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The Trader

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Freelancers
Traders are first and foremost those who sell their services to
Trader others. A call to adventure for a trader is quite simple,
A Woman and her familiar bought and paid for by the guild perhaps they were hired by an adventuring party and became
that hired her to bring valuable herbs and gold dust to the attached, or perhaps they found a group whos goals alined
settlements by the great northern city, travels along side a with their own such ads a trader joining a group who are on a
trusted group of adventures. The cold winter breeze bringing grand adventure across the country and you they have some
in the frost signs of the frost that shall soon isolate the great medicine they need to take across the lower settlements.
north only serves to increase the importance of this delivery. Mirthful Merchants
In the world of Errsalt traders are a welcome sight. The Traders are uniquely trained to interact and participate with
skilled merchants and sellswords who in our time of need markets and merchants. They bring both a face and a
established the trade rotes needed to revive society during treasurer to an adventuring party as well as a party member
the collapse. Now those who seek someone to take an item a who is adept in many skills.
far distance, aid with travel, or even to form a envoy to other
settlements the traders are a cure all for all tasks.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Trader
Proficiency Talents
Level Bonus Features Known
Traders Profession,
1st +2 0
Appraisal
Traders Talents,
2nd +2 2
Expertise
3rd +2 Born Negotiator 2
Ability Score
4th +2 2
Improvement
Traders Profession
5th +3 3
Feature
6th +3 Expertise 3
7th +3 Traveling Merchant 4
Ability Score
8th +3 4
Improvement
9th +4 Sound Mind 5
Ability Score
10th +4
Improvement
5
Class Features
11th +4 Combat Appraisal 5 As a Trader, you gain the following class features
Ability Score
12th +4 6 Hit Points
Improvement
Traders Profession
Hit Dice: 1d8 per Trader level
13th +5
Feature
6 Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
14th +5 Savvy Intellect 6 modifier per trader level after 1st
15th +5 Savant 7 Proficiencies
Ability Score Armor: Light armor
16th +5
Improvement
7 Weapons: Simple weapons, hand crossbows, scimitars,
Traders Profession
shortswords
17th +6
Feature
7 Tools: Land vehicles and 1 set of artisan's tools of your choice
18th +6 Polymath 8
Saving Throws: Wisdom, Charisma
Skills: Choose four from Animal Handling, Deception,
19th +6
Ability Score
8 History, Insight, Intimidation, Perception, Performance,
Improvement Persuasion, Sleight of Hand, and Survival
20th +6 True Genius 8 Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a scimitar, (b) a shortsword, or (c) any simple weapon
(a) a diplomat’s pack or (b) an explorer’s pack
One toolset of your choice
Leather armor and a bone dagger

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Traders Profession
At 1st level, you choose a profession that you use to make
your livelihood. You can choose from the Scholar as detailed
at the end of this document. Your Profession choice grants
you features at 1st Level and then again at 5th, 13th, and
17th level.
Appraisal
Also, at 1st level, your worldly experience has granted you a
sense for determining the worth of objects. You can spend 10
minutes studying an object to learn about the object as if you
had cast the identify spell on it. Additionally, you learn 2
pieces of additional information from the list below;
The approximate gold value of the object.
The time period the object is from.
The material makeup of the object.
(If comparing objects) weather or not an object is
authentic or not.
You can learn an additional piece of information for every
additional 10 minutes you spend studying the same object.
Traders Talents
At 2nd level, as a trader you pride yourself on your many skills
and have learned how to apply such skills in unique ways.
You can choose 2 Traders Talents that you qualify for detailed
at the end of this document and gain more talents as you take
levels in this class as show on the Trader Class Table.
Whenever you gain a level in this class you can choose to
change any talents you have to any other talents you qualify
for.
Traveling Merchant
Expertise
At 7th level, your experience with hauling cargo vast
Also, at 2nd level, choose two of your skill proficiencies. Your distances safely has giving you insight into more efficient
proficiency bonus is doubled for any ability check you make methods of travel. When determining the carrying capacity of
that use either of the chosen proficiencies. a land or sea vehicle you can double it.
At 6th level, you can choose two more of your skill Additionally, vehicles have resistance to all damage types
proficiencies to gain this benefit. while you are piloting them.
