| Ability |
Mod |
Save |
| STR |
8 |
-1 |
-1
|
| DEX |
10 |
+0 |
+0
|
| CON |
14 |
+2 |
+2
|
| INT |
14 |
+2 |
+2
|
| WIS |
14 |
+2 |
+2
|
| CHA |
14 |
+2 |
+2
|
Medium
Humanoid (Any)
AC
10
HP
26
(4d8+8)
- Speed
- 30 ft.
- Proficiency Bonus
- 2
- 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, +3 to hit, 1d8+1 piercing damage.
Spellcasting
- Intelligence
- Save DC 12, Spell Attack +4
- At will:
- Friends
- 2/day each:
- Arcane Lock, Distort Value, Jim’s Glowing Coin
- 1/day:
- Incite Greed
Notes
Shrewd and materialistic, merchants will turn any situation into a business opportunity that benefits them. Obsessed with the accumulation of funds, morals go out of the window when it comes to making money. Merchants are often found enjoying the luxurious side of life and can have expensive tastes.