TEXT: Merchant Class
  Merchant Class
  A Business-Minded spellcAsting clAss with unliMited pecuniAry potentiAl
  By tAron pounds
  
  1
  Merchant class
  Merchant class
  Credits
  Credits
  Class Designer: Taron “Indestructoboy” Pounds
  Consultants: Benjamin Huffman and Ross Leiser
  Character Artwork: Jeremy Luther
  All character artwork in this supplement was 
  commissioned by Taron Pounds and is licensed for use 
  through Jeremy Luther.
  Interior Art: Adobe Stock Images, Dungeon Master’s 
  Guild Creators Resource
  Merchant revised
  Merchant revised
  T
  his version of the Merchant Class is a 
  complete overhaul of my Merchant Class 
  published on the DMsGuild in August 
  of 2018. Despite the extremely positive 
  reception it received, I found myself looking 
  at the design in 2020 after having worked 
  on several other projects, including discussions about Fifth 
  Edition class design with several prestigious DMsGuild 
  class designers, and found myself unhappy with the amount 
  of bookkeeping and calculations the original version had. 
  The Merchant went Copper Best Seller and I felt that 
  I wanted to give this one another go, but really do it as 
  polished as I possibly could and used my revisions of the 
  Merchant as a series on homebrewing for my YouTube 
  channel. I hired on two designers who’s work I highly 
  respected as consultants, and commissioned my friend 
  Jeremy to create completely original artwork for the class. 
  Their work helped to create something incredibly special, 
  and I’m excited for the stories you all will make with this 
  new version of the class I’m most proud of having designed 
  for the Dungeons & Dragons 5e community.
  the Merchant’s Place in the Party
  the Merchant’s Place in the Party
  The class is intended to be a high-support spellcaster that 
  helps the party stay equipped and rewards players that 
  enjoy solving problems using  the equipment they have 
  on-hand rather than spellcasting and skill checks. The class 
  creates characters with the dynamic of a:
  • Buffer/De-buffer with spells and features that manipulate 
  the abilities and overall power of other creatures,
  • Supplier similar to the Artificer, which gives the party 
  guaranteed access to both mundane and magical items,
  • Delver well equipped for the perils of dungeons thanks to 
  a large arsenal of virtually on-demand items through their 
  Portable Storefront.
  Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild.
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
  Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, 
  UB11 1ET, UK.
  All other original material in this work is copyright 2020 by Taron Pounds and published under the Community Content 
  Agreement for Dungeon Masters Guild.
  contents
  contents
  Merchant
  Merchant 
  2
  Class Features
  Class Features ............................................................................
   ............................................................................ 4
  Merchant Guilds
  Merchant Guilds ........................................................................
   ........................................................................ 7
  Apothecary
  Apothecary .....................................................................................
   ..................................................................................... 7
  Blacksmith
  Blacksmith ......................................................................................
   ...................................................................................... 8
  Esotericism
  Esotericism ...................................................................................
   ................................................................................... 10
  10
  Gambler
  Gambler ........................................................................................
   ........................................................................................ 11
  11
  Swindler
  Swindler ........................................................................................
   ........................................................................................ 12
  12
  Traveler
  Traveler ........................................................................................
   ........................................................................................ 13
  13
  Merchant Multiclassing
  Merchant Multiclassing ......................................................
   ...................................................... 14
  14
  Merchant Spell List
  Merchant Spell List ..............................................................
   .............................................................. 14
  14
  Spell Descriptions
  Spell Descriptions .................................................................
   ................................................................. 15
  15
  Feats
  Feats ...............................................................................................
   ............................................................................................... 15
  15
  
  2
  Merchant Class
  Merchant
  Merchant
  The party made their way through a sanctuary decorated 
  with ornate tapestries, incredibly life-like sculptures, 
  and paintings which must have been the life’s work of a 
  masterful artist. When the party made its way through the 
  luxurious lair, they set their eyes upon the shimmering form 
  of an adult red dragon, stretching out atop a mountain of 
  gold pieces. His attention turned towards the adventurers, 
  and he chortled. Just as he prepared to wipe the group from 
  existence with a single breath, the small gnomish innkeeper 
  of the group spoke, “Before you kill us all, I have a deal you 
  simply can’t refuse!”
  After raising a toast to the appointing of a new emperor, 
  a shout is heard from the half-orc vintner sitting two 
  seats away. The legs of the wine the table was about to 
  consume trickled slowly back into the liquid, atypical for 
  this family’s blend he had traded often. His insight thwarted 
  an assassin’s attempt at instilling international hostility 
  between two nations and leading to war.
  May they be an appraiser of rare magic items, a peddler 
  of illicit substances, or a bookkeeper for the royal court, 
  merchants are masters of exchange. They may invest into 
  their allies to strengthen them or push coin to make sure 
  the object of their ire has every skeleton dragged out of 
  their closet for all to see.
  the Magic  value
  the Magic  value
  Even life-bringing spells are nothing without their valuable 
  components. Volo and Elminster alike have philosophized 
  on the ties between magic and expense; the famed 
  lorekeepers giving their own thoughts on the debate 
  between substances being innately magical or whether the 
  preciousness of a thing gives it magical properties, akin to 
  faith giving a deity their power. 
  Whatever side of the debate you sit on, there is 
  an undeniable power behind economics and value. 
  Civilizations have risen and fallen based on of their 
  ability to trade. As such, society as we know it would be 
  impossible had it not been for our ability to negotiate the 
  exchange of goods. Commerce itself has come to be revered 
  as having some sort of innate, supernatural quality
  
