Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype feature. The Merchant archetype is available to a rogue, in addition to those offered in the Player's Handbook.

Merchant

You have a knack for trading, and your keen intuition is good for more than just appraising gemstones. Rogues who pursue the merchant archetype are rarely content to whither behind a storefront, prefering to peