| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 12 | +1 | +1 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 14 | +2 | +2 |
-
Keen Eye for a Deal. When making a Wisdom (Insight) check related to the value of goods or a Charisma (Persuasion) check to haggle, the merchant can add a 1d4 to the roll.
-
Martial Upbringing. The merchant is proficient with light armor, simple weapons, and one martial weapon (such as a shortsword).
-
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
-
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
-
Breath Attack (Recharges after a Short or Long Rest). The merchant exhales lightning in a 5 by 30-foot line. Each creature in that line must make a DC 11 Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much damage on a successful one. (Or whatever color they are for the element.)
Description
A Clan Martinus Merchant is a dragonborn whose astute gaze and calm demeanor belie a sharp mind for commerce and a deep understanding of the world beyond the Serpent Hills. Clad in practical yet well-maintained traveling gear, perhaps adorned with small, tasteful clan markings, they navigate trade routes with a blend of persuasive charm and quiet vigilance. Every transaction is approached with fairness and integrity, reflecting their adherence to Bahamut and Sardior's tenets of justice. Though their primary focus is the prosperity of the clan through trade, their martial upbringing is evident in their composed bearing and readiness to defend their wares and themselves against the myriad dangers of Faerûn.
Comments