  3
  responsible for successful, happy lives. The gods of 
  commerce garnered worship, Waukeen being the most 
  widely worshiped of these gods in the Forgotten Realms. In 
  some urban areas, worship of gods presiding in the domain 
  of fertility and nature have been abandoned due to them 
  feeling unnecessary when trade will provide.
  Merchants gain their magic through the art of the deal 
  and the essence of value itself. This magic may have been 
  influenced by some force such as the divine powers of a god 
  of commerce, greed, luck, or wealth, or the intrinsic nature 
  of trade, chance, and chaos. 
  the enticeMent to adventure
  the enticeMent to adventure
  Classically, adventurers only needed the motivation of 
  treasure to risk their lives. None know the compulsion to 
  seek out gold more than the merchant. It’s easy to live a 
  humble life running a shop and watching the days pass 
  on, but rumors from travelers about the massive haul they 
  brought back from their most recent journey can be enough 
  to tempt a storeowner from their stagnant storefront and 
  into the dungeon.
  Some merchants instead choose the travelling life, 
  roaming from town to town and stopping to peddle wares 
  on their business ventures. The travelling merchant is a 
  joyous sight for an overwhelmed and starving party, as 
  they may provide food, water, and information about the 
  surrounding area. Just how great would it be to have this 
  merchant always around?
  creating a Merchant
  creating a Merchant
  When making a merchant, think about what kind of 
  business your character would have developed and why it 
  would push them towards adventuring. Maybe you have 
  been seeking out the components for a unique item you 
  know is going to be the next big thing, or you simply try to 
  accrue enough wealth through swindling to fund your own 
  thieves’ guild. Perhaps you were the kindly innkeeper who 
  was thrust towards adventure when the party accidentally 
  dragged you into their quest. You could just be seeking out 
  curiosities and aberrant items. Either way, consider why 
  your merchant isn’t just better off setting up shop in a large 
  town and avoiding adventuring in the first place. 
  Quick Build
  Quick Build
  You can make a merchant quickly by following these 
  suggestions. First, Charisma should be your highest 
  ability score. Then prioritize Dexterity. Second, choose the 
  Guild Merchant background. Third, choose the mending 
  and magic stone cantrips, along with the 1st-level spells 
  comprehend languages and purify food and drink.
  The Merchant
  Level
  Proficiency
  Bonus
  Features
  Storefront 
  Value (gp)
  Cantrips
  Known
  -- Spell Slots per Spell Level --
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  Portable Storefront, Spellcasting
  50
  2
  2
  -
  -
  -
  -
  2nd
  +2
  Bang for Your Buck, Urbane Appraiser
  100
  2
  2
  -
  -
  -
  -
  3rd
  +2
  Merchant Guild
  150
  2
  3
  -
  -
  -
  -
  4th
  +2
  Ability Score Improvement
  200
  2
  3
  -
  -
  -
  -
  5th
  +3
  Merchant Guild Feature, Pack Mule
  300
  2
  4
  2
  -
  -
  -
  6th
  +3
  Top Shelf
  400
  2
  4
  2
  -
  -
  -
  7th
  +3
  Use an Extra Object
  500
  2
  4
  3
  -
  -
  -
  8th
  +3
  Ability Score Improvement
  650
  2
  4
  3
  -
  -
  -
  9th
  +4
  Merchant Guild Feature
  800
  2
  4
  3
  2
  -
  -
  10th
  +4
  Backstock
  1,000
  3
  4
  3
  2
  -
  -
  11th
  +4
  Use Magic Device, Top Shelf Improvement
  2,000
  3
  4
  3
  3
  -
  -
  12th
  +4
  Ability Score Improvement
  3,000
  3
  4
  3
  3
  -
  -
  13th
  +5
  -
  4,000
  3
  4
  3
  3
  1
  -
  14th
  +5
  Insider Trading
  5,000
  4
  4
  3
  3
  1
  -
  15th
  +5
  Merchant Guild Feature
  6,000
  4
  4
  3
  3
  2
  -
  16th
  +5
  Ability Score Improvement
  7,000
  4
  4
  3
  3
  2
  -
  17th
  +6
  -
  8,000
  4
  4
  3
  3
  3
  1
  18th
  +6
  On the House, Top Shelf Improvement
  9,000
  4
  4
  3
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  9,500
  4
  4
  3
  3
  3
  2
  20th
  +6
  Business Tycoon
  10,000
  4
  4
  3
  3
  3
  2
  
  4
  Merchant Class
  class Features
  class Features
  As a merchant, you gain the following class features.
  Hit Points
  Hit Points
  Hit Dice: 1d8 per merchant level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per merchant level after 1st
  Proficiencies
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons, crossbows, improvised
  weapons
  Tools: Your choice of two artisan’s tools or vehicles
  Saving Throws: Wisdom, Charisma
  Skills: Choose any three
  Equipment
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a hand crossbow and 20 bolts or (b) any simple 
  weapon
  • a staff and an abacus
  • a container for use with your Portable Storefront feature
  Alternatively, you can begin with a starting wealth of (4d4 × 
  10) gp and purchase the starting equipment of your choice, 
  but you always start with a container for use with your 
  Portable Storefront feature. 
  Portable storeFront
  Portable storeFront
  1st-level Merchant feature
  When you choose the equipment given to you by this class, 
  you also designate a closeable container (such as a bag, 
  sack, or chest) as your Portable Storefront. Your Portable 
  Storefront is a magical supply of mundane items and magic 
  items of your choice with a rarity no higher than common. 
  The combined value all items in your Portable Storefront 
  must be less than or equal to the gold piece (gp) cost shown 
  in the Storefront Value column of the Merchant table. 
  The chosen items make up your supply list, which cannot 
  be changed unless the Portable Storefront is fully stocked. 
  Changing the supply list can only be done as a part of a long 
  rest and the new items replace those you removed from 
  the supply list you finish the rest. When you get this feature 
  and whenever you gain a level in this class, your Portable 
  Storefront is automatically fully stocked with the items you 
  chose for the supply list.
  An item cannot be added to your Portable Storefront if 
  it item would not normally be able to fit into the container 
  (see the Container Capacity table, Player’s Handbook 
  p. 153) or if it has a value of less than 1 cp. No matter 
  how stocked it is, the Portable Storefront only weighs 10 
  pounds. You can designate a new container as your 
  Portable Storefront as a part of a short or long rest. When 
  you do, the previous container loses its magical properties.
  Using your bonus action, you can place your hand into
  your Portable Storefront and think of an item that appears 
  on your supply list. When you do, a unit of that item 
  instantly appears in your hand and the container cannot 
  provide that unit of the item again unless you place it back 
  into your Portable Storefront in good condition or until 
  you restock it during a short or long rest by placing either 
  currency or precious gems of a value equal to or higher 
  than the cost of the item into the Portable Storefront.
  Once you place gp into the Portable Storefront, they 
  are expended and the item is restocked when you finish 
  the rest. Anything placed into the container that is not gp 
  or precious gems immediately reappears in the nearest 
  unoccupied space when you close the Portable Storefront.
  Currency Conversion
  Don’t limit your Portable Storefront supply to just the items listed in official 
  books, get weird with it! If you can think of a mundane item you’d like to 
  include in your Portable Storefront such as a box of nails, toothbrushes, or 
  pillows, you can follow the guidelines in the Currency Conversion table below 
  and use it to estimate the cost of items with their real-world prices! The 
  converted values shown are representative of 1 unit of the currency listed in 
  the D&D Currency column. 
  Currency Conversion
  D&D Currency
  Abbr.
  USD ($)
  Copper piece
  cp
  $0.10
  Silver piece
  sp
  $1.00
  Electrum piece
  ep
  $5.00
  Gold piece
  gp
  $10.00
  Platinum piece
  pp
  $100.00
  sPellcasting
  sPellcasting
  1st-level Merchant feature
  You develop the ability to cast spells through the power of 
  value and its influence on commerce and trade. 
  Cantrips (0-Level Spells)
  Cantrips (0-Level Spells)
  You know two cantrips of your choice from the merchant 
  spell list. You learn an additional merchant cantrip of your 
  choice at 10th and 14th levels.
  Preparing and Casting Spells
  Preparing and Casting Spells
  The Merchant table shows how many spell slots you have 
  to cast your merchant spells. To cast one of your merchant 
  spells of 1st level or higher, you must expend a slot of the 
  spell’s level or higher. You regain all expended spell slots 
  when you finish a long rest.
  You prepare the list of merchant spells that are available 
  for you to cast, choosing from the merchant spell list. When 
  you do so, choose a number of merchant spells equal to 
  your Charisma modifier + half your merchant level, rounded 
  down (minimum of one spell). The spells must be of a level 
  for which you have spell slots.
  
