Warlock
Base Class: Warlock

While some patrons require their underlings to perform long tasks that seem to have no short-term consequence, or ask them to bring down a figure that threatens their image, some patrons respond to a universally understood language: cold, hard cash. Although a Merchant may request the recipients of their power to complete jobs for them, they often live by a very simple ideology: "I get gold, and you get power".

Your patron could be any powerful being who focuses on business or has a desire for gold. Examples range between arcanaloths, dragons, and genies. You might begin to adapt to the mindset of a merchant; putting business ahead of your personal feelings, seeing value in items that otherwise don't have any, or being overwhelmed with greed.

Expanded Spell List

The Merchant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Merchant Expanded Spells
Spell Level Spells

1st

floating disk, silent image

2nd

arcane lock, zone of truth

3rd

clairvoyance, glyph of warding

4th

fabricate, secret chest

5th

creation, hallow

Merchant's Wares

Your patron has opened up their selection for you to purchase from. You gain access to a special coin called Merchant Points (MP). You begin with 0 MP, and you can have a max of 5 times your proficiency bonus at any time.

You cannot gain MP unless you are in initiative. Any MP that would be gained is not gained outside of initiative. When you make an attack roll, roll a d4. If the attack hits, you gain MP equal to the amount rolled on the d4. If the attack misses, you gain half that much (minimum of 1). If an enemy to you makes a saving throw against a spell cast by you during initiative, roll a d4. If they fail the saving throw, you gain MP equal to the amount rolled on the d4. If they succeed, you gain half the amount rolled (minimum of 1). You can only gain MP this way twice, and regain the ability to do so at the beginning of your turn.

At the beginning of your turn, you can spend your MP to buy any of the options from the Merchant's Wares table, buying up to 2 different options on your turn. You are proficient in any item you gain from the Merchant's Wares. Any item you gain this way is not magical, and cannot be the target of a spell that would make it magical or become magical by any means. You lose all MP when initiative ends, as well as all purchased options.

 

4 MP - Soldier's Charge: gain a simple melee weapon
5 MP - Archer's Watch: gain a simple ranged weapon. ammo is not required to use the weapon
6 MP - Keep's Defense: gain a shield
6+ MP - Wall's Caution: spend any amount of MP (minimum of 6), and gain temporary hit points equal to the amount spent. this cannot be purchased if you already have temporary hit points
7 MP - Helping Hand: you can make one extra attack on your turn if you take the attack action
7 MP - Knight's Assault: gain a martial melee weapon
8 MP - Tower's Guard: gain a martial ranged weapon. ammo is not required to use the weapon
10 MP - Noble's Getaway: you throw a handful of MP at a creature you can see within 30 feet. they have disadvantage on their next ranged attack roll or Wisdom (Perception) check during their next turn
10+ MP - Mage's Study: using your action, cast any spell you know with a casting time of an action or bonus action without expending a spell slot. the cost (MP) of this is 10 + the level the spell is cast at
12 MP - Blindfold: a creature you can see within 30 feet must make a Dexterity saving throw against your spell save DC, or have a rag tied around their head, blinding them until they use a bonus action to take it off
13 MP - Jailor's Weights: a creature you can see within 30 feet must make a Dexterity saving throw against your spell save DC, or have its speed halved until the end of their next turn

Reap the Rewards

Starting at 6th level, when a spell or attack made by you kills a creature, you gain 1d20 + your Charisma modifier MP. Additionally, you can refund items purchased from Merchant's Wares and regain MP equal to half their cost (rounded up).

Shopkeep's Eye

Starting at 6th level, you can discern any counterfeit coin or fake objects (e.g. jewelry or gems) from its real counterpart by looking at them or feeling them. Additionally, you gain advantage on checks made to see through illusions.

Bonus Income

Starting at 10th level, when you roll initative, you gain 1d6 + 1 MP. Additionally, when gaining MP as detailed in Merchant's Wares, you roll a d6 rather than a d4.

Limited Stock

Starting at 10th level, when you cast a spell that consumes a material, you have a 50 percent chance of not consuming the material for the spell.

Money Speaks

Starting at 14th level, you can use your mercantile behaviour to bribe the odds of a situation to your liking. When making a Charisma check, making any saving throw, or casting a spell that requires a saving throw against a single target, you can use your reaction to spend 20 gp and gain a +2 bonus to the roll or increase the spell save DC by 1. You can spend additional gp, gaining another +2 bonus or increase to the save DC for every 20 gp spent after the first (to a maximum of 100 gp spent, and a +10 bonus or increased DC of +5). This feature can be used a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

Dirty Business

Starting at 14th level, your patron has opened up the black market to your options. Using a dagger, you or another player can spend 1 hour to harvest a dead creature's organ. You choose which organ at the start, and after an hour has passed, make a Wisdom (Medicine) check. If the check succeeds the DC of the organ, you successfully harvest it from the creature. If you fail, the organ is ruined and cannot be used. During a short or long rest, you can sell harvested organs to your patron. Each organ has its own worth in gp listed below, and only up to 2 organs can be sold during one short rest, or 4 during a long rest. Organs sold are sent to the location of the patron. The following is the list of organs you can harvest, along with their cost and harvest DC:

  • heart: 50 gp, DC 20
  • brain: 40 gp, DC 18
  • lungs: 30 gp (15 gp for individual lung), DC 16
  • stomach: 20 gp, DC 15
  • eye: 10 gp, DC 14

These costs are subject to change based on the rarity of the creature. For example, you could multiply the cost by 2 for large creatures, 3 for huge creatures, and 4 for gargantuan creatures, and halve it for small creatures. You might have the heart of a legendary dragon, or the brain of a brilliant archlich, worth thousands of gold. Discuss with your DM what may be a reasonable cost to sell organs, just as your character might try to discuss prices with their patron.

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