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Merchant

Merchant

You belong to a guild of traders or a caravan of nomads. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant family with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.   Rather than proficiency with artisan's tools, you might be proficient with navigator's tools or an additional language. And instead of artisan's tools, you can start with a mule and a cart.

Merchant's Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.

Skill Proficiencies Insight, Persuasion
Tool Proficiencies navigator's tools and vehicles (land or sea)
Languages One of your choice
Equipment A set of navigator's tools, a mule and cart, a letter of introduction from your guild, a set of traveler's clothes , and a pouch containing 15 GP

Suggested Characteristics

Merchants are among the most ordinary people in the world until they set down their craft and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.


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