Base Class: Warlock
When you make a pact with this patron they do not ask for your soul, all they ask is for money and goods. This patron chooses to give magic based on the wares and gold you trade it.
Wanderer
Because of your wandering you gain proficiency in navigational tools along with tinkers tools
Merchant spell list
You always have certain spells prepared after you reach particular levels in this class, as shown in the Traveling Merchant Spells table.
Traveling Merchant Spells
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Warlock Level |
Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Portable Storefront
At 3rd level, you gain the ability to create a Portable Shop. You can use any portable, sealable container to create your portable shop. This magic item always weighs 10lbs, and functions similarly to a bag of holding or the handy haversack; it contains an extra dimensional space that stores magical items inside. Pulling a magical cable or something similar expands this shop into a 5x1 foot mini storefront, with a shelf showing off up to 3 items and evergoing parchment of what's in stock. Also you may place things into the bag and say "Sell" and your patron (The DM) gives you coins equal to how much they deem its value. You may also put your hand into the bag and say "Extract" to pull out an object in stock you are thinking of.
Gold Casting
The Merchant isn't greedy, but they don't mind getting some money. As a bonus action you may spend 10 gold to regain a level one spell slot, this goes up 10 gold for each level spell slot.
Advanced Marketing
As your pact continues your power does as well, but still for a price.
You now get +2 to CHA and proficiency in persuasion and deception and can upgrade these effects by sacrificing money to the merchant. Once per day you may spend 15 gold to inflict the market charmed condition, which inflicts the normal charmed condition but also severely impacts the charmed persons common sense when it comes to buying stuff. Causing them to spend more money then normal
Portable shop upgrade
Your backpack shop grows because of your enhanced magic. Your shop must be placed on the ground before opening because now instead of a 5x5 shop only showing 3 items, your shop is a 10x3 shop showing 6 items. Also a counter is created and you and your allies may hide behind it getting 3/4 cover. The counter has 20 hit points and if destroyed just closes the bag.
Portable Doorfront
Now instead of a shelf or a counter your backpack turns into a door, and inside is a 15x15 extradimensional space showing off 12 items. Also you may lock the door causing an enemy who's trying to open the door to do a DC 15 CHA check or not open the door. Lastly anyone who enters the room except for the owner has to do a DC 15 WIS check or get influenced by the Market Charmed condition
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