SIGNING IN

Points de Vie

Dés de Vie 1d8 par niveau

Maîtrises

WIS , CHA

Merchant

Niveau Bonus de Maîtrise Capacités Storefront Value(gp) Cantrips Known
1 + 2 Portable Storefront Spellcasting 50 2
2 + 2 Portable Storefront Spellcasting 100 2
3 + 2 Portable Storefront Spellcasting 150 2
4 + 2 Portable Storefront Spellcasting 200 2
5 + 3 Portable Storefront Spellcasting 300 2
6 + 3 Portable Storefront Spellcasting 400 2
7 + 3 Portable Storefront Spellcasting 500 2
8 + 3 Portable Storefront Spellcasting 650 2
9 + 4 Portable Storefront Spellcasting 800 2
10 + 4 Portable Storefront Spellcasting 1000 3
11 + 4 Portable Storefront Spellcasting 2000 3
12 + 4 Portable Storefront Spellcasting 3000 3
13 + 5 Portable Storefront Spellcasting 4000 3
14 + 5 Portable Storefront Spellcasting 5000 4
15 + 5 Portable Storefront Spellcasting 6000 4
16 + 5 Portable Storefront Spellcasting 7000 4
17 + 6 Portable Storefront Spellcasting 8000 4
18 + 6 Portable Storefront Spellcasting 9000 4
19 + 6 Portable Storefront Spellcasting 9500 4
20 + 6 Portable Storefront Spellcasting 10000 4

Spell Slots per Spell Level

Niveau Bonus de Maîtrise Capacités 1st 2nd 3rd 4th 5th
1 + 2 Portable Storefront Spellcasting 2 0 0 0 0
2 + 2 Portable Storefront Spellcasting 2 0 0 0 0
3 + 2 Portable Storefront Spellcasting 3 0 0 0 0
4 + 2 Portable Storefront Spellcasting 3 0 0 0 0
5 + 3 Portable Storefront Spellcasting 4 2 0 0 0
6 + 3 Portable Storefront Spellcasting 4 2 0 0 0
7 + 3 Portable Storefront Spellcasting 4 3 0 0 0
8 + 3 Portable Storefront Spellcasting 4 3 0 0 0
9 + 4 Portable Storefront Spellcasting 4 3 2 0 0
10 + 4 Portable Storefront Spellcasting 4 3 2 0 0
11 + 4 Portable Storefront Spellcasting 4 3 3 0 0
12 + 4 Portable Storefront Spellcasting 4 3 3 0 0
13 + 5 Portable Storefront Spellcasting 4 3 3 1 0
14 + 5 Portable Storefront Spellcasting 4 3 3 1 0
15 + 5 Portable Storefront Spellcasting 4 3 3 2 0
16 + 5 Portable Storefront Spellcasting 4 3 3 2 0
17 + 6 Portable Storefront Spellcasting 4 3 3 3 1
18 + 6 Portable Storefront Spellcasting 4 3 3 3 1
19 + 6 Portable Storefront Spellcasting 4 3 3 3 2
20 + 6 Portable Storefront Spellcasting 4 3 3 3 2

Sorts de Classe

blade ward control flames|XGE create bonfire|XGE dancing lights doohickey|TPM exchange|TPM fool's gold|TPM friends guidance light mage hand mage ward|TPM mending message aid alarm catapult|XGE charm person command comprehend languages create or destroy water cure wounds detect magic detect poison and disease disguise self expeditious retreat feather fall find familiar healing word hedge risk|TPM identify illusory script jump longstrider money shot|TPM pilfer|TPM purify food and drink sleep Tenser's floating disk unseen servant animal messenger calm emotions continual flame darkvision enhance ability enthrall gold dust|TPM hold person Ivaldi's rustproof coating|TPM knock lesser restoration levitate locate object magic mouth magic weapon mineral wealth|TPM protection from poison rope trick see invisibility silence skywrite|XGE suggestion Tagmay's thermal container|TPM zone of truth catnap|XGE clairvoyance counterspell create food and water dispel magic find vessel|TPM haste nondetection protection from energy remove curse sending slow tiny servant|XGE tongues water breathing water walk compulsion confusion fabricate freedom of movement Leomund's secret chest locate creature Mordenkainen's private sanctum stoneskin hold monster legend lore passwall scrying seeming blade ward|xphb dancing lights|xphb friends|xphb guidance|xphb light|xphb mage hand|xphb mending|xphb message|xphb aid|xphb alarm|xphb charm person|xphb command|xphb comprehend languages|xphb create or destroy water|xphb cure wounds|xphb detect magic|xphb detect poison and disease|xphb disguise self|xphb expeditious retreat|xphb feather fall|xphb find familiar|xphb healing word|xphb identify|xphb illusory script|xphb jump|xphb longstrider|xphb purify food and drink|xphb sleep|xphb tenser's floating disk|xphb unseen servant|xphb animal messenger|xphb calm emotions|xphb continual flame|xphb darkvision|xphb enhance ability|xphb enthrall|xphb hold person|xphb knock|xphb lesser restoration|xphb levitate|xphb locate object|xphb magic mouth|xphb magic weapon|xphb protection from poison|xphb rope trick|xphb see invisibility|xphb silence|xphb suggestion|xphb zone of truth|xphb clairvoyance|xphb counterspell|xphb create food and water|xphb dispel magic|xphb haste|xphb nondetection|xphb protection from energy|xphb remove curse|xphb sending|xphb slow|xphb tongues|xphb water breathing|xphb water walk|xphb compulsion|xphb confusion|xphb fabricate|xphb freedom of movement|xphb leomund's secret chest|xphb locate creature|xphb mordenkainen's private sanctum|xphb stoneskin|xphb hold monster|xphb legend lore|xphb passwall|xphb scrying|xphb seeming|xphb