  5
   For example, if you are a 5th-level merchant, you have 
  four 1st-level and two 2nd-level spell slots. With a Charisma 
  of 14, your list of prepared spells can include four spells of 
  1st or 2nd level, in any combination. If you prepare the 1st-
  level spell cure wounds, you can cast it using a 1st-level or a 
  2nd-level slot. Casting the spell doesn’t remove it from your 
  list of prepared spells.
  You can change your list of prepared spells when you 
  finish a long rest. Preparing a new list of merchant spells 
  requires at least 1 minute per spell level for each spell 
  on your list.
  Exchangeable Casting
  Exchangeable Casting
  You may use your action to give one of your merchant 
  spell slots to another creature that you can touch. The slot 
  becomes a spell slot of that respective creature’s class and 
  maintains its spell slot level. You cannot give a spell slot to 
  a creature that would then have more than four slots of that 
  spell slot’s level.
  Additionally, as an action, you can turn one of your 
  merchant spell slots into a number of lower-level spell slots 
  equal to that spell slot’s level. For example, if you have a 
  3rd-level spell slot, you may exchange it for three 1st-level 
  spell slots, or one 1st-level spell slot and one 2nd-level spell 
  slot. You may not have any more than four merchant spell 
  slots of any level.
  Component Subsidizing
  Component Subsidizing
  You may supplement the material components of your 
  allies’ spells with your mercantile magic. When a willing 
  creature uses the Cast a Spell action and declares the spell 
  they intend to cast, you can use your reaction and expend a 
  merchant spell slot of a level equal to the level of the spell 
  being cast to remove any material components required this 
  turn for the spell. If the cost of the material components 
  being removed is higher than the value of your Portable 
  Storefront, the spell fails.
  Spellcasting Ability
  Spellcasting Ability
  Charisma is your spellcasting modifier for your merchant 
  spells. Your magic comes from the quality of value itself 
  and your ability to recognize and negotiate trade. You use 
  Charisma whenever a spell refers to your spellcasting 
  ability. In addition, you use Charisma when setting the 
  saving throw DC for a merchant spell you cast and when 
  making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  Spell attack modifier = your proficiency bonus + your 
  Charisma modifier
  bang For your buck
  bang For your buck
  2nd-level Merchant feature
  You can choose to replace the bonus to rolls made with 
  items with your Charisma modifier. (For example: the 
  potion of healing normally heals 2d4+2 hit points. Using 
  this feature, you can replace the +2 with your Charisma 
  modifier.) If the item does not have a bonus, you may add 
  your Charisma modifier to it.
  Additionally, you can use your Merchant spell save DC in 
  place of the DC for magic items and when you deal damage 
  or heal hit points with the property of a magic item, you can 
  expend one merchant spell slot to increase the damage or 
  healing by 1d6 for a 1st-level spell slot, plus 1d6 for each 
  spell level higher than 1st, to a maximum of 4d6.
  urbane aPPraiser
  urbane aPPraiser
  2nd-level Merchant feature
  Your travels and exchanges on trade routes has taught you a 
  vast amount on the various cultures of the realm. Whenever 
  you make any skill check to determine the value or cultural 
  significance of any item or object, you are considered 
  proficient in the skill and add double your proficiency bonus 
  to the check, instead of your normal proficiency bonus.
  Merchant guild
  Merchant guild
  3rd-level Merchant feature
  You join a guild of other peddlers, traders, and purveyors of 
  goods. You choose from either the guild of: 
  • Apothecary, a guild for sellers of medicine and potions.
  • Blacksmith, a guild of weapons and armor crafters.
  • Esotericism, a guild for traders of occult knowledge.
  • Gambler, the guild for dealers of entertainment and 
  chance.
  • Swindler, a guild for hucksters and thieves. 
  • Traveler, the guild of caravanners and wandering 
  salesmen.
  ability score iMProveMent
  ability score iMProveMent
  4th-level Merchant feature
  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.
  Pack Mule
  Pack Mule
  5th-level Merchant feature
  Your carrying capacity is doubled.
  
  6
  Merchant Class
  toP shelF
  toP shelF
  6th-level Merchant feature
  You can now stock uncommon magic items in your Portable 
  Storefront. Once you reach 11th level in this class, you can 
  stock magic items in your Portable Storefront with a rarity 
  no higher than rare.  At 18th level, you can stock magic 
  items in your Portable Storefront with a rarity no higher 
  than very rare.
  Additionally, when you reach these levels, you add these 
  items to a special area of your supply list for your Portable 
  Storefront, called your Top Shelf. Your Top Shelf can only 
  hold a number of items equal to your Charisma modifier 
  and items on you Top Shelf ignore the value restrictions of 
  your Portable Storefront feature. Items on your Top Shelf 
  do not have to be restocked in order to change the items 
  on your supply list that are not on your Top Shelf, but they 
  otherwise obey all other restrictions for restocking.
  use an extra object
  use an extra object
  7th-level Merchant feature
  You can use two objects instead of one whenever you take 
  the Use an Object action on your turn.
  backstock
  backstock
  10th-level Merchant feature
  There is always a chance that you’ve got just what you need 
  in stock, it might have just gotten misplaced or rolled under 
  a shelf somewhere... 
  Using your action, you can place your hand into the 
  container designated for your Portable Storefront to try 
  to find an item. The item can have a cost no higher than 
  five times your merchant level. Name the item and roll 
  percentile dice. If you roll a number equal to or lower 
  than your merchant level, the item appears in your hand, 
  whether or not it has appeared in your Portable Storefront 
  or if you have it in stock.
  You can search for an item a number of times equal to 
  your Charisma modifier (minimum of 1). You regain all 
  expended uses when you finish a long rest. Once you find 
  an item, you can’t use this feature again until you finish 
  a long rest.
  Once you reach 20th level in this class, you always find 
  the item you are looking for.
  use Magic device
  use Magic device
  11th-level Merchant feature
  The customers you have met during your trades and 
  dealings has taught you the lore and workings behind all 
  manner of magic items. As such, you can improvise the 
  use of items even when they are not intended for you. You 
  ignore all class, race, and level requirements on the use of 
  magic items.
  insider trading
  insider trading
  14th-level Merchant feature
  When you restock your Portable Storefront, you only need 
  half of the gp shown in the Value column of the Merchant 
  table to fully restock it.
  Once you restock it with this feature, you cannot do so 
  again until you finish your next long rest.
  on the house
  on the house
  18th-level Merchant feature
  You gain a special 5th-level spell slot, in addition to the 
  normal spell slots granted by your Spellcasting feature. 
  This spell slot can be used only for the Exchangeable 
  Casting and Component Subsidizing abilities of your 
  Spellcasting feature.
  Once you expend the spell slot granted by this feature, 
  you regain it when you finish a long rest.
  business tycoon
  business tycoon
  20th-level Merchant feature
  When you roll for initiative, you can choose to instantly 
  restock the items in your Portable Storefront that do not 
  appear on your Top Shelf at no cost to you.
  Once you use this feature, you cannot do so 
  again for 7 days.
  