Born Negotiator Sound Mind
At 3rd level, your journey has given you the experience to At 9th level, your interactions with the many have given you
both understand a persons motivations and how to exploit insight to the verbal and magical trickery of those who wish
them for your benefit. to deceive you. You have Immunity to being charmed.
When you engage in a conversation you can focus you mind
on the verbal undertones and body language of a number of Combat Appraisal
creatures equal to 1 + your Proficiency Bonus to better At 11th level, your journeys have taken you to wild and
control the social situation. While those creature remain in dangerous places, this as sharpened your senses to the
the conversation you have advantage on any Charisma ability slightest ticks and kinks in the armour of your foes.
checks made against these creatures. If a creature leaves the
conversation you lose this bonus against them. As an action, you can use your Appraisal feature to hone into
You can use this feature once per long rest. the weaknesses of a creature you can see within 30ft of you.
For the next minute you have advantage on weapon attacks
Ability Score Improvement against that creature and can use your bonus action to help
When you reach 4th Level, and again at 8th, 10th, 12th, 16th, direct an ally, that ally gains advantage on their first attack
and 19th level, you can increase one ability score of your roll against that creature before the start of your next turn.
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.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Savvy Intellect
At 14th level, the study of merchandise and people has done
much to improve your intellect. You gain proficiency with
Intelligence saving throws. Additionally, creatures have
disadvantage on Wisdom(Insight) ability checks to determine
if you are lying.
Savant
At 15th level, when you fail an Intelligence, Wisdom, or
Charisma saving throw you can re-roll the save, still adding
your modifiers, but must use the new result.
You can use this feature 3 times and you regain all uses of
this feature after finishing a long rest.
Additionally, your study into Magical wares and trinkets have
given you insight into the use of any kind of item. You can
ignore the class, race, and level requirements for attuning
and using magic items.
Polymath
At 18th level, you have become skilled in all things. You gain
proficiency with all skills.
True Genius
At 20th level, you have reached the pinnacle of skill and
talent. When you hit a creature for the first time on your turn
with advantage from your Combat Appraisal feature you can
tread that hit as a critical hit.
Additionally, when you make an ability check you can treat
the d20 roll as a 20. You can use this feature once and can
use it again once you finish a long rest.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Traders Profession
Scholar
Spellcasting
Beginning at 1st level, delving into the art of arcana, you have
studied and practiced the art of magic.
Known Spells
You learn 2 spells when you first gain this feature, plus an
additional number equal to one-quarter of your level, rounded
up. You can choose spells from one of the following spell lists:
Wizard, Sorcerer or Warlock. These spells are scholar spells
for you.
Whenever you gain a new level in this class, you can replace
one known spell with another of a level which you can cast.
Spell Slots
The Scholar table shows how many spell slots you have to
cast your heretic spells of 1st through 4th level. To cast one of
your scholar spells of 1st level or higher, you must expend a
spell slot. You regain all expended spell slots when you finish
a long rest.
For example, if you know the 1st-level spell bane and have a
1st-level and a 2nd-level spell slot available, you can cast bane
using either slot.
Spellcasting Ability Scholar Spellcasting
Intelligence is your spellcasting ability for your invocate
spells, so you use your Intelligence whenever a spell refers to Level 1st 2nd 3rd 4th
your spellcasting ability. In addition, you use your Intelligence 1st 2 — — —
modifier when setting the saving throw DC for a invocate
spell you cast and when making an attack roll with one. 2nd 2 — — —

Spell save DC = 8 + your Proficiency bonus + your 3rd 2 — — —


Intelligence modifier 4th 3 — — —
Spell attack modifier = 8 + your Proficiency bonus + your 5th 3 1 — —
Intelligence modifier
6th 3 1 — —
Spellcasting Focus
7th 4 2 — —
You can use an arcane focus as a spellcasting focus for your
scholar spells. 8th 4 2 — —
9th 4 2 — —
Scroll Savant
You have become an expert at using and crafting spell
scrolls. 10th 4 3 — —
You gain proficiency with calligraphers tools and gain the 11th 4 3 1 —
following benefits.
12th 4 3 2 —
You can use any spell scroll regardless of class or spell 13th 4 3 2 —
list.