Capacités de Classe

Niveau 1

Portable Storefront
Spellcasting

Niveau 10

Backstock

Niveau 11

Use Magic Device
Improved Top Shelf

Niveau 12

Ability Score Improvement

Niveau 14

Insider Trading

Niveau 15

Merchant Guild Feature

Niveau 16

Ability Score Improvement

Niveau 18

On the House
Improved Top Shelf

Niveau 19

Ability Score Improvement

Niveau 2

Arcane Appraiser
Bang for Your Buck

Niveau 20

Improved Backstock
Business Tycoon

Niveau 3

Merchant Guild

Niveau 4

Ability Score Improvement

Niveau 5

Pack Mule
Merchant Guild Feature

Niveau 6

Top Shelf

Niveau 7

Use an Extra Object

Niveau 8

Ability Score Improvement

Niveau 9

Merchant Guild Feature

Progression d'Incantation

Progression d'Incantation: artificer

Progression des Tours de Magie

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tours de Magie Connus 2 2 2 2 2 2 2 2 2 3 3 3 3 4 4 4 4 4 4 4

Maîtrises

Armor

light

Weapons

simple

improvised weapons

Skills

Équipement de Départ

a staff and an abacus
a container for use with your Portable Storefront feature
Alternativement, vous pouvez commencer avec: a container for use with your Portable Storefront feature and 5d4 × 10|5d4 × 10|Starting Gold

Capacités de Classe

Portable Storefront (Level 1)

When you choose the equipment given to you by this class, you also designate a closable container as your Portable Storefront. Your Portable Storefront is a magical supply of items of your choice with a rarity no higher than common. The total value of all the chosen items in the Portable Storefront must be less than or equal to the cost shown in the Storefront Value column of the Merchant table.

Supply List

The chosen items make up your supply list, which cannot be changed unless the Portable Storefront is fully stocked. Changing the supply list can only be done as a part of a long rest and the new items replace those you removed from the supply list you finish the rest. When you get this feature and whenever you gain a level in this class, your Portable Storefront is automatically fully stocked with the items you chose for the supply list.

An item cannot be added to your Portable Storefront if it item would not normally be able to fit into the container (see the Container Capacity table, [...]) or if it has a value of less than 1 cp. No matter how stocked it is, the Portable Storefront only weighs 10 pounds. You can designate a new container as your Portable Storefront as a part of a short or long rest. When you do, the previous container loses its magical properties.

Using the Storefront

Using the Use an Object action, you can place your hand into your Portable Storefront and think of an item that appears on your supply list. The Storefront then instantly places the item in your hand and the item must be restocked for the container to provide that unit of it again. If the object requires an action to use, you can use it as a part of this same action.

Restocking

You can restock an item by placing it back into your Portable Storefront within 1 hour of taking it out with the Use an Object action, or as a part of a short or long rest by placing currency or gems of a value equal to or higher than the cost of the item into the Portable Storefront. Once you place these into the Portable Storefront, they are consumed and the item is restocked when you finish the rest. Anything else placed into the container immediately reappears in an unoccupied space adjacent to the Portable Storefront when you close it.

Currency Conversion

Spellcasting (Level 1)

You develop the ability to cast spells through the intrinsic magical properties of value.

Cantrips

You know two cantrips of your choice from the merchant spell list. You learn an additional merchant cantrip of your choice at 10th and 14th levels.

Preparing and Casting Spells

The Merchant table shows how many spell slots you have to cast your merchant spells. To cast one of your merchant spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of merchant spells that are available for you to cast, choosing from the merchant spell list. When you do so, choose a number of merchant spells equal to your Charisma modifier + half your merchant level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level merchant, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of merchant spells requires at least 1 minute per spell level for each spell on your list.

Gold Required

You produce your merchant spell effects through items of value. You must have 10 gp or an item worth more than 10 gp in-hand when you cast any spell with this Spellcasting feature, which acts as a focus for your merchant spells.

Spellcasting Ability

Charisma is your spellcasting modifier for your merchant spells. Your magic comes from the quality of value itself and your ability to recognize and negotiate trade. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use Charisma when setting the saving throw DC for a merchant spell you cast and when making an attack roll with one.

Spell

Spell

Exchangeable Casting

You may use your action to give one of your merchant spell slots to another creature that you can touch. The slot becomes a spell slot of that respective creature's class and maintains its spell slot level. You cannot give a spell slot to a creature that would then have more than four slots of that spell slot's level.

Additionally, as an action, you can turn one of your merchant spell slots into a number of lower-level spell slots equal to that spell slot's level. For example, if you have a 3rd-level spell slot, you may exchange it for three 1st-level spell slots, or one 1st-level spell slot and one 2nd-level spell slot. You may not have any more than four merchant spell slots of any level.

Component Subsidizing

You may supplement the material components of spells with your mercantile magic. When you or a willing creature uses the Cast a Spell action and declares the spell they intend to cast, you can use your reaction and expend a merchant spell slot of a level equal to the level of the spell being cast to remove any material components required for that casting of the spell.

Merchant Spell List

Arcane Appraiser (Level 2)

Your travels and exchanges on trade routes has taught you a vast amount on the various cultures of the realm. Whenever you make any skill check to determine the value or cultural significance of any item or object, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Furthermore, you always have the identify spell prepared, and you can cast it as a ritual. As a part of the ritual, you can expend 10 gp to cast this spell as an action. The gold pieces are consumed by the spell when you do.

