Rogue
Base Class: Rogue

Inspired by Octopath Traveler

3rd Level – Merchant's Trade

 

9th Level – Deal Maker

13th Level – Silver Tongue

 

17th Level – Merchant King

 

Level 3: 3rd-Level Feature: Merchant's Trade

3rd-Level Feature: Merchant's Trade

Your talent for trade allows you to find opportunity wherever you travel.

You gain proficiency in the Persuasion skill. If you already have proficiency, you instead gain expertise in it.

You also gain proficiency with spears. For you, a spear has the Finesse property, allowing you to use Dexterity instead of Strength for its attack and damage rolls. A spear also qualifies for your Sneak Attack feature.

Additionally, whenever you finish traveling for at least 1 hour on foot, you uncover forgotten coins, receive tips, or make small profitable trades. You gain gold equal to 1d6 × your proficiency bonus. You can gain a maximum amount of gold from this feature equal to 10 × your Rogue level between long rests. The DM determines how this wealth is acquired.

Level 9: 9th-Level Feature: Deal Maker

9th-Level Feature: Deal Maker

Years of bargaining have taught you that nearly everything has a price.

You have advantage on Charisma (Persuasion) checks made to negotiate the buying or selling of goods.

Whenever you purchase mundane equipment, tools, ammunition, food, lodging, or common services, their cost is reduced by 25% (or another amount determined by the DM if a fixed discount would be inappropriate).

Purchase

As an action, you may attempt to purchase one mundane, nonmagical item carried by a willing creature within 10 feet.

You must offer what the DM considers to be a fair market value for the item. If the creature is willing to part with it, the transaction is completed immediately.

You cannot use this feature to obtain artifacts, cursed items, legendary items, or plot-essential objects. The DM has final say over whether a creature is willing to sell an item.

Level 13: 13th-Level Feature: Silver Tongue

13th-Level Feature: Silver Tongue

Your reputation as a merchant precedes you, and your keen eye for value is nearly unmatched.

You gain expertise in the Insight skill. If you already have expertise in Insight, you instead gain expertise in another Rogue skill of your choice.

Whenever you make a Charisma (Persuasion) check, you can treat a d20 roll of 9 or lower as a 10.

Additionally, after examining an object for at least 1 minute, you learn:

  • Its approximate market value.

  • Whether it is counterfeit or genuine.

  • Whether it has been significantly overpriced or underpriced.

  • Whether someone is intentionally misleading you about its value.

This feature does not reveal magical properties or curses.

Level 17: 17th-Level Feature: Merchant King

17th-Level Feature: Merchant King

Your wealth, reputation, and business acumen have become legendary. Few can resist making a deal with you.

Purchase Anything

Once per long rest, as an action, you may attempt to negotiate the purchase of one object owned by a creature you can see within 30 feet.

Offer payment that the DM considers fair. If the creature is not fanatically devoted to keeping the object and selling it would not clearly endanger its life or violate an unbreakable oath, it becomes willing to negotiate the sale.

This feature cannot be used to obtain artifacts, sentient magic items, creatures, land, or plot-essential objects.

Fortune's Favor

At the end of each long rest, roll two d20s and record the results.

Before you make an attack roll, ability check, or saving throw, you may replace the d20 roll with one of the recorded results. You must choose to do so before the roll's outcome is known.

Each recorded result can be used only once. Any unused recorded results are lost when you finish your next long rest.

Merchant Job (Octopath Traveler) Image

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