| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Insider Trading |
| 2nd | +2 | |
| 3rd | +2 | Business Style |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Cut to the Chase |
| 6th | +3 | Trade Gossip |
A) A Dagger or B) A Quarterstaff.
A) A sling with 20 pieces of ammunition or B) A Short-bow with 20 arrows.
A) A disguise kit or B) A forgery kit or C) A gaming set of your choice.
A) A dungeoneer's pack or B) An explorer's pack.
and If you are using starting wealth, you have 5d4 x 10 sols in funds.
Starting at the 1st level, you are privy to knowledge that most other customers do not have. When talking to a merchant, you are able to buy one rare item at a higher price that is not on the store's inventory list.
Beginning at the 3rd level, your experience as a merchant has opened up new ways to make more money. You gain features for these styles at the 3rd, 7th, 11th and 15th levels. The details of each feature will be explained at the end of this page.
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.
Beginning at the 5th level, 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, become an expert.
Beginning at the 6th level, your experiences in traveling have opened your ears to new sources of information. You learn one more language of your choice, to better expand the gossip chain.
Quality Testing
Beginning at 3rd level, you have tried out your goods enough times to know how to use them. You gain proficiency with martial weapons, light armour and medium armour. You also gain proficiency in smith's tools.
Maintenance
Starting at 3rd level, you may spend a long rest repairing any number of damaged or broken weapons equal to your proficiency bonus. If a weapon is in good condition, you may sharpen it, allowing the user to add your proficiency bonus to the damage roll. If this weapon is blunt, you may balance it, allowing the user to add your proficiency bonus to the attack roll.
Steel Eye
At 7th level, you can know a weapon at a glance. You can spend one minute inspecting a weapon or piece of armour to learn; it's origin and approximate age, it's approximate value, and whether it has any unusual properties.
Additionally, when you purchase or sell a weapon, you can determine whether the offered price is fair.
Artisan's Specialty
Starting at 3rd level, choose one type of Artisan's tools with which you are proficient, you become a master with those tools.
When using your tools, you can create masterwork items during a long rest, given you have the appropriate materials. The masterwork item will have a property determined by the DM. For example; A container that always stays dry inside, a lock that's very difficult to pick, or a rope that's twice as strong.
Trusted craftsman
Beginning at 7th level, when dealing with merchants, artisans, guilds and craftsmen, you can usually find someone willing to give you access to;
A Workspace, Basic Materials, Professional Advice, Introductions, Temporary Equipment.
You also gain advantage on persuasion checks made to negotiate the purchase or commission of crafted goods.
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