Bang for Your Buck (Level 2)

You can choose to replace the bonus to rolls you make with items that use the Use an Object action with your Charisma modifier. (For example: the potion of healing normally heals 2d4 + 2 hit points. Using this feature, you can replace the +2 with your Charisma modifier.) If the item does not have a bonus, you may add your Charisma modifier to it.

Additionally, you can use your Merchant spell save DC in place of the DC for items and when you deal damage or heal hit points with the property of an item, you can expend one merchant spell slot to increase the damage or healing by 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6.

Merchant Guild (Level 3)

You join a guild of other peddlers, traders, and purveyors of goods. Your guild grants you features now and again when you reach 5th, 9th, and 15th levels in this class.

Ability Score Improvement (Level 4)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Pack Mule (Level 5)

Your carrying capacity is doubled.

Merchant Guild Feature (Level 5)

Your guild grants you a feature when you reach 5th level in this class.

Top Shelf (Level 6)

You can now stock uncommon magic items in your Portable Storefront. Once you reach 11th level in this class, you can stock magic items in your Portable Storefront with a rarity no higher than rare. At 18th level, you can stock magic items in your Portable Storefront with a rarity no higher than very rare.

Additionally, when you reach these levels, you add these items to a special area of your supply list for your Portable Storefront, called your Top Shelf. Your Top Shelf can only hold a number of items equal to your proficiency bonus, and items on your Top Shelf ignore the value restrictions of your Portable Storefront feature. Items on your Top Shelf do not have to be restocked in order to change the items on your supply list that are not on your Top Shelf, but they otherwise obey all other restrictions for restocking and are not automatically restocked when you gain a level in this class.

Use an Extra Object (Level 7)

Once during your turn, you can use two objects, instead of one, whenever you take the Use an Object action.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Merchant Guild Feature (Level 9)

Your guild grants you a feature when you reach 9th level in this class.

Backstock (Level 10)

There is always a chance that you've got just what you need in stock, you just might need to check in back.

Using your action, you can place your hand into the container designated for your Portable Storefront to try to find an item. The item can have a cost in gold pieces no higher than five times your merchant level. Name the item and d100|roll percentile dice. If you roll a number equal to or lower than your merchant level, the item appears in your hand, whether or not it has appeared in your Portable Storefront or if you have it in stock.

You can search for an item a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest. Once you find an item, you can't use this feature again until you finish a long rest.

Once you reach 20th level in this class, you always find the item the first time you search for it with this feature.

Use Magic Device (Level 11)

The customers you have met during your trades and dealings has taught you the lore and workings behind all manner of magic items. As such, you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Improved Top Shelf (Level 11)

Once you reach 11th level in this class, you can stock magic items in your Portable Storefront with a rarity no higher than rare.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Insider Trading (Level 14)

When you restock your Portable Storefront, you only need half of the gp shown in the Value column of the Merchant table to fully restock it.

Once you restock it with this feature, you cannot do so again until you finish your next long rest.

Merchant Guild Feature (Level 15)

Your guild grants you a feature when you reach 15th level in this class.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

On the House (Level 18)

You gain a special 5th-level spell slot, in addition to the normal spell slots granted by your Spellcasting feature. This spell slot can be used only for the Exchangeable Casting and Component Subsidizing abilities of your Spellcasting feature.

Once you expend the spell slot granted by this feature, you regain it when you finish a long rest.

Improved Top Shelf (Level 18)

At 18th level, you can stock magic items in your Portable Storefront with a rarity no higher than very rare.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Improved Backstock (Level 20)

Once you reach 20th level in this class, you always find the item the first time you search for it with your Backstock feature.

Business Tycoon (Level 20)

You can use your action to instantly restock the items in your Portable Storefront that do not appear on your Top Shelf at no cost. Once you use this feature, you cannot do so again for 7 days.

Multiclassage

Prérequis de Multiclassage

{"cha":13}

Maîtrises Acquises

Armor light
Skills Any: 3
Weapons simple , improvised weapons

Sous-classes

Apothecary
TPM
Architect
TPM
Blacksmith
TPM
Esotericism
TPM
Gambler
TPM
Gourmand
TPM
Mariner
TPM
Pet Dealer
TPM
Swindler
TPM
Vagabond
TPM

Capacités de Sous-classe

Apothecary

Apothecary (Level 3)

Travelers often seek out the aid of a potion seller, making the trade one of the most lucrative businesses in the realms. The merchant guild of apothecaries focuses on the sale and trade alchemical medicines and deadly poultices.

Apothecary Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Apothecary Spells

Potion Seller

You gain proficiency with herbalism kits and the Medicine and Nature skills. If you already have proficiency with a skill or tool given to you by this feature, you may select another instead.

Additionally, you may stock potions in your Portable Storefront at half the cost (rounded up) and the time you must take to craft potions and poisons is halved.

Deft Decoctions

You can use the Use an Object action to touch a potion, a bottle, flask, vial, or other container and expend a merchant spell slot of 1st-level or higher to instantly create a custom potion or infuse a potion with additional effects, choosing one effect per level of the spell slot expended. An effect cannot be chosen more than once. Potions may be used as a part of the same Use an Object action you made to create the potion.

Potion Effects are listed at the end of this subclass and last until the potion is used or until the end of your next long rest. The potions you create are magic items for the purposes of your Bang for Your Buck feature and have a type from either Blast or Consumable.

