Merchant Lord

The Griffon's Saddlebag: Book Two p. 339 (Third Party)

Size
Medium
Type
humanoid (any race)
Alignment
neutral
AC
16 (studded leather armor)
Hit Points
104 (16d8+32)
Speed
walk 30 ft.
Saving Throws
Dex +5, Cha +6
Skills
Arcana +3, Insight +4, Investigation +5, Persuasion +8
Passive Perception
12
Languages
Common plus up to three other languages
Challenge
3
STR
12
+1
DEX
17
+3
CON
14
+2
INT
12
+1
WIS
15
+2
CHA
18
+4

Traits

Proficiency Bonus

+2

Spellcasting

The merchant is a 7th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 14). They know the following bard spells:

  • Cantrips (at will): message, mage hand, mending, prestidigitation
  • 1st Level (4 slots): Comprehend languages, detect magic, identify, unseen servant
  • 2nd Level (3 slots): detect thoughts, locate object, suggestion
  • 3rd Level (3 slots): Glyph of warding, sending
  • 4th Level (1 slot): Secret Chest

Actions

Rapier

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Magic Coin

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 1 bludgeoning damage plus 13 (2d12) thunder damage.

Money Talks (4/Day)

The merchant enchants a coin in its hand with divination magic, which lasts for 10 minutes or until the merchant ends the effect early (no action required). For the duration, a creature holding the coin that knows at least one language can understand the meaning of any word the merchant speaks, and when the merchant speaks, that creature understands what the merchant says. Alternatively, the merchant can use an action to see and hear through the enchanted coin until the start of its next turn, using its own sense as if it were in the coin's space. During this time, the merchant is deaf and blind with regard to its own senses.

recharge

4/DAY

Reactions

Chance (Recharge 4-6)

When a creature within 60 feet of the merchant makes an ability check, attack roll, or saving throw, the merchant flips a coin. If it's heads, the creature can roll a d8 and add the number to the d20. If it's tails, one random creature within 60 feet of the merchant gains a d8, which it can roll and add to one ability check, attack roll, or saving throw it makes before the end of its next turn.

recharge

D4

Spells

Message, Mage Hand, Mending, Prestidigitation, Comprehend Languages, Detect Magic, Identify, Unseen Servant, Detect Thoughts, Locate Object, Suggestion, Glyph of Warding, Sending, Leomund's secret chest

Spell Slots

0,4,3,3,1

Other data

description

Within the Mercantile Guild, the most powerful, skilled, and experienced members are known as Merchant Lords. They typically occupy a notable position in one of Antronec's public service departments, hold a government office, or are major players in their black market. These individuals are truly masters of deception and manipulation of commerce, working behind the scenes to direct the populace and maintain their city.