  7
  Merchant guilds
  Merchant guilds
  Merchants join a guild that gives them bonuses that help 
  vitalize their economic endeavors. The merchant guild you 
  choose reflects the products you specialize in selling and 
  your general business policy. 
  aPothecary
  aPothecary
  Travelers often seek out the aid of a potion seller, making 
  the trade one of the most lucrative businesses in the realms. 
  The merchant guild of apothecaries focuses on the sale and 
  trade alchemical medicines and deadly poultices. 
  Apothecary Features
  Merchant
  Level
  Feature
  3rd
  Potion Seller, Deft Decoctions, Apothecary Magic
  5th
  Triage
  9th
  Mithridatism
  15th
  Socialized Medicine
  Potion Seller
  Potion Seller
  3rd-level Apothecary Merchant Trade feature
  You gain proficiency with herbalism kits and the Medicine 
  and Nature skills. If you already have proficiency with a 
  skill or tool given to you by this feature, you may select 
  another instead.
  Additionally, you may stock potions in your Portable 
  Storefront at half the cost (rounded up) and the time you 
  must take to craft potions and poisons is halved. 
  Deft Decoctions
  Deft Decoctions
  3rd-level Apothecary Merchant Trade feature
  You can use the Use an Object action to touch a potion, a 
  bottle, flask, vial, or other container and expend a merchant 
  spell slot of 1st-level or higher to instantly create a custom 
  potion or infuse a potion with additional effects, choosing 
  one effect per level of the spell slot expended. An effect 
  cannot be chosen more than once. Potions may be used 
  as a part of the same Use an Object action you made to 
  create the potion.
  Potion Effects are listed at the end of this subclass and 
  last until the potion is used or until the end of your next 
  long rest. The potions you create are magic items for the 
  purposes of your Bang for Your Buck feature and have a 
  type from either Blast or Consumable. Blast effects cannot 
  be selected for Consumable potions and vice versa, unless 
  otherwise specified in the effect’s description:
  Blast. You may also throw the potion at a point within 
  60 feet of you. Any creature within a 10-foot radius circle 
  centered on that point must succeed on a saving throw 
  against your spell save DC. On a failure, the creature 
  is subjected to the effects of the potion. The radius of 
  the potion increases by 10 feet per level of the spell slot 
  expended above 1st level.
  Consumable. The potion must be consumed in order to 
  gain its benefits.
  Apothecary Magic
  Apothecary Magic
  3rd-level Apothecary Merchant Trade feature
  You gain the following spells when you reach the level 
  noted in the Merchant Level column. You always have them 
  prepared and they don’t count against the number of spells 
  you can prepare each day. If a spell doesn’t appear on the 
  merchant spell list, the spell is nonetheless a merchant 
  spell for you.
  Apothecary Spells
  Merchant
  Level
  Feature
  3rd
  cure wounds
  5th
  enhance ability
  9th
  revivify
  13th
  death ward
  17th
  greater restoration
  Triage 
  Triage 
  5th-level Apothecary Merchant Trade feature
  You can treat wounds and administer medicine during rests 
  which helps to bolster your allies’ natural healing. During 
  a short or long rest, you can treat a number of creatures 
  equal to your Charisma modifier. A treated creature gains 
  the following benefits:
  • When it rolls a 1 or 2 on a hit die for healing during the 
  rest, it can reroll the die any number of times.
  • When it finishes the rest, it gains temporary hit points 
  equal to your merchant level.
  Mithridatism
  Mithridatism
  9th-level Apothecary Merchant Trade feature
  Continued exposure to and treatment of dangerous poisons 
  and diseases has instilled you with a natural resilience. You 
  have resistance to poison damage and immunity to being 
  diseased or poisoned. If you previously had resistance to 
  poison damage, this feature gives you immunity to poison 
  damage. If a spell or other effect gives you resistance to 
  poison damage, this feature gives you immunity to it while 
  the effect persists.
  