Potion Effects

The potion effects are listed in alphabetical order. Blast effects cannot be selected for Consumable potions and vice versa, unless otherwise specified in the effect's description:

Blast

You may also throw the potion at a point within 60 feet of you. Any creature within a 10-foot radius circle centered on that point must succeed on a saving throw against your spell save DC. On a failure, the creature is subjected to the effects of the potion. The radius of the potion increases by 10 feet per level of the spell slot expended above 1st level.

Consumable

The potion must be consumed in order to gain its benefits.


Effects

Acclimation

The drinker of the potion has advantage on Constitution saving throws against extreme heat and extreme cold.

Baleful

Any creature within a 10-foot radius circle near the point must succeed on a Constitution saving throw. On a failure, a creature takes 2d6 necrotic damage and it can't regain hit points until the end of its next turn. On a success, a creature takes half damage.

Boldness

The drinker of the potion can roll a d4 and add the number rolled to one attack roll or saving throw it makes in the next minute.

Corrosive

Any target in the area must succeed on a Dexterity saving throw or take 2d6 acid damage. Objects and structures take double damage. On a success, a target takes half damage.

Envenomed

The drinker must succeed on a Constitution saving throw or take 2d6 poison damage and become poisoned for 1 minute. While poisoned in this way, the drinker takes 1d6 poison damage at the start of each of its turns.

Flammable

Any target in the area must succeed on a Dexterity saving throw or take 1d6 fire damage and become ignited in flames. While ignited, the target takes 1d6 fire damage at the start of each of its turns. A target can end this damage by using its action to make a Dexterity check to extinguish the flames. A flammable object hit by this attack ignites if it isn't being worn or carried. On a success, a target takes half damage and isn't ignited.

Flash Freeze

Any target in the area must succeed on a Constitution saving throw or take 2d6 cold damage and have its movement speed halved until the end of its next turn. On a success, a target takes half damage.

Flight

The drinker of the potion gains a flying speed of 10 feet for 1 minute. If the spell slot used to give a potion this effect was of 3rd-level or higher, the speed increases to 30 feet and it lasts for 1 hour.

Healing

The drinker of the potion regains 2d4 hit points. The healing of this potion increases by 2d4 for each level of the spell slot used to create the potion above 1st and per 50 gp expended above 50 gp.

Inoculate

The drinker of the potion is cured of an effect causing it to be blinded, confused, or deafened.

Sight

The drinker gains 30 feet of darkvision for 1 hour.

Splash

A Consumable potion that gains this effect may be used as a Blast potion and the targets in the area can willingly fail the saving throw.

Swiftness

The drinker's walking speed increases by 10 feet for 1 hour.

Vanish

The drinker immediately turns invisible until the end of its next turn or if it makes an attack or casts a spell.

Volatility

The damage the potion's effects deal increases by 1d6 and the radius increases by 10 feet.

Zap

Any target in the area must succeed on a Constitution saving throw or take 2d6 lightning damage and it cannot take a reaction until the end of its next turn. On a success, a target takes half damage.

Triage (Level 5)

You can treat wounds and administer medicine during rests which helps to bolster your allies' natural healing. During a short or long rest, you can treat a number of creatures equal to your Charisma modifier. A treated creature gains the following benefits:

  • When it rolls a 1 or 2 on a hit die for healing during the rest, it can reroll the die any number of times.

  • When it finishes the rest, it gains temporary hit points equal to your Charisma modifier plus your merchant level.

Mithridatism (Level 9)

Continued exposure to and treatment of dangerous poisons and diseases has instilled you with a natural resilience. You have resistance to poison damage and immunity to being diseased or poisoned. If you previously had resistance to poison damage, this feature gives you immunity to poison damage. If a spell or other effect gives you resistance to poison damage, this feature gives you immunity to it while the effect persists.

Socialized Medicine (Level 15)

Whenever you or a creature that you can see within 30 feet of you consumes a potion, you may use your reaction to extend the effects of the potion to one creature of your choice within 30 feet of the consumer.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Architect

Architect (Level 3)

Throughout the multiverse, those with the skill and training to raise buildings and plan settlements have enormous value. Merchants of the guild of architects have taken these skills and elevated them to an art form, using magic to construct foundations and walls with unparalleled speed and efficiency, even in the heat of the moment. Despite the apparent haste in their walls' construction, these merchants' buildings have a reputation for lasting longer and aging better than those erected using more traditional methods. Whether you're looking to create a place to raise a family or to hold off an army, an architect has got you covered.

Architect Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Architect Spells

Property Developer

You learn the mold earth cantrip, and gain proficiency with carpenter's tools, mason's tools, and woodcarver's tools. If you already have proficiency with one or more of these tools, you may select another instead.

Additionally, you can stock construction materials—such as timber, mortar, stone, thatching, and any set of carpenter's tools, mason's tools, and woodcarver's tools—in your Portable Storefront at half the cost (rounded up).

Laying Foundation

You've learned how to magically construct walls. As an action, you can cause a nonmagical wall of solid stone to spring into existence at a point you can see within 60 feet of you. The wall is an object made of stone that can be damaged and thus breached. It has AC equal to your merchant spell save DC, and its size and hit points depend on what type of construction it has (your choice each time you create a wall with this feature):

  • The wall is a 1-inch-thick, 10-foot-by-10-foot panel with hit points equal to your merchant level + your Charisma modifier.

  • The wall is a 2-inch-thick, 5-foot-by-10-foot panel with hit points equal to twice your merchant level + your Charisma modifier.

  • The wall is a 4-inch-thick, 5-foot-by-5-foot panel with hit points equal to four times your merchant level + your Charisma modifier.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall and other surfaces, it can make a Dexterity saving throw against your spell save DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by either the ground or an existing fixture of the environment, such as a statue, building, tree, or boulder. Thus, you can use this feature to bridge a small gap or create a ramp.

