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Merchant

Merchants thrive in a cycle of finding and trading wares to tap into the might that comes with wealth. In time, you will understand the cost of survival, gain an eye for good product, and even access your reserves of wealth from miles away. You can put a price on anything, except your own ambition  

Building Capital

When you choose this archetype at 3rd level, you feel a strong affinity for money. Pick a safe place or container (such as a chest) that you own. When you purposefully use it for storing any coin money, it becomes a Bank. Money in your bank magically accrues interest, gaining 10% (rounded down) of the total coins in the Bank at the start of each week.   You also get to pick a coin to be your monetary focus. As long as you have this Lucky Coin, you maintain a u in connection to your money, both on your person and in your Bank, even across planes of existence. You can focus on your lucky coin during a long rest to take any of the following actions:
  • determine the total number of coins in your Bank
  • determine whether any of the money in your Bank has been lost to expenses or incursion
  • instantly summon a number of coins up to your carrying capacity from your Bank to your person
  • instantly deposit a number of coins up to your carrying capacity on your person into your bank
If your Lucky Coin gets lost or destroyed, you can turn a new coin into your monetary focus over the course of one long rest. If you assign a new Bank, you lose connection to any remaining coins in your previous Bank.

Gold Rush

At 3rd level, the success of obtaining wealth gives you a surge of vigor. Whenever you gain money in coins, your movement speed increases by 5 feet, and you gain 5 temporary hit points until you complete your next short or long rest. These benefits do not stack. Gaining money applies to actions such as:
  • selling something to a new customer or another merchant
  • receiving a reward from someone outside your adventuring party
  • finding and taking treasure that does not belong to you or someone in your adventuring party
  • winning a bet (at DM's discretion)

Midas Touch

Also at 3rd level, you can create golden opportunities for you to attack. As long as your lucky coin is on your person, you can spend 1 gp from your Bank when you declare an attack on an enemy you can see to give yourself advantage, or 10 gp if you would attack at a disadvantage.   The gp cost of this ability is multiplied by 10 each time you use it, until you complete a long rest. Any coins used are rendered useless and disappear.

Good with Goods

At 9th level your experience handling lots of wares begins to show. Your carrying capacity is doubled. Your lucky coin also grants you a +5 bonus to Charisma checks that involve handling money matters, such as buying and selling items, or bribery.

Appraisal

Additionally at 9th level, you come to know the products you peddle. When you spend your long rest studying one nonmagical piece of armor, weapon, or tool, you gain proficiency with that particular item until you start your next long rest. You know everything about it, including its composition, maker, and previous owners. If it is a weapon, you can use it to make Sneak Attacks even if it is not a finesse or a ranged weapon.   When your proficiency with that particular item disappears, you have advantage on Charisma (Persuasion) and Charisma (Deception) checks involving it. Although you cannot study that particular item again, you can study another individual item of the same kind.

Refinance

By 13th level, your connection to money has appreciated in value. Your Gold Rush feature now increases your movement speed by 10ft and gives you 15 temporary hit points when it is activated. The gp cost to use your Midas Touch feature now only multiplies by 5.

Might of Midas

When you reach 17th level, you are completely fueled by the power of money and can expend some of your amassed wealth for a power boost. When you make a successful Sneak Attack, as long as your lucky coin is on your person, you can spend money from your Bank to add one of the following effects to the attack:
Cost Effect
100 gp Reroll any roll of 1 on Sneak Attack dice. You must use the new roll.
200 gp Your Sneak Attack dice become d8s.
400 gp Your Sneak Attack dice become d10s.
600 gp Your Sneak Attack dice become d12s.
1000 gp Your Sneak Attack dice become d20s.
Any coins used are rendered useless and disappear.

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