  8
  Merchant Class
  Socialized Medicine
  Socialized Medicine
  15th-level Apothecary Merchant Trade feature
  Whenever you or a creature that you can see within 30 
  feet of you consumes a potion, you may use your reaction 
  to extend the effects of the potion to one creature of your 
  choice within 30 feet of the consumer.
  Once you use this feature, you cannot do so again until 
  you finish a short or long rest.
  Potion Effects
  Potion Effects
  The potion effects are listed in alphabetical order.
  Acclimation (Consumable). The drinker of the potion 
  has advantage on Constitution saving throws against 
  extreme heat and extreme cold.
  Baleful (Blast). Any creature within a 10-foot radius 
  circle near the point must succeed on a Constitution saving 
  throw. On a failure, a creature takes 2d6 necrotic damage 
  and it can’t regain hit points until the end of its next turn. 
  On a success, a creature takes half damage. 
  Boldness (Consumable). The drinker of the potion can 
  roll a d4 and add the number rolled to one attack roll or 
  saving throw it makes in the next minute.
  Corrosive (Blast). Any target in the area must succeed on 
  a Dexterity saving throw or take 2d6 acid damage. Objects 
  and structures take double damage. On a success, a target 
  takes half damage.
  Envenomed (Consumable). The drinker must succeed 
  on a Constitution saving throw or take 2d6 poison damage 
  and become poisoned for 1 minute. While poisoned in this 
  way, the drinker takes 1d6 poison damage at the start of 
  each of its turns.
  Flammable (Blast). Any target in the area must succeed 
  on a Dexterity saving throw or take 1d6 fire damage and 
  become ignited in flames. While ignited, the target takes 
  1d6 fire damage at the start of each of its turns. A target 
  can end this damage by using its action to make a Dexterity 
  check to extinguish the flames. A flammable object hit by 
  this attack ignites if it isn’t being worn or carried. On a 
  success, a target takes half damage and isn’t ignited.
  Flash Freeze (Blast). Any target in the area must succeed 
  on a Constitution saving throw or take 2d6 cold damage 
  and have its movement speed halved until the end of its 
  next turn. On a success, a target takes half damage.
  Flight (Consumable). The drinker of the potion a flying 
  speed of 10 feet for 1 minute. If the spell slot used to give 
  a potion this effect was of 3rd-level or higher, the speed 
  increases to 30 feet and it lasts for 1 hour.
  Healing (Consumable). The drinker of the potion regains 
  2d4 hit points. The healing of this potion increases by 2d4 
  for each level of the spell slot used to create the potion 
  above 1st and per 50 gp expended above 50 gp.
  Inoculate (Consumable). The drinker of the potion 
  is cured of an effect causing it to be blinded, confused, 
  or deafened.
  Splash (Consumable). A Consumable potion that gains 
  this effect may be used as a Blast potion and the targets in 
  the area can willingly fail the saving throw.
  Sight (Consumable). The drinker gains 30 feet of 
  darkvision for 1 hour.
  Swiftness (Consumable). The drinker’s walking speed 
  increases by 10 feet for 1 hour.
  Vanish (Consumable). The drinker immediately turns 
  invisible until the end of its next turn or if it makes an attack 
  or casts a spell.
  Volatility (Blast). The damage the potion’s effects deal 
  increases by 1d6 and the radius increases by 10 feet.
  Zap (Blast). Any target in the area must succeed on a 
  Constitution saving throw or take 2d6 lightning damage and 
  it cannot take a reaction until the end of its next turn. On a 
  success, a target takes half damage.
  blacksMith
  blacksMith
  A blade is as necessary as rope, and the merchant guild of 
  blacksmiths has grown rich off thrill-seeking travelers. They 
  may find themselves a good friend of clerics worshipping 
  the Forge domain and are a close ally to the martial 
  warriors of the party. A fighter that has had their blade and 
  armor succumb to the oxidation of a rust monster would 
  normally be up a creek without a paddle, so it pays to make 
  friendly with the arms dealers of the realms.
  Of all the merchant trades, blacksmiths are the most 
  common in stories to truly answer the call to adventure, as 
  in times of war, they may be asked to pound skulls instead 
  of metal. Merchants of the guild of blacksmiths have 
  adapted their magic to become portable forges and study 
  the potent nature of armor and weapon enchanting. 
  Blacksmith Features
  Merchant
  Level
  Feature
  3rd
  Arms Dealer, Retool Enchantments, Blacksmith Magic
  5th
  Extra Attack
  9th
  Heart of the Forge
  15th
  Forgemaster
  Arms Dealer
  Arms Dealer
  3rd-level Blacksmith Merchant Guild feature
  You gain proficiency with smith’s tools, medium armor, 
  shields, and martial weapons. 
  Additionally, you can stock armor and weapons in 
  your Portable Storefront at half the cost (rounded up) 
  and the time you must spend to craft metal armor and 
  weapons is halved.
  Retool Enchantments
  Retool Enchantments
  3rd-level Blacksmith Merchant Guild feature
  You can spend a short rest breaking down and 
  disenchanting magic armor or weapons that do not bear 
  a curse. After doing so, you learn your choice of one of 
  the properties that was on the item and may enchant 
  nonmagical weapons and armor with a property you have 
  learned in this way. For example, if you disenchant a +1 
  shortsword that also deals 1d4 fire damage on a hit, you 
  can choose to learn either the +1 bonus to attack and 
  damage rolls or the additional 1d4 fire damage on a hit. 
  
  9
  Enchanting a piece of equipment requires 10 minutes 
  of time spent with the equipment, after which it remains 
  enchanted for 24 hours. The number of items that can be 
  enchanted at any time with this feature is equal to your 
  Charisma modifier.
   An item you create can only have one property on it. You 
  can give items additional properties at 9th (two properties) 
  and 15th (three properties) level.
  Blacksmith Magic
  Blacksmith Magic
  3rd-level Blacksmith Merchant Guild feature
  You gain the following spells when you reach the level 
  noted in the Merchant Level column. You always have them 
  prepared and they don’t count against the number of spells 
  you can prepare each day. If a spell doesn’t appear on the 
  merchant spell list, the spell is nonetheless a merchant 
  spell for you.
  Blacksmith Spells
  Merchant
  Level
  Feature
  3rd
  searing smite
  5th
  heat metal
  9th
  elemental weapon
  13th
  fabricate
  17th
  Immolation XGtE
  Smash and Grab
  Smash and Grab
  5th-level Blacksmith Merchant Guild feature
  When you take the Use an Object action, you can make an 
  attack with a weapon as a bonus action.
  Heart of the Forge
  Heart of the Forge
  9th-level Blacksmith Merchant feature 
  You have resistance to fire damage and when you take 
  bludgeoning, piercing, slashing, or fire damage, you may 
  use your reaction to reduce the damage by an amount equal 
  to your Constitution modifier.
  Forgemaster
  Forgemaster
  15th-level Blacksmith Merchant feature
  Any armor or weapon you craft or stock in your Portable 
  Storefront has one of the following properties of your 
  choice without increasing the cost to craft or stock it: 
  • +1 to attack and damage rolls,
  • +1 to Armor Class,
  • it deals an additional 1d4 damage of a damage type of 
  your choice,
  • choose a damage type, the wearer can roll 1d4 whenever 
  it takes that damage and subtract the number rolled from 
  the damage.
  The item can gain enchantments through your Retool 
  Enchantments feature without adding to the total 
  enchantments on the item. Once the item has been 
  removed from your Portable Storefront, it cannot be placed 
  back into it.
  
