Salesperson | Element 133 Occupation | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Salesperson

Ability Score Increase
CHA +3
Wealth, Reputation and Supply
WEA +2, REP +1
Speed Modifier
+0
Skill Proficiencies
Persuasion, Deception, Perception, and your choice of Intimidation or Sleight of Hand
Weapon & Armor Proficiencies
Archaic Simple Melee Weapons, Personal Melee Weapons,
Tool Proficiencies
Civilian Land Vehicles, Blimp (from that one time in college)
Languages
3 of your choice
Equipment
Smartphone, calculator, briefcase, laptop computer, sales reports or research, current newspaper subscription.

FEAT: Cut to the Quick

You have learned how to deal with even the stingiest of people. You become proficient in the persuasion skill. If you are already proficient in this skill, double your proficiency bonus. You perfect the art of haggling. You now have advantage on persuasion checks when attempting to buy items for lower than their marked price.

FEAT: Under the Table

Your skills for business, and your eye for details lend you greater aptitude for underhanded business. Double your proficiency bonus for any skill checks performed with a forgery kit or disguise kit. You gain expertise in deception. Lying about deals to anyone with under 12 wisdom is an instant success.

FEAT: Reverse Psychologist

You are no longer open to manipulation. You are immune to being Charmed, and anyone trying to persuade, deceive, or intimidate you must do so with disadvantage. You can inspire others with the cunning use of reverse psychology. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Manipulative Inspiration die, a d8.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Manipulative Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Manipulative Inspiration die is rolled, it is lost. A creature can have only one Manipulative Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.


Created by

BreePeterson.

Statblock Type

Element 133 Occupation

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