your extra enticement does not work.
At 14th level, the dice become 1d4, and maxes at 3d4.
You can use this feature a number of times equal to your charisma modifier, regaining all uses with a long rest... and a refilled wallet.
Life of a Salesman
14th-level College of Industry feature
When you use your Industrious Creation feature, your creations now exist permanently. When you imbue your creations with magical effects, their effect durations are doubled. You can only create an object of the maximum size you can create once a week. When you present your creations for sale to others, you are extremely adept at singing the praises of your masterful creation- making it such that Charisma ability check rolls involved with the trade of your creations will be treated as a 5 if rolled under a 5.
Black Market Connections
Starting at 14th level, your business dealings have brought you to the cutting edge of trade: black markets. You gain advantage on Perception and Investigation checks to discover the whereabouts of local black markets. Once discovered, you can tap into the magical throughways which transport illicit goods unseen. As a ritual, you can offer a magical item in your possession to the black markets, and see what you receive in return. Roll a d100 to determine what you receive in trade. You may add your proficiency bonus to this roll. Rolls below 30 on rare items are treated as 30.
- 100: You gain a magical item of equal or one higher rarity
- 90+: You gain a magical item of equal rarity that you desire
- 70+: You gain a magical item of equal rarity
- 50+: Your offer is not accepted, you gain back the offered item
- 30+: You gain a magical item of one lesser rarity
- 20+: You gain a nonmagical item
- Below 20: Bad luck! Your item was stolen while being offered!
To evade detection, you must wait 1d6 days after making a trade before attempting one again. If you attempt to do so before this cooldown, you receive a -30 to the d100 roll, and the stipulation that prevents rolls under 30 for rare and rarer items is non-applicable.
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