You can use calligraphers tools to craft spell scrolls at half 14th 4 3 2 —
the rate of time and gold cost. 15th 4 3 2 —
You can craft spell scrolls to be casted at higher levels up
to your spell level when crafting. 16th 4 3 3 —
Spell scrolls you use and craft now use your Spell Attack 17th 4 3 3 —
bonus and Spell Save DC. Additionally, any spell scrolls at
cantrip level are casted based on your character level 18th 4 3 3 1
instead of 1st level 19th 4 3 3 1
20th 4 3 3 1

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spell Sealing Scroll
At 5th level, your skill with implementing scrolls on the
battlefield
allows you to capture the spells of the enemy.
When a creature casts a spell within 30 feet of you can, as a
reaction,
use your calligraphers tools to inscribe the spell into
a blank scroll.
When you do this you must make an Intelligence saving
throw with a DC of 11 + the spells level (cantrips are spell
level 0. On a successful save, the spell fails/ends and a newly
made scroll of the spell at the level it was casted is made.
You can use this ability a number of times equal to your
Intelligence modifier and regain all uses when you finish a
long rest. Spell scrolls made in this way only last for 24 hour
before they turn back into regular paper and ink scrolls.
Residual Warding
At 13th level, your research into the fundamentals of magic
have given you insight into how to better utilise the residual
magic of spells. While you are concentrating on a spell, your
AC increases by half the spells level (rounded down).
Magic for Beginners
At 17th level, your ability to break down information of even
the more complex magics allow you to guide even the
ungifted in the use of scrolls.
Creatures can use spell scrolls of 3rd level or lower without
needing to meet the requirements to use them. When a
creature uses a spell scroll from this feature they use your
spell save DC and Spell attack modifier.
A creature can only use a spell scroll in this manner once and
regains the ability to use the scrolls again after finishing a
long rest.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn. Additionally, you can
designate up to 2 creatures as Wards.
Battle Flow
At 13th level, experience not only guides your blade but lets
you more effectively direct those under your care. When you
Traders Profession use your Combat Appraisal on a creature you can use your
bonus action to grant advantage to the next weapon attack
each of your wards makes against that creature. Additionally,
Sellsword you walking speed increases by 10 feet.
Soldiers Training Guardsmans Honor
At 1st level, your past as a combatant has given you particular At 17th level, your trade has become more than just a job but
skills for dealing with battle. You gain proficiency with truly a part of yourself to take pride in. When you roll a 20 on
medium armour, shields and martial weapons. a weapon attack roll you can roll additional weapon damage
dice equal to the number of wards under your protection
Blade for Hire when determining the extra damage. Additionally, you can
Also, at 1st level, your job is to shield your client from harm. designate up to 3 creatures as Wards.
As a bonus action, you can designate a creature within 30ft of
you as your ward for the next hour. You gain the following
boons while you have at least 1 ward;
When your ward is targeted with a weapon attack you can,
as a reaction, move up to half of your movement speed
directly towards your ward. If you make it within 5ft of
your ward you become the new target of that attack.
You cannot have disadvantage on an attack roll against a
creature within 10ft of your Ward.
You can use this feature once and can use it again once you
have finished a long rest.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Traders Talents
General History
Iron Stomach Engineering Adept
You have advantage on saving throws against poison, and you Prerequisite: History proficiency
Whenever you make an
have resistance against poison damage. Intelligence (History) check related to architecture,
constructs, or technological devices, you make the check with
Combat Fundamentals advantage.
Prerequisite: Level 6 Historian
You adopt a particular style of fighting as your specialty. Prerequisite: History proficiency
Choose one Fighting Style. You can't take a Fighting Style When you take the Help action to aid another creature’s
option more than once, even if you later get to choose again. ability check to recall information they add your Intelligence
modifier to the roll.
Athletics
Swimmer Insight
Prerequisite: Athletics proficiency Psychoanalyze
You gain a swimming speed equal to your walking speed. Prerequisite: Insight proficiency
When you successfully make a Wisdom (Insight) check
Mountaineer against a creature you glean into their mind. You learn of the
Prerequisite: Athletics proficiency creatures current emotional state and 1 personality trait of
You gain a climbing speed equal to your walking speed. your DM's discretion.

Acrobatics Intimidation
Tumbler Interrogation
Prerequisite: Acrobatics proficiency Prerequisite: level 5, Intimidation proficiency
You have advantage on saving throws against being knocked If you spend 1 minute talking to someone who can
prone. Additionally, when you’re prone, you can stand up by understand what you say, you can make a Charisma
spending 5 feet of movement, rather than half your speed. (Intimidation) check contested by the creature’s Wisdom
(Insight) check.