  10
  Merchant Class
  esotericisM
  esotericisM
  Even speakers of elder tongues and conductors of dread 
  rituals have to purvey the convoluted requirements for their 
  cultic traditions. When they do, they seek out a merchant 
  of the guild of esotericism, an expert appraiser of arcane 
  oddities and grim goods. An esotericist is commonly 
  sought out to deal with curses by foolhardy adventurers 
  that go about touching every piece of treasure they can 
  lay their hands on, some charging a hefty fee to break the 
  curse’s bond.
  In some areas, these merchants have paired up with 
  wizards and developed massive economic and political 
  power. In the city of Luskan the Host Tower of the Arcane 
  houses the Arcane Brotherhood, a shrouded organization 
  that stood as the dominant ruling force of the Northern 
  Sword Coast for centuries. 
  Esotericism Features
  Merchant
  Level
  Feature
  3rd
  Eye for Curses, Page Master, Esoteric Magic
  5th
  Occult Sagacity
  9th
  The Patronage of Patrons
  15th
  Curse Scribe
  Eye for Curses
  Eye for Curses
  3rd-level Esotericism Merchant Guild feature
  You gain proficiency with the Arcana skill and with jeweler’s 
  kits. If you already have proficiency with a skill or tool given 
  to you by this feature, you may select another instead.
  Additionally, whenever you cast identify, you may make an 
  Intelligence (Arcana) check. If the result of the check is a 20 
  or higher, you also learn whether or not the item is cursed, 
  but not the curse’s properties.
  Page Master
  Page Master
  3rd-level Esotericism Merchant Guild feature
  If you find a spell scroll, you can add it to your Portable 
  Storefront, ignoring rarity restrictions listed in your 
  Portable Storefront feature. Whenever you have a spell 
  scroll in your Portable Storefront, you may prepare and 
  cast the spell on the scroll it as if it were a merchant spell. 
  You lose the ability to cast it this way if you take it out of 
  your Portable Storefront and you must otherwise obey all 
  the restrictions for selecting the spell, as described in your 
  Spellcasting feature. Casting the spell on the spell scroll 
  with this feature does not destroy it while it remains in your 
  Portable Storefront.
  Esoteric Magic
  Esoteric Magic
  3rd-level Esotericism Merchant Guild feature
  You gain the following spells when you reach the level 
  noted in the Merchant Level column. You always have them 
  prepared and they don’t count against the number of spells 
  you can prepare each day. If a spell doesn’t appear on the 
  merchant spell list, the spell is nonetheless a merchant 
  spell for you. 
  Esoteric Spells
  Merchant
  Level
  Feature
  3rd
  identify
  5th
  phantasmal force
  9th
  remove curse
  13th
  banishment
  17th
  creation
  Occult Sagacity
  Occult Sagacity
  5th-level Esotericism Merchant Guild feature
  Your business endeavors and working partnerships with 
  sages of the arcane has taught you how to recognize a 
  spell by its gestures and evocations when you’re on the 
  wrong side of the wand. Whenever you witness a creature 
  perform the required components used to cast a spell, you 
  can use your reaction to make an Arcana check against the 
  creature’s spellcasting DC. On a success, you learn what 
  the spell is, what the caster’s spellcasting ability is, and you 
  gain advantage on saving throws you make against that 
  creature’s castings of that spell for the next minute.
  You can use this feature a number of times equal to your 
  Charisma modifier, and you regain expended uses when you 
  finish a long rest.
  The Patronage of Patrons
  The Patronage of Patrons
  9th-level Esotericism Merchant Guild feature
  No one would do business with cultists of elder gods 
  without taking proper precautions. You can use your 
  action to make yourself immune to any effect that would 
  sensetelepathically unless you allow it. This effect 
  lasts for 1 hour.
  
  11
  sense your emotions or read your thoughts, divination 
  spells, and you cannot be spoken to magically or 
  telepathically unless you allow it. This effect lasts for 1 hour.
  Once you use this feature, you cannot do so again until you 
  finish a short or long rest. If you have no remaining uses 
  of this feature, you can expend a spell slot of 2nd-level or 
  higher to use it again.
  Curse Scribe
  Curse Scribe
  15th-level Esotericism Merchant Guild feature
  Whenever you study cursed items, you can choose to learn 
  the innerworkings of the curse. When you cast identify on 
  an item with a curse, you automatically learn whether or 
  not the item is cursed and the curse’s properties. While you 
  are attuned to a cursed item, you can choose whether or not 
  you are cursed by it. 
  Additionally, you can use an action to imbue another item 
  that you can see within 30 feet of you with the same curse. 
  Doing so does not remove the curse from the original item. 
  You can only have a number of items imbued with this 
  feature equal to your Charisma modifier. If a remove curse 
  spell is cast on an item you have imbued with a curse, it 
  completely removes the curse from that item.
  gaMbler
  gaMbler
  These merchants are dealers of a different kind, the 
  peddlers of entertainment and the excitement of chance. 
  The temptation of quick riches is known by everyone all 
  too well, and gamblers specialize in the seductive power of 
  easy wealth. 
  The outcome of any bet is always determined by luck, 
  skill, or possibly both. Members of the merchant guild of 
  gamblers are able to manipulate both of these concepts, 
  ensuring that the odds are always in their favor.
  Gambler Features
  Merchant
  Level
  Feature
  3rd
  Cardistry, Poker Face, Gambler Magic
  5th
  Tempt Fate
  9th
  The House Always Wins
  15th
  Jackpot
  Cardistry
  Cardistry
  3rd-level Gambler Merchant feature
  You gain proficiency with playing card sets and the Insight 
  skill. Using the Use an Object action, you can make a 
  ranged spell attack against a creature within 60 feet with 
  a card from the deck. On a hit, a card deals 1d4 + your 
  Charisma modifier damage of a type of your choice from 
  either acid, cold, fire, or lightning.
  Additionally, whenever you make an ability check, 
  attack roll, or saving throw, you may draw one card from 
  a standard 52-card deck of poker cards (Jokers removed) 
  instead of rolling a d20. When you do, consult the Cardistry 
  table and use the Result for the check, adding any 
  modifiers that apply.
  Once you do this, you place the card into a discard pile, 
  which you may look through at any time. You can shuffle 
  your discard pile back into your deck when you finish a 
  short or long rest.
  Subclass Requirement: Poker Cards
  This subclass requires a standard 52-card deck of Poker cards (a set with 
  the Jokers removed) to make use of its features. Your Cardistry feature 
  references the Cardistry table below:
  Cardistry
  Card Rank
  - Result -
  ♠♣
  ♥♦
  A
  1
  11
  2
  2
  12
  3
  3
  13
  4
  4
  14
  5
  5
  15
  6
  6
  16
  7
  7
  17
  8
  8
  18
  9
  9
  19
  10
  10
  20
  J
  1
  20
  Q
  1
  20
  K
  1
  20
  Poker Face
  Poker Face
  3rd-level Gambler Merchant feature
  You have advantage on ability checks and saving throws 
  made to prevent others from sensing your motives, 
  perceiving your emotions, or reading your thoughts.
  Gambler Magic
  Gambler Magic
  3rd-level Traveler Merchant Guild feature
  You gain the following spells when you reach the level 
  noted in the Merchant Level column. You always have them 
  prepared and they don’t count against the number of spells 
  you can prepare each day. If a spell doesn’t appear on the 
  merchant spell list, the spell is nonetheless a merchant 
  spell for you.
  Gambler Spells
  Merchant
  Level
  Feature
  3rd
  bless
  5th
  enhance ability
  9th
  counterspell
  13th
  compulsion
  17th
  skill empowerment XGtE
  
