Bard
Base Class: Bard

The College of Trade


The College of Trade calls to the ambitious entrepreneur's who not only see making money as a way of life, but an art of its own. These Bards are those who aren't content with simply being persuasive and having good luck. No, instead such Bards give themselves an edge by using magic to their advantage. Helping them to not only find good deals, but also make a solid profit.

It is sometimes rare for two Bards of this same College to work together willingly, as competition is a natural part of Trade. Where most Colleges focus on unity and support, The College of Trade is known to be a bit more cutthroat. Rivalry and competition is all too common in the College of Trade; they are not above slighting or undermining their competitors or taking advantage of ones poor situation. However, there are some within the college who oppose such cutthroat tactics and wish to focus on honest business.

Capitalize

3rd-level College of Trade feature

Instead of an Instrument, you may use a gold coin, a scale, an expensive gem, or a bit of expensive jewelry as your Spellcasting Focus.

Whenever you or an ally that you can see rolls a 20 on a d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to grant advantage to yourself or one ally that you can see within 60 feet. Choose what roll the creature gains advantage on (attack roll, ability check or saving throw). If that creature succeeds on the selected roll, you regain one expended use of your Bardic Inspiration feature.

Traveling Merchant

3rd-level College of Trade feature

You know the spell identify and may cast it at will without the need of any material components. It does not count against your number of spells known.

As a Bonus Action, you can expend one use of your Bardic Inspiration to summon a Traders Chest in front of you within 5 feet. The Traders Chest is a large metal chest that is 3 feet by 2 feet by 2 feet, the chest itself is decorated in any way you desire. The Traders Chest for the most part behaves like a bag of holding. Inside the Traders Chest is an extradimensional space that can hold up to 1500 pounds, not exceeding a volume of 128 cubic feet. The chest itself weighs 50 pounds regardless of its contents. The chest is more resilient than a normal bag of holding and will only scatter items within into the Astral Plane if completely destroyed. If overfilled, the chest will simply spit out what cannot fit instead of rupturing. When turned upside down, its contents spill forth, unharmed. Breathing creatures inside the chest can survive up to a number of minutes equal to 20 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Otherwise it follows the same rules as a bag of holding when it comes to creating portals when destroyed, or putting a similar item within the extradimensional space.

When summoned, the chest lasts until it is destroyed, or if dismissed as a bonus action where it disappears safely holding all of its contents. Should the chest ever be destroyed or damaged, you may spend a long rest to restore the chest back to its normal state.

Enthralling Entrepreneur

6th-level College of Trade feature

As an action, you use your magic to make your business seem more alluring to those passing by. You must advertise in some way, whether it be a sign over a doorway, goods on display, or shouting into a crowd about your excellent deals (It can be you or someone you hired). For the next hour, every creature that passes near your place of business within 60 feet must make a Wisdom saving throw against your Spell Save DC or feel compelled to visit your place of business. Creatures that fail their save are considered charmed by you and are willing to consider making a purchase where they normally wouldn't. Creatures that fail their save will still only purchase items or services that appeal to their personal tastes and budget, though may find themselves spending a little more than normal. A creature that decides not to purchase anything may still decide to browse your wares and look at what you have for sale, becoming distracted for a time. If it is a social setting such as a Tavern, creatures may stay and socialize instead. Any creature that makes a purchase and leaves will speak glowingly of you and your business to those they speak to. They will try to convince others to not only visit your business but also buy something. A charmed creature hinders anyone who opposes you or your business, although it avoids violence unless it was already inclined to fight on your behalf. This effect on a target will end after 1 hour, unless the target takes any damage, you attack it or if it witnesses you attacking or damaging any of its allies

Hostile creatures have advantage on this saving throw and creatures actively in combat will automatically succeed. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Before using this feature, you must set up shop and have goods or services available to sell. If you do not have reasonable wares to sell and a method of advertising, this feature has no effect.

Once you use this feature, you can’t use it again until you finish a long rest.

Mystic Shop

14th-level College of Trade feature

When first using this feature, You must use an action and touch a doorway to an existing business that you own. This may either be the main entrance, or a secondary door within. Doing so will create an arcane seal engraved into the doorway, imbuing it with magical power. The next time you use this feature, you may touch any door that you find during your travels and imbue that doorway temporarily with power. This creates a gate between the door you touched and to your shop, allowing people from all over visit your business. Regardless of where this door normally led to previously, the door will instead open to your shop wherever you established it. This connection between doors will last for 8 hours, or if ended using a bonus action by the Bard. You may only ever use this feature on a door that leads to a business that you own. If you try to use it for any other purpose, the feature fails. You can however reconnect a severed connection, but you may only do so using the most recent door that it was connected with previously.

Should the Bard wish to eject someone from their business, they may use a Bonus Action to magically eject any or all unwanted guests. Those creatures are then ejected from the shop, whether harmlessly teleported just outside the door, or comically thrown out 10 feet from it. Any stolen goods from the shop are retrieved and harmlessly placed back where they belong anytime a thief is ejected from the store. Should the Bard choose instead, they may use their Bonus Action to retrieve stolen goods without ejecting the creature. This ability does not work on items properly paid for.

Should you move your business to a new building, the old door loses its magical properties. You may only ever have one gateway active between doors at a time. Once you use this feature, you cannot use it again until you finish a long rest.

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