Merchant

Class features

 * Hit Dice: 1d8 per merchant level
 * Hit points at 1st Level: 8+ your Constitution modifier
 * Hit points at higher levels: 1d8 (or 5) + Constitution modifier for each level over 1st

Proficiencies

 * Armor: light armor
 * Weapons: Simple weapons, shortsword, hand crossbow, simple firearms
 * Tools: Tinker's Tools, two other tools and a gaming set of your choice
 * Saving Throws: Intelligence, Charisma
 * Skills: Persuasion and any other three.

Equipment
You start with the following equipment in addition to the equipment granted by your background.


 * (a) a shortsword or (b) any simple weapon
 * (a) a hand crossbow or (b) any simple firearm
 * (a) a diplomat's pack or (b) an entertainer's pack
 * Padded armor, a dagger, abacus, 20 ammunition, a pack of goods worth 250gp

Study the Market
At 1st level, you can find useful information to formulate a strategy of approach at first glance. As a bonus action you can make an insight check with advantage to determine how rich, the lifestyle, social rank and relative skills of a creature are.

Journey Prepper
At 1st level, you have travelled the roads and know you need to keep yourself fit and your equipment in tip top shape. You check and polish up your party's equipment and give them some wise words of advice about your time travelling. At the start of a day, choose any number of creatures equal to your Charisma modifier. They gain a bonus to any attack roll, ability check or saving throw equal to your Charisma modifier that they can choose to use at any point before their next long rest.

Hey you!
At 2nd level, as an action you can throw random objects on your person or shout out phrases towards a creature you can see within 60ft of you that can understand you. The creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. Should the creature fail, the next attack role against the target will be with advantage and the creature's next saving throw will be with disadvantage.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Way of Business
Starting at 3rd level, you choose a preferred Way of Business. Choose one from either Aggressive Business, Shady Business, or Persuasive Business. You gain additional features at 7th, 14th and 18th levels.

Chaperones
At 3rd level, you have convinced, paid or blackmailed capable individuals to be your chaperones on your journey. Chaperones are proficient in all simple and martial weapons, and light and medium armor. You may add your proficiency bonus to their attack rolls, damage rolls, and saving throws so long as you are within 120ft of them and they are aware of your presence. If one should ever die, you replace it within 14 days time, so long as you stop by a place of civilisation. Chaperones automatically benefit from your Journey Prepper feature.

Chaperones take their turn on your initiative, though they don't take an action unless you command them to. If you do not give them an action to act out, they will take the Dodge action. You can command them where to move (no action required). You can as an action command them both to take the Attack, Dash, Disengage, Dodge or Help action. Should you ever receive the Extra Attack feature yourself, you can make one weapon attack when you command them to take the Attack action.

At 6th level, whenever a chaperone takes the Attack action, they can make two attacks instead of just one.

Ability Score Improvement
When you reach 4th 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. You gain this feature again at 8th, 10th, 12th, 16th and 19th level.

If your DM allows the use of feats, you may instead take a feat.

Expertise
At 5th level, choose two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Excuse me!
At 6th level, you always have to be first to set up shop and be where the action is at. You add your proficiency bonus to initiative rolls.

Improved Study the Market
Starting at 6th level, when you successfully read into a creature, you discover one of the following additional details of your choice:


 * Weaknesses: You discover a physical or personal flaw to exploit. For the next three attacks that hit the creature by you or your chaperones the target will be vulnerable to the damage. Or you gain advantage on Charisma (intimidation) checks against the target for 1 hour.
 * Habits: You discover usual or unusual habits of the creature. As a reaction for the next hour you can impose disadvantage on the creature when it makes an ability check or saving throw. You can use this reaction a number of times equal to your Charisma modifier.
 * Likes: You discover a few things the creature likes and enjoy.