Once created, the wall remains until it is destroyed. You can use your action while touching a wall you created with this feature to instantly destroy it. When one of your walls is destroyed, it crumbles harmlessly into gravel and dust.

Once you use this feature, you can't use it again until you finish a long rest or until you expend a spell slot to use it again. When you use a spell slot of 2nd level or higher to use this feature, you can create a number of walls equal to the level of the expended spell slot. The walls can be merged into a contiguous, crude structure, but can also spring into existence at separate points you can see within range. Each of these walls must use the same type of construction. A contiguous wall being destroyed might cause any walls connected to it to collapse at the DM's discretion.

Structural Integrity (Level 5)

When you use your Laying Foundation to create a wall, you can create openings within it that can be used to affix windows and doors to the structure. You can create any number of openings, which can each be of any size and shape, but the total area of the openings can't be more than half the wall's surface area.

Additionally, when you see one of your Laying Foundation walls be reduced to 0 hit points, you can use your reaction and expend a spell slot to cause it to regain 1d8 hit points per level of the expended spell slot.

Supporting Wall (Level 9)

When you create one or more walls with your Laying Foundation feature, each creature of your choice that you can see within 5 feet of at least one of the walls gains temporary hit points equal to half your merchant level. While that creature has temporary hit points from this feature, the creature automatically succeeds on any ability check or saving throw it makes against being knocked prone.

Real Estate Mogul (Level 15)

You regain the use of your Laying Foundation feature when you finish a short or long rest.

Additionally, you can expend a spell slot of 4th-level or higher to cast one of the bones of the earth, wall of ice, or wall of thorns spells. Once you reach 17th level in this class, you can expend a 5th-level spell slot to cast Mordenkainen's magnificent mansion. Once you reach 20th level in this class, you can expend a 5th-level spell slot to cast prismatic wall. When you cast any of these spells with this feature, it counts as a merchant spell for you, and you must finish a long rest before you can cast a spell with this feature again using the same level of spell slot.

Blacksmith

Blacksmith (Level 3)

A blade is as necessary as rope, and the merchant guild of blacksmiths has grown rich off thrill-seeking travelers. They may find themselves a good friend of clerics worshiping the Forge domain and are a close ally to the martial warriors of the party. A fighter that has had their blade and armor succumb to the oxidation of a rust monster would normally be up a creek without a paddle, so it pays to make friendly with the arms dealers of the realms.

Of all the merchant trades, blacksmiths are the most common in stories to truly answer the call to adventure, as in times of war, they may be asked to pound skulls instead of metal. Merchants of the guild of blacksmiths have adapted their magic to become portable forges and study the potent nature of armor and weapon enchanting.

Blacksmith Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Blacksmith Spells

Arms Dealer

As a member of a guild of blacksmiths, you gain proficiency with smith's tools and all weapons and armor.

Additionally, you can stock armor and weapons in your Portable Storefront at half the cost (rounded up), and the time you must spend to craft metal armor and weapons is halved.

Retool Enchantments

You can spend a short rest breaking down and disenchanting magic armor or weapons that do not bear a curse. After doing so, you learn your choice of one of the properties that was on the item and may enchant nonmagical weapons and armor with a property you have learned in this way. For example, if you disenchant a +1 shortsword that also deals 1d4 fire damage on a hit, you can choose to learn either the +1 bonus to attack and damage rolls or the additional 1d4 fire damage on a hit.

Enchanting a piece of equipment requires 10 minutes of time spent with the equipment, after which it remains enchanted for 24 hours. The number of items that can be enchanted at any time with this feature is equal to your Charisma modifier.

An item you create can only have one property on it. You can give items additional properties at 9th (two properties) and 15th (three properties) level.

Smash and Grab (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn. Once during your turn, you can replace one of these attacks with the Use an Object action to use an object that calls for an action.

Heart of the Forge (Level 9)

You have resistance to fire damage and when you take bludgeoning, piercing, slashing, or fire damage, you may use your reaction to reduce the damage by an amount equal to your Constitution modifier.

Forgemaster (Level 15)

Any armor or weapon you craft or stock in your Portable Storefront has one of the following magical properties of your choice without increasing the cost to craft or stock it:

  • +1 to attack and damage rolls.

  • +1 to Armor Class.

  • The weapon deals an additional 1d4 damage of a damage type of your choice.

  • The weapon or armor can bond to an attuned creature over the course of 1 minute and can be summoned (appearing donned or held in the hand) or dismissed as a bonus action.

  • Choose a damage type. When the wearer takes that damage, roll 1d4 and subtract the number rolled from the damage.

The item can gain enchantments through your Retool Enchantments feature without adding to the total enchantments on the item. Once the item has been removed from your Portable Storefront, it cannot be placed back into it.

Additionally, when you reach 17th level in this class, any time you cast a spell using a 5th-level spell slot that enhances weapons or armor, it does not require concentration and is cast as if you had used a 9th-level spell slot.

Esotericism

Esotericism (Level 3)

Even speakers of elder tongues and conductors of dread rituals have to purvey the convoluted requirements for their cultic traditions. When they do, they seek out a merchant of the guild of esotericism, an expert appraiser of arcane oddities and grim goods. An esotericist is commonly sought out to deal with curses by foolhardy adventurers that go about touching every piece of treasure they can lay their hands on, some charging a hefty fee to break the curse's bond.

In some areas, these merchants have paired up with wizards and developed massive economic and political power. In the city of Luskan the Host Tower of the Arcane houses the Arcane Brotherhood, a shrouded organization that stood as the dominant ruling force of the Northern Sword Coast for centuries.

