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Trader Prestige Class (Dark Sun Dune 5e Trader Conversion) - GM Binder
Trader Prestige Class (Dark Sun Dune 5e Trader Conversion) - GM Binder
Trader Prestige Class (Dark Sun Dune 5e Trader Conversion) - GM Binder
In a world full of magic, awe inspiring cultures and terrifying At 1st level, you learn the art of Fast-talking. It is the art of
beasts, it is the humble trader that wields enormous influence. distraction and conning. You are able to persuade your target to
While the butt of many jokes, and often despised by city state cooperate with your schemes, and agree to your suggestions.
leaders and monarchs, traders are popular with ordinary You can fast-talk in many situations. You may be an out-and-out
citizens. They are tolerated everywhere, for without them and fraud, such as selling worthless merchandise for a fortune in
the goods they bring life would come to a hungry and dull end. gold pieces. You may be persuading an assailant to stop and
While all traders aspire to become master of their own listen to reason. You may even simply bargain to gain a better
trading houses, most have to start small. They generally have no price for an ordinary mercantile shipment.
qualms about accompanying roving bands of adventurers, acting To fast-talk someone, tell the DM your plan, and they will
as negotiators and diplomats, appraising and bartering for allow you to make a Deception, Intimidation, Performance or
treasure and supplies. It is, in fact, in the best interest of a trader Persuasion check. The DC to fast-talk someone is equal to 8 +
to see the world, as it allows them to make new connections and their intelligence and wisdom modifiers. If they are
find rare and exciting goods to share across the world. proficient in the insight skill, add their proficiency bonus to the
Those adventurers that accompany a young trader often form DC. Further factors may increase the DC, at the DM's choices. If
the core of a new trading house, are adopted into their family as your skill check beats their DC, you have successfully fast-talked
close friends, or live well as senior agents when the trader them.
grows successful. Someone you have fast-talked, until reasonable evidence is
provided, will believe what you tell them, agree to tasks you
Trader Level Features suggest, and may even turn on their allies. The effects of your
1st Fast-talk fast-talk will wear off after 10 minutes have passed, or the goals
of your fast talk plan have been achieved. If you fail to fast-talk a
2nd Liquid Gold
target, or the effects of your fast-talk have worn off, they become
3rd Eye for Detail immune to it for the next 24 hours.
4th Desperate Haggling To be able to fast-talk a creature, you must be able to
5th Agency communicate with them in some way. A target with less than 3
intelligence cannot be fast-talked, nor can a target that is
unconscious or petrified. If you injure or otherwise turn on
Prerequisites someone you have fast talked, the effects ends on them.
Charisma 13. A trader's livelihood depends on their ability Fast-talking examples of increasing difficulty can be found at
to fast talk their competitors and gain the trust of their the end of the class description.
customers.
Intelligence or Wisdom 13. Recognising the value of Liquid Gold
goods requires a wide basis of experience and knowledge.
At second level, you learn that for many professions, both
Proficiency in Persuasion, Deception or Intimidation.
potions and poisons are valuable tools that can be the difference
A trader needs a silver tongue to stay one step ahead of the
between life and death, a job well done and a task failed. The
competition.
production of these solutions can be very profitable. As a trader,
Gain a trading license. Traders live and die by the swaying
it is your prerogative to take advantage of this. Choose between
of the market, and one of the major forces maintaining its
potions or poisons:
stability is the governing body of the land. To profitably trade
Potions. If not already, you gain proficiency with the
in large amounts of goods, taxes must be paid and legal
herbalist's kit. With access to a lab, you can brew a tincture of
documentation obtained to defend your rights in the eyes of
healing. The brewing process takes three days and costs 30gp in
the law. You cannot gain experience as a trader if you cannot
reagents. The tincture heals 1d4+1 hit points per trader level
practice your skills.
when brewed.
Class Features Poisons. If not already, you gain proficiency with the
poisoner's kit. With access to a lab, you can distil a deadly toxin.
As a trader, you gain the following class features The distilling process takes two days and costs 75gp in reagents.
When applied to a weapon or ingested, the toxin deals 1d4
Hit Points poison damage per trader level when brewed, and the
Hit Dice: 1d8 per trader level victim has to make a constitution saving throw or be
Hit Points per Level: 1d8 (or 5) plus your constitution bonus poisoned for one hour. The save DC of your toxin is 8 + your
per trader level. intelligence modifier + your proficiency bonus, and
victims have disadvantage on their save if they ingest the toxin.
Proficiencies
Tools: Calligrapher's Supplies, Cartographer's tools
Eye for Detail Agents are a way for you to manage the affairs of your
business without the need to watch over it. Agents are
If you weren't already, you gain proficiency with appraiser's more loyal than regular hired aid, as they see you as
tools. During a short rest you can study an object (such as piece inspiration for their own dreams and aspirations. It is
of equipment or a scroll), or a sample of a quantity of goods unlikely that an agent would betray you, unless you
(such as a handful of grain from a sack) you learn the following gave them a particularly good reason.
information: