Base Class: Rogue
The Merchantmen are a mysterious and enigmatic group mysteriously selling items to the public while never showing their true nature. the Merchantmen, still being rouge's, are quite the criminal masterminds instead of stealing their personal possessions, they exploit the feeble minded individuals by giving them poor deals and selling them invaluable items all for the sake of profit.
choosing this archetype gives you a range of abilities that all lead to one goal: profit, instead of stealth and assassination's or the study of magic like other rouge's your one goal as a Merchantman is to sell product and make money.
Pack Animal
while seemingly useless, every Merchantman has his trusty companion to help store his product. Pack animals come in three sizes; small, medium to large, and huge. (CAN NOT BE USED FOR COMBAT)
Shady Sales Tactics
a rouge is a rouge no matter how you slice it, the merchantmen are no different gaining proficiency in persuasion and deception to help in 'convince the public to buy your valuable product'. along with this you gain another language and you gain proficiency in one basic tool.
Appraisal
you gain a spell to instantly identify an item. (item produced form the skill is chosen by the DM.)
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Merchants Guild
Starting at level 17 you gain the ability to join a Merchants Guild, Merchants Guild's are quite mysterious with the average person not knowing many of them. there are 4 Merchants Guild's to choose from.
Pack Animal
you have a travelling companion with you that helps store your items. you gain 3 options at 3 different levels that have varying carrying capacity.
Level 3
at level 3 you get a small to medium creature with light equipment load. Creatures you have access to are: Mastiff, Sled Dog, and wolf (alternative beasts of this range may be permitted by the DM)
Level 9
at level 9 you gain another option for a medium or large creature with a medium equipment load. creatures include; Camel, Mule, Yak, Goat, Ox, and Horse (other beasts of this range may be permitted under the DM's rule)
Level 17
at level 17 you gain another option for a huge creature with a large equipment load. creatures include; Elephant, Giant Elk, and Titanothere (other beasts of this size may be permitted by the DM)
Shady Sales Tactics
When you choose this archetype at 3rd level you gain proficiency in deception and persuasion and one tool. Additionally you may learn one more language.
Appraisal
you gain a spell to instantly identify an item. (item produced form the skill is chosen by the DM.)
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Merchant's Guild
Starting at level 17 you gain the ability to join a Merchants Guild, Merchants Guild's are quite mysterious with the average person not knowing many of them. there are 4 Merchants Guild's to choose from.
The Gold Teeth Guild
The Black Merchants
The Bronze Fang Guild
The White Sales Guild
The Black Merchants Guild
The Black Merchants are quite the enigma only being recognized by those in the know how, speaking mostly in their own language; Chant of the Crows. Members of this Guild are given Proficiency in with the disguise kit and are welcomed by criminals in hiding, or families who are in the know how and respect them.
The Bronze Fang Guild
The Bronze Fang Guild despite the name have no association with the noble Gold Teeth Guild, they are scammers selling ordinary items for ridiculous prices, however, due to their name they are often trusted by people who can't tell the difference still having advantage on Deception rolls however lacking in persuasion. instead of being welcomed into town they are shot at with suspicious looks making crime with these merchants quite hard to do.
The Gold Teeth Guild
The Gold Teeth Guild are honorable merchant's that help towns, villages, and cities across the world. Members of this Guild are highly respectable as they tend not to deceit others (doesn't mean you cant), as such they are more trusted and can freely enter any settlement as they please. along with this citizens are more likely to trust them allowing advantage on Persuasion and Deception rolls.
The White Sales Guild
"YARRR!" is what you will be saying once you join this guild The White Sales are pirates who trade with others traveling in the sea, unlike The Black Merchant's, The White Sales are quite infamous for hiring mercenaries to plunder other's treasure and selling the same treasure to other people the next day. upon joining this guild you are gifted a free medium sized ship. you also gain a pet bird to help on the lookout on your adventure across the seas.
Second Beast
Second Beast
Third Beast
Third Beast
Previous Versions
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8/29/2023 2:23:33 AM
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Coming Soon
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