  12
  Merchant Class
  Tempt Fate
  Tempt Fate
  5th-level Gambler Merchant feature
  As a reaction, when a creature rolls for damage, you can 
  allow the creature to reroll any of the damage dice once, 
  provided you aren’t incapacitated. If the value shown is less 
  than the original roll, the creature takes damage equal to 
  half your merchant level and the attack deals no damage.
  The House Always Wins
  The House Always Wins
  9th-level Gambler Merchant feature
  Whenever you fail a saving throw, you can reroll the save 
  once and must use the new result.
  Once you use this feature, you cannot do so again until 
  you finish a short or long rest.
  Jackpot
  Jackpot
  15th-level Gambler Merchant feature
  When you or a creature that you can see hits with an attack 
  that has disadvantage, you can use your reaction to turn the 
  attack into a critical hit.
  You can use this feature a number of times equal to your 
  Charisma modifier. You regain expended uses when you 
  finish a long rest.
  swindler
  swindler
  No matter the skill, thieves still have to find someone to 
  pay for their stolen goods and contraband. Black 
  markets developed to facilitate such a trade, nearly 
  always creating a guild of swindlers. Perhaps the most 
  famous of these organizations that could fall under this 
  guild’s scope is the Black Network of the Zhentarim, 
  who for centuries has moved products throughout the 
  Moonsea. Their extensive network of mercantile contacts 
  has spread drugs, slaves, poison, and even illegal weaponry 
  throughout Faerûn.
  Swindlers need not always take on such morally 
  objectionable endeavors, and all groups could use the help 
  of someone with more flexible ethics.  
  Swindler Features
  Merchant
  Level
  Feature
  3rd
  Hustler’s Gambit, Swindler Magic, Misdirection
  5th
  Now You See Me…
  9th
  Double-Dealer
  15th
  … Now You Don’t
  Hustler’s Gambit
  Hustler’s Gambit
  3rd-level Swindler Merchant feature
  You gain proficiency with your choice of either the 
  Deception or Sleight of Hand skills as well as with disguise 
  kits and forgery kits. Whenever you restock your Portable 
  Storefront, you can stock ball bearings, trinkets, disguise 
  kits, and forgery kits at half the cost. 
  Additionally, you learn thieves’ cant, a secret mix of 
  dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature 
  that knows thieves’ cant understands such messages. It 
  takes four times longer to convey such a message than it 
  does to speak the same idea plainly.
  In addition, you understand a set of secret signs and 
  symbols used to convey short, simple messages, such as 
  whether an area is dangerous or the territory of a thieves’ 
  guild, whether loot is nearby, or whether the people in 
  an area are easy marks or will provide a safe house for 
  thieves on the run.
  Misdirection
  Misdirection
  3rd-level Swindler Merchant feature
  As an action, you can make a Charisma (Deception) or 
  Dexterity (Sleight of Hand) check against a creature within 
  5 feet of you against the creature’s Passive Perception. On 
  a success, you exchange an item the creature is carrying 
  or holding for an object that you are carrying or holding. 
  On a failure, you have disadvantage on these ability checks 
  against that creature for the next 24 hours and you provoke 
  an opportunity attack from that creature.
   
  
  13
  Swindler Magic
  Swindler Magic
  3rd-level Swindler Merchant feature
  You gain the following spells when you reach the level 
  noted in the Merchant Level column. You always have them 
  prepared and they don’t count against the number of spells 
  you can prepare each day. If a spell doesn’t appear on the 
  merchant spell list, the spell is nonetheless a merchant 
  spell for you.
  Swindler Spells
  Merchant
  Level
  Feature
  3rd
  charm person
  5th
  Nystul’s magic aura
  9th
  feign death
  13th
  charm monster
  17th
  modify memory
  Now You See Me…
  Now You See Me…
  5th-level Swindler Merchant feature
  When you use your action for your Misdirection feature, 
  you can use your bonus action to make an attack or 
  use an object.
  Double-Dealer
  Double-Dealer
  9th-level Swindler Merchant feature
  You gain proficiency in Intelligence saving throws and 
  whenever you make an ability check against illusions, you 
  can add your proficiency bonus to the check. 
  Additionally, you cannot be compelled to tell the truth by 
  any means and if another creature attempts to read your 
  thoughts, it believes whatever you want it to believe you 
  are thinking.
  … Now You Don’t
  … Now You Don’t
  15th-level Swindler Merchant feature
  Whenever a hostile creature targets you with either a spell 
  or attack, you can use your reaction to magically become 
  invisible until the start of your next turn or until you 
  attack, make a damage roll, or force someone to make a 
  saving throw.
  Once you use this feature, you cannot do so again until 
  you finish a short or long rest. If you have no remaining 
  uses of this feature, you can expend a spell slot of 2nd-level 
  or higher to use it again.
  traveler
  traveler
  The traveler merchant guild confers its benefits to 
  caravaneers and all other manner of commuting 
  businessmen. While other merchants favor staying in their 
  shops, a traveling merchant braves the wild world and is 
  a welcome sight to any adventuring party. Some guilds 
  adopt bears, horses, migratory birds, elephants, and even 
  minotaurs as their mascots that represent the journey, 
  drive, and inability to get lost.
  Traveler Features
  Merchant
  Level
  Feature
  3rd
  Vagabond Acuity, Those Who Wander, Traveler Magic
  5th
  Caravaneer
  9th
  Spry
  15th
  Everywhere at Once
  Vagabond Acuity
  Vagabond Acuity
  3rd-level Traveler Merchant Guild feature
  You gain proficiency in navigator’s tools, a vehicle of your 
  choice, and the Survival skill. Your proficiency bonus is 
  doubled for any ability check you make that uses these 
  proficiencies.
  Additionally, you can’t be surprised except through 
  magical means.
  Traveler Magic
  Traveler Magic
  3rd-level Traveler Merchant Guild feature
  You gain the following spells when you reach the level 
  noted in the Merchant Level column. You always have them 
  prepared and they don’t count against the number of spells 
  you can prepare each day. If a spell doesn’t appear on the 
  merchant spell list, the spell is nonetheless a merchant 
  spell for you.
  Traveler Spells
  Merchant
  Level
  Feature
  3rd
  expeditious retreat
  5th
  find steed
  9th
  water walk
  13th
  find greater steed
  17th
  teleportation circle
  Those Who Wander
  Those Who Wander
  3rd-level Traveler Merchant Guild feature
  You always know which direction is north and you can 
  perfectly recall any path you have travelled. When you finish 
  a long rest in an environment you can survive in without 
  the use of magic, you become adapted to that environment’s 
  climate (as described in Chapter 5 of the Dungeon Master’s 
  Guide). You remain adapted to the climate until you use this 
  trait again.
  Additionally, when traveling at a normal or slow pace, 
  your party gains the following benefits:
  • You cannot be lost by nonmagical means.
  • Non-magical difficult terrain does not affect you.
  
  14
  Merchant Class
  Caravaneer
  Caravaneer
  5th-level Traveler Merchant Guild feature
  Your walking speed increases by 10 feet. While riding a 
  mount or controlling a vehicle, instead each of its speeds 
  increase by 10 feet.
  When you reach 9th level in this class, this bonus 
  increases to 15 feet. When you reach 15th level in this 
  class, this bonus increases to 20 feet.  
  Spry
  Spry
  9th-level Traveler Merchant Guild feature
  You gain proficiency in Dexterity saving throws.
  Everywhere at Once
  Everywhere at Once
  15th-level Traveler Merchant Guild feature
  You know the dimension door spell. You always have it 
  prepared and it doesn’t count against the number of spells 
  you can prepare each day. You may cast dimension door and 
  any spell granted by your Traveler Spells feature as a ritual.
  Merchant Multiclassing
  Merchant Multiclassing
  Merchants follow all the normal rules for multiclassing. 
  The following tables function as additions to those listed on 
  page 163 and 164 of the Player’s Handbook.
  Multiclassing Prerequisites
  Multiclassing Prerequisites
  Class
  Ability Score Minimum
  Proficiencies Gained
  Merchant
  Charisma 13
  Simple weapons, crossbows, 
  improvised weapons
  Merchant sPell list
  Merchant sPell list
  Cantrips (0-level)
  blade ward
  create bonfire XGtE
  dancing lights
  friends
  guidance
  light
  mending
  message
  1st-Level
  alarm
  catapult XGtE
  charm person
  command
  comprehend languages
  create or destroy water
  cure wounds
  detect magic
  detect poison and disease
  disguise self
  expeditious retreat
  feather fall
  healing word
  hedge risk MC
  identify
  illusory script
  jump
  longstrider
  money shot MC
  pilfer MC
  purify food and drink
  sleep
  Tenser’s floating disk
  unseen servant
  2nd-Level
  animal messenger
  calm emotions
  continual flame
  darkvision
  enhance ability
  enthrall
  gold dust MC
  heat metal
  hold person
  knock
  lesser restoration
  levitate 
  locate object 
  magic mouth 
  magic weapon
  protection from poison
  rope trick
  see invisibility
  silence
  skywrite XGtE
  suggestion
  zone of truth
  3rd-Level
  catnap XGtE
  clairvoyance
  counterspell
  create food and water
  dispel magic
  haste
  nondetection
  protection from energy
  remove curse
  sending
  slow
  tiny servant XGtE
  tongues
  water breathing
  water walk
  4th-Level
  compulsion
  confusion
  fabricate
  freedom of movement
  Leomund’s secret chest
  locate creature
  Mordenkainen’s private sanctum
  stoneskin
  5th-Level
  hold monster
  legend lore
  passwall
  scrying
  seeming
  Spells that do not appear in the Player’s Handbook are indicated in 
  superscript:
  MC – Merchant Class (this spell appears later in this document)
  XGtE – Xanathar’s Guide to Everything
  
  15
  sPell descriPtions
  sPell descriPtions
  The spells are listed in alphabetical order.
  Gold Dust
  Gold Dust
  2nd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (20 gold pieces)
  Duration: 1 minute
  You create a cloud of flying coins in a 10-foot radius sphere, 
  centered on a point you choose within range. A creature 
  that enters the spell’s area for the first time on a turn or 
  starts its turn there must succeed on a Dexterity saving 
  throw or take 2d10 bludgeoning damage. A creature takes 
  half damage on a success.
  As a bonus action on your turn, you can move the cloud 
  up to 20 feet.
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage increases by 1d10 
  per level of the spell slot expended.
  Hedge Risk
  Hedge Risk
  1st-level abjuration
  Casting Time: 1 reaction, which to take when a creature 
  takes damage
  Range: 60 feet
  Components: S, M (gold pieces)
  Duration: Instantaneous
  You save health at the cost of your wealth. When a creature 
  that you can see within range takes damage, you may 
  reduce the damage by expending gp at a rate of 1 point of 
  damage for every gp spent, up to 10 gp. Any gp expended 
  are magically destroyed.
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the amount of gp you can spend 
  increases by 10 gp per level of the spell slot expended.
  Money Shot
  Money Shot
  1st-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (gold pieces used for the attack)
  Duration: 1 minute
  You touch a gold piece and imbue it with magic for the 
  duration or until you cast this spell again. When you cast 
  the spell, you can make a ranged spell attack against a 
  creature within 60 feet with the coin. On a hit, the target 
  takes bludgeoning damage equal to 1d6 + your spellcasting 
  ability modifier.
  As a bonus action on your turn, you can repeat the attack 
  against any creature within range of the coin. Alternatively, 
  you can snap your fingers to cause the coin to return 
  to your hand.
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can affect one additional coin 
  for each slot level above 1st.
  Pilfer
  Pilfer
  1st-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: S, M (a melee weapon)
  Duration: 1 minute
  Make a melee spell attack against a creature using the 
  weapon used as the component for this spell. On a hit, 
  the creature takes the damage of the weapon and, if 
  the creature was hostile to you, the weapon drops gold 
  pieces equal to the damage the target took in the nearest 
  unoccupied space. The weapon cannot create any more 
  gold pieces than the target creature has hit points. Once the 
  weapon has created 20 gp, the spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the weapon can create an 
  additional 20 gold pieces before the spell ends.  
  Feats
  Feats
  Mugger
  Mugger
  Prerequisite: Dexterity 13 or higher
  Your deft hands allow you to steal from and plant 
  objects on a target whenever you attack. You gain the 
  following benefits:
  • Increase your Dexterity or Wisdom by 1, to a maximum 
  of 20.
  • You gain proficiency with the Sleight of Hand skill.
  • Whenever you hit with a melee attack while you are 
  within 5 feet of the target the attack, you can make a 
  Dexterity (Sleight of Hand) check against the target’s 
  Passive Perception as a part of the attack to attempt to 
  steal something from or plant something on the target. 
  On a success, you steal an item from, or plant an object 
  on the target. The object must be small enough to be 
  carried in one hand and cannot be something the target 
  is wearing or wielding. If the attack is a critical hit, you 
  make the Sleight of Hand check with advantage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Merchant Class.pdf