Base Class: Rogue
Dune traders connect the far-flung cities and settlements of Athas, braving the wastes for the promise of coin. While most traders aspire to become master of a major trading house, all have to start small. They generally have no qualms about accompanying bands of roving adventurers, acting as negotiators, interpreters, and diplomats, appraising and bargaining for treasure and supplies. Those adventurers who accompany a young trader often form the core of a new trading house, are adopted into a trader's family, or live well as senior agents when the trader becomes successful.
A trader is often a master of intrigue and espionage, a subtle poisoner, and a natural fast-talker. They are excellent negotiators and schemers but tend to rely on companions or hired muscle in a fight. In most settlements and towns, traders and their party are allowed to sleep in their wagons in the marketplace for free. In larger cities, a trader may have to pay a fee for such a spot.
Caravaneer
When you choose this archetype at 3rd level, you gain proficiency in survival and with the navigator's tools and land vehicles. You may use the navigator's tools on land. You also learn one language of your choice.
Poisoner
Starting at 3rd level, you gain proficiency with the poisoner's kit. Reduce the time required to craft poisons by half. Additionally, you may apply poisons to your weapons using a bonus action instead of a full action.
Smuggler
Starting at 9th level, halve the costs of buying poisons and materials for making poisons.
Additionally, once per short rest when you succeed at a Stealth check and become hidden, you may choose to allow allies within 30 feet of you to add your Charisma modifier to their Stealth checks. This effect ends as soon as you are no longer hidden.
Quid pro Quo
Beginning at 13th level, when you are targeted by a ranged attack, you may use your reaction to instead have the attack target a willing ally who is within 5 feet of you. This ally must not be prone or incapacitated. On your next turn, you must perform the Help action to assist that ally or lose this ability for the remainder of this combat. You may use this feature a number of times each day equal to your Charisma modifier (minimum of 1).
Shrewd Negotiator
Starting at 17th level, gain proficiency with Charisma saving throws and halve the cost of services, including hireling wages.
Additionally, when you perform the Help action to give an ally advantage on an attack, that ally may add your Sneak Attack dice to the damage of that attack.
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