Esoteric Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Esoteric Spells

Eye for Curses

You gain proficiency with the Arcana skill and with jeweler's kits. If you already have proficiency with a skill or tool given to you by this feature, you may select another instead.

Additionally, whenever you cast identify, you may make an Intelligence (Arcana) check. If the result of the check is a 20 or higher, you also learn whether or not the item is cursed, but not the curse's properties.

Page Master

If you find a spell scroll, you can add it to your Portable Storefront, ignoring rarity restrictions listed in your Portable Storefront feature. Whenever you have a spell scroll in your Portable Storefront, you may prepare and cast the spell on the scroll it as if it were a merchant spell. You lose the ability to cast it this way if you take it out of your Portable Storefront and you must otherwise obey all the restrictions for selecting the spell, as described in your Spellcasting feature. Casting the spell on the spell scroll with this feature does not destroy it while it remains in your Portable Storefront.

Occult Sagacity (Level 5)

Your business endeavors and working partnerships with sages of the arcane has taught you how to recognize a spell by its gestures and evocations when you're on the wrong side of the wand. Whenever you witness a creature perform the required components used to cast a spell, you can use your reaction to make an Arcana check against the creature's spellcasting DC. On a success, you learn what the spell is, what the caster's spellcasting ability is, and you gain advantage on saving throws you make against that creature's castings of that spell for the next minute.

You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.

The Patronage of Patrons (Level 9)

No one would do business with cultists of elder gods without taking proper precautions. You can use your action to make yourself immune to any effect that would sense your emotions or read your thoughts, divination spells, and you cannot be spoken to magically or telepathically unless you allow it. This effect lasts for 1 hour.

Once you use this feature, you cannot do so again until you finish a short or long rest. If you have no remaining uses of this feature, you can expend a spell slot of 2nd-level or higher to use it again.

Curse Scribe (Level 15)

Whenever you study cursed items, you can choose to learn the inner workings of the curse. When you cast identify on an item with a curse, you automatically learn whether or not the item is cursed and the curse's properties. While you are attuned to a cursed item, you can choose whether or not you are cursed by it.

Additionally, you can use an action to imbue another item that you can see within 30 feet of you with the same curse. Doing so does not remove the curse from the original item. You can only have a number of items imbued with this feature equal to your Charisma modifier. If a remove curse spell is cast on an item you have imbued with a curse, it completely removes the curse from that item.

Gambler

Gambler (Level 3)

These merchants are dealers of a different kind, the peddlers of entertainment and the excitement of chance. The temptation of quick riches is known by everyone all too well, and gamblers specialize in the seductive power of easy wealth.

The outcome of any bet is always determined by luck, skill, or possibly both. Members of the merchant guild of gamblers are able to manipulate both of these concepts, ensuring that the odds are always in their favor.

Subclass Requirement: Poker Cards

This subclass requires a standard 52-card deck of Poker cards (a set with the Jokers removed) to make use of its features. Your Cardistry feature references the Cardistry table below:

Cardistry

Gambler Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Gambler Spells

Jackpot

Any time you use a merchant spell slot, roll 3d10. If each of the dice roll a 7, the spell slot becomes a spell slot 4 levels higher, gp appear in your Portable Storefront of an amount equal to your Portable Storefront's value, and you make all ability checks, attack rolls, and saving throws with advantage for the next minute.

Cardistry

You gain proficiency with playing card sets and the Insight skill. Using the Use an Object action, you can make a ranged spell attack against a creature within 60 feet with a card from a deck of playing cards you are holding in your hand. On a hit, a card deals 1d8 + your Charisma modifier damage of a type of your choice from either acid, cold, fire, or lightning.

Additionally, whenever you make an ability check, attack roll, or saving throw, you may draw one card from a standard 52-card deck of poker cards (Jokers removed) instead of rolling a d20. When you do, consult the Cardistry table and use the Result for the check, adding any modifiers that apply.

Once you do this, you place the card into a discard pile, which you may look through at any time. You can shuffle your discard pile back into your deck when you finish a short or long rest.

Poker Face (Level 5)

You have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.

Double or Nothing (Level 9)

When a creature you can see hits with an attack, you can use your reaction to force the creature to succeed a Wisdom saving throw, which it can willingly fail. If it fails, draw a card from your deck, which changes the result of the attack roll depending on the card drawn:

  • If the result would be a roll of 20, the damage is doubled.

  • If the result would be a roll of 2–19, the hit becomes a normal hit and any effects triggered by a critical hit are canceled.

  • If the result would be a roll of 1, you turn that hit into a miss.

You can use this feature a number of times equal to your proficiency bonus. You can also use this feature by expending a 2nd-level or higher spell slot. You regain all expended uses when you finish a long rest.

Further, if you roll a 7 on any of the dice for your Jackpot feature, you can choose to reroll any of the dice one time.

The House Always Wins (Level 15)

When you can draw a card from your deck, you can instead choose a card from your discard pile and use it for the result. After you discard the card again, you must then shuffle your discard pile back into your deck.

Further, if the total result of the dice you roll for your Jackpot feature is 7, you trigger the feature. Once it is triggered in this way, you cannot do so again until you finish a long rest.

Gourmand

Gourmand (Level 3)

Be they butcher or baker, chefs, culinarians, or confectioners, merchants of the guild of the gourmand encompass all peddlers of foodstuffs.

Culinarian's Connections

You gain proficiency with cook's utensils if you don't already have it. Your proficiency bonus is doubled for any ability check you make using cook's utensils, which you can use the Use an Object action to inspect any foodstuffs within 5 feet of you and determine whether it is poisoned, provided that you can see or smell it.

