| Ability |
Mod |
Save |
| STR |
10 |
+0 |
+0
|
| DEX |
10 |
+0 |
+0
|
| CON |
10 |
+0 |
+0
|
| INT |
16 |
+3 |
+3
|
| WIS |
12 |
+1 |
+1
|
| CHA |
14 |
+2 |
+4
|
Medium
Humanoid (Any)
Armor Class
10
Hit Points
18
(4d8)
Proficiency Bonus
2
- Speed
- 30 ft.
- Challenge
- 1/2 (XP 100)
- Skills
-
Deception +4
- Gear
- Walking Stick (Rapier), Fine clothes, Ledger, Calligraphy Supplies
- Credit Note (1/day)
- The Merchant can subtract 20% (up to a maximum of 500gp) from any single transaction at a store.
Actions
- Hidden Rapier
- Melee Weapon Attack, one target, 5ft reach, +2 to hit, 1d8 piercing damage.
Spellcasting
- Intelligence
- Save DC 13, Spell Attack +5
- At will:
- Friends
- 2/day each:
- Arcane Lock, Distort Value, Jim’s Glowing Coin
- 1/day:
- Incite Greed
Shrewd and materialistic, merchants will turn any situation into a business opportunity that benefits them. Obsessed with the accumulation of funds, merchants are often found enjoying the luxurious side of life.