Animal Handling On a successful check, the target is frightened of you as long
as it remains within 60 feet of you and for 1 minute
Animal Whisperer thereafter. While frightened of you in this way, the creature
has disadvantage on all of its ability checks.
Prerequisite: Level 6, Animal Handling proficiency
Through sounds and gestures, you can communicate simple Investigation
ideas with beasts of Large size or smaller.
Finder of Secrets
Arcana Prerequisite: Investigation proficiency
You have advantage on Intelligence (Investigation) checks
Xenologist made to detect the presence of secret doors and traps.
Prerequisite: Arcana proficiency
Whenever you make an Intelligence (Arcana) check related to Medicine
the origin or lore of aberrations and monstrosities, you make
the check with advantage. Field Medic
Prerequisite: Medicine proficiency
Deception You have advantage on Wisdom (Medicine) checks when
attempting to stabilize a dying creature.
Misdirection
Prerequisite: Level 10, Deception proficiency
You have learned to take advantage of the breaks in focus of
your foes during combat. When you make a ranged weapon
attack as an action, you can as a bonus action, make the hide
action.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Nature Religion
Biology Adept Theologian
Prerequisite: Nature proficiency Prerequisite: Religion proficiency
Whenever you make an Intelligence (Nature) check related to Whenever you make an Intelligence (Religion) check related
the origin or lore of beasts or fey you make the check with to the origin or lore of celestials you make the check with
advantage. advantage.
Gourmet Eye Necrologist
Prerequisite: Nature proficiency Prerequisite: Religion proficiency
Whenever you make an Intelligence (Nature) check related to Whenever you make an Intelligence (Religion) check related
determining if a plant or fungus is poisonous or ill for to the origin or lore of fiends, you make the check with
consumption you make the check with advantage. advantage.
Perception Sleight of Hand
Great Vision Cloak and Dagger
Prerequisite: Perception proficiency Prerequisite: Level 5, Sleight of Hand proficiency
Being in a lightly obscured area doesn’t impose disadvantage As a bonus action, you can draw and attack with a concealed
on your Wisdom (Perception) checks if you can both see and dagger. When you do, you can make a Dexterity (Sleight of
hear. Hand) check contested by a creature’s Wisdom (Perception)
check.
Lookout On a successful check, the attack is made with advantage.
Prerequisite: Perception proficiency Quick-Fingered
When you take the Search action, you have advantage on
your Wisdom (Perception) check if you move no more than Prerequisite: Sleight of Hand proficiency
half your speed on the same turn. As a bonus action, you can make a Dexterity (Sleight of
Hand) check to plant a tiny object on someone else, conceal
Performance an object on a creature, lift a purse, or take something from a
pocket.
Playing Possom
Prerequisite: Performance proficiency Stealth
After a creature makes an attack against you, you can, as a Ambush Tactics
reaction, fall prone in your space. You then make a Charisma
(Performance) check contested by the creature’s Wisdom Prerequisite: Level 8, Survival proficiency
(Insight) check. When you are successfully hidden you have advantage on
On a successful check, on your next turn, you gain advantage initiative rolls.
on your first attack roll against the target and deal an extra
1d4 damage to the target creature. If your turn ends and you Survival
haven’t attacked the creature, you lose this benefit.
Pathfinder
Persuasion Prerequisite: Survival proficiency
Gossip While traveling for an hour or more in the wilderness,
difficult terrain doesn’t slow your group’s travel. Also, your
Prerequisite: Persuasion proficiency group can’t become lost except by magical means.
If you spend 1 hour in a populated area gathering information
on a specific topic, you can make a DC 10 Charisma Tracker
(Persuasion) check. Prerequisite: Survival proficiency
On a success, you learn one piece of lore from the area. The When you make Wisdom (Survival) checks to track a
DM determines exactly what you learn. For example; creature, you make your check with advantage. You also learn
For a monster or an NPC, you can reveal elements of its their exact number, their sizes, and how long ago they passed
statistics or personality. through the area.
For a location, you can reveal secrets about it, such as a
hidden entrance, the answer to a riddle, or the nature of a
creature that guards the place.
The information gleaned in this way does not have to be true
or correct.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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