Additionally, the gold cost you must expend to craft food or restock rations, foodstuffs, salt, spices, and cook's utensils in your Portable Storefront is halved (round up).

Magic Menu

You gain the following spells, or your choice of a spell from a particular list, when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Gourmand Spells

Further, when you prepare your merchant spells, your guild allows you access to additional spells from the list below, which are added to the merchant spell list for you.

Gourmet

Gourmands are master culinarians whose food is of such high quality, it could be valued as highly as precious gems. You can spend 10 minutes preparing such a meal. Doing so requires you have cooking utensils on-hand, some kind of station to prepare the meal on (such as a campfire or stove), and spend 1 gp per pound of ingredients to make the meal. Any meals you make last for 24 hours after being made, unless you have a means of preserving them.

As a part of preparing the meal, you can expend a merchant spell slot to infuse 1 pound of food with magical flavor, allowing you to affect the food in one of the following ways of your choice:

  • A creature that consumes the food has its current and maximum hit points increased by 1d6 + your merchant level for 24 hours. This increases by an additional 1d6 when you reach 9th level in this class.

  • The food is infused with one of your merchant spell slots, which is given to the consumer of the food as if by your Exchangeable Casting feature.

  • The food is infused with one of your merchant spells with a range of Self or Touch. When a creature consumes the meal, the spell is cast with the consumer as the target.

A creature needs to consume the meal completely to gain its benefits, requiring at least 1 minute to do so, and a creature can only benefit from one of your meals at any time.

Gourmet and the Chef Feat

The Gourmet feature was designed to work with, not against, the Chef Feat from Tasha's Cauldron of Everything, and other popular homebrew cooking rules.

I suggest if you allow for ingredients that give passive buffs when eaten, that the effect be no stronger than a spell of a level equal to half the grocer's proficiency bonus, rounded down.

Flavortown (Level 5)

Your dishes are so refined that their mere taste may infer their benefits. A creature can use the Use an Object action to consume a bite of your prepared food, granting its benefits immediately, rather than at the end of a short or long rest.

A creature that does so must finish a long rest to benefit from this feature again.

Natural Preservatives (Level 9)

A career in catering means you're always eating well. After you eat at least 1 pound of food, you gain proficiency with Constitution saving throws. You lose this proficiency if you go 24 hours or longer without having eaten a meal.

Soup for the Soul (Level 15)

Whenever a creature eats food you have prepared as a part of a short rest, it gains the benefits of having completed a long rest. After it finishes the rest, the creature cannot benefit from this feature again until it finishes 1d4 long rests.

Mariner

Mariner (Level 3)

The mariners' guild encompasses fishmongers, dock masters, and even some pirates looking to somewhat legitimize their operations. This network of seafarers and maritime traders also functions as something of a governing body on the open water, as maritime laws tend to be hard, if not impossible to enforce in most worlds. To consider yourself a mariner, you need raw determination, courage, and it helps if you can spin a great yarn.

Maritime Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Maritime Spells

Any Port in a Storm

You can restock fishing tackle, nets, rope, and tridents in your Portable Storefront at half the cost (rounded up). While you are in a port settlement that recognizes you as a member of this guild in good standing, you also pay half price for food, lodging, and sea travel.

Additionally, when you make an ability check related to seafaring navigation, the maintenance and operation of water vessels, or the tying of knots, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dock Master

You gain a swim speed equal to your walking speed and proficiency with nets, tridents, and vehicles (water). If you already have proficiency with a tool given to you by this feature, you may select another instead. You can make an attack with a net using the Use an Object action, and your Bang for Your Buck feature applies to nets used this way.

Sea Legs (Level 5)

You have advantage on ability checks and saving throws to resist being moved or knocked prone.

Ship-Shape (Level 5)

When you see a component of a ship become damaged, you can use your reaction and expend a spell slot to cause it to regain 1d8 hit points per level of the expended spell slot. This causes inoperable components to become operable.

Old Salt (Level 9)

Emboldened by your life on the roughest waters of the world, you have become accustomed to battling nature at its most violent. You gain the following benefits:

  • You have resistance to cold and lightning damage.

  • You can see through areas obscured by fog and rain.

  • When using nets, you can restrain creatures that are Huge or smaller.

Winds of Trade (Level 15)

When you cast the gust of wind spell, it does not require concentration, its duration increases to 8 hours, and you can choose to have the wind specifically target a movement-related component of a ship within range, which doubles the ship's travel pace. Doing so does not affect any creatures on the vessel or its cargo, but you can use your bonus action to change the spell to its described effect in the spell.

Pet Dealer

Pet Dealer (Level 3)

Pet dealers are merchants of friendship that roam the world to discover the beasts unseen by civilization. The pet dealer knows some customers have unusual taste, and is willing to go so far as to try and tame the unusual monsters of the realms, because who wouldn't want to cuddle with a fluffly owlbear cub or ressurect the family dog?

Pet Dealer Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Pet Dealer Spells

Mobile Menagerie

You gain proficiency with Animal Handling checks and your proficiency bonus is doubled for any Animal Handling check you make.

Further, when you cast find familiar, the animal form you choose can be any beast of a challenge rating of 1/8 or lower and you can use 20 gp as an additional material component in the casting of the spell, which is consumed. If you do, the spell's casting time is instantaneous and the familiar becomes an autonomous beast no longer under the effects of the spell.

Domesticate

When an untamed beast fails a saving throw against an enchantment spell you cast, or when you succeed on an Animal Handling check against it, you can attempt to domesticate it. To do so, the beast's challenge rating must be equal to or lower than half your merchant level or the level of the spell (whichever is lower), and you must spend (100 × the creature's CR) gold pieces, which are consumed by this effect. The beast must then succeed on a Wisdom saving throw or become domesticated by you.

A domesticated beast is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

You can only control one domesticated beast at a time. If a beast is left uncared for for longer than 1 week, it will return to its wild instincts and no longer be domesticated.

Exceptional Taming (Level 5)

Beasts have disadvantage on saving throws against being charmed by your merchant spells.

Additionally, your domesticated and conjured creatures' attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestiary Exotica (Level 9)

You can now control two domesticated creatures at a time, and you gain one of the following features of your choice:

Dead Petz

You have the summon undead spell prepared. It counts as a merchant spell for you, and it doesn't count against the number of spells you can have prepared. The undead you summon with this spell always take the form of beasts.

Exotic Pets

Any of your merchant spells and features with effects that are restricted to beasts can now affect monstrosities.

Otherworldly Pets

Any of your merchant spells and features with effects that are restricted to beasts can now affect aberrations.

Pack Leader

You have the beast bond spell prepared. It counts as a merchant spell for you, and it doesn't count against the number of spells you can have prepared. You can cast it as a bonus action and it does not require your concentration. Further, you can it a number of times equal to your Charisma modifier without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest.

Zoo Tycoon (Level 15)

When you cast a merchant spell that summons creatures, you can cast it without a spell slot or a material component. If you do so, the spell doesn't require concentration and its duration becomes 1 minute for that casting.

You can use this feature once, and you regain the ability to do so when you finish a long rest.

Swindler

Swindler (Level 3)

No matter the skill, thieves still have to find someone to pay for their stolen goods and contraband. Black markets developed to facilitate such a trade, nearly always creating a guild of swindlers. Perhaps the most famous of these organizations that could fall under this guild's scope is the Black Network of the Zhentarim, who for centuries has moved products throughout the Moonsea. Their extensive network of mercantile contacts has spread drugs, slaves, poison, and even illegal weaponry throughout Faerûn.

Swindlers need not always take on such morally objectionable endeavors, and all groups could use the help of someone with more flexible ethics.

Swindler Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Swindler Spells

Hustler's Gambit

You gain proficiency with your choice of either the Deception or Sleight of Hand skills as well as with disguise kits and forgery kits. Whenever you restock your Portable Storefront, you can stock ball bearings, trinkets, disguise kits, and forgery kits at half the cost.

Additionally, you learn Thieves' Cant as detailed in the rogue class (Player's Handbook p. 96).

Thieves' Cant

During your rogue training you learned Thieves' Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves' Cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Misdirection

As an action, you can make a Charisma (Deception) or Dexterity (Sleight of Hand) check against the Passive Perception of a creature within 5 feet of you. On a success, you exchange an item the creature is carrying or holding for an object that you are carrying or holding. You must be able to reasonably hold the object in one hand to do so. On a failure, you have disadvantage on these ability checks against that creature for the next 24 hours and you provoke an opportunity attack from that creature.

Now You See Me... (Level 5)

When you use your action for your Misdirection feature, you can use your bonus action to make an attack or use an object that calls for an action to use.

Double-Dealer (Level 9)

You gain proficiency in Intelligence saving throws and whenever you make an ability check against illusions, you can add your proficiency bonus to the check.

Additionally, you cannot be compelled to tell the truth by any means and if another creature attempts to read your thoughts, it believes whatever you want it to believe you are thinking.

...Now You Don't (Level 15)

Whenever a hostile creature targets you with either a spell or attack, you can use your reaction to magically become invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.

Once you use this feature, you cannot do so again until you finish a short or long rest. If you have no remaining uses of this feature, you can expend a spell slot of 2nd-level or higher to use it again.

Vagabond

Vagabond (Level 3)

The merchant guild of vagabonds welcomes merchants without a central home, the caravaneers and commuting businessmen. While other merchants favor staying in their shops, vagabonds brave the wild world and are a welcome sight to any adventuring party. Vagabond guilds adopt bears, horses, migratory birds, racoons, elephants, and even minotaurs as their mascots that represent their journey, drive, and inability to get lost.

Nomadic Acuity

You gain proficiency in navigator's tools, all vehicles, and the Survival skill. Your proficiency bonus is doubled for any ability check you make that uses these proficiencies.

Those Who Wander

You always know which direction is north and you can perfectly recall any path you have traveled. When you finish a long rest in an environment you can survive in without the use of magic, you become adapted to that environment's climate (as described in Chapter 5 of the Dungeon Master's Guide). You remain adapted to the climate until you use this trait again.

Additionally, when traveling at a normal or slow pace, your party gains the following benefits:

  • You cannot be lost or surprised by nonmagical means.

  • Non-magical difficult terrain does not affect you.

Vagabond Magic

You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don't count against the number of spells you can prepare each day. If a spell doesn't appear on the merchant spell list, the spell is nonetheless a merchant spell for you.

Vagabond Spells

Caravaneer (Level 5)

Your walking speed increases by 10 feet. While riding a mount or controlling a vehicle, instead each of its speeds increase by 10 feet.

When you reach 9th level in this class, this bonus increases to 15 feet. When you reach 15th level in this class, this bonus increases to 20 feet.

Spry (Level 9)

You gain proficiency in Dexterity saving throws.

Everywhere at Once (Level 15)

Spells granted by your Vagabond Spells feature do not require your concentration and the distance in which you can teleport through your merchant spells that grant teleportation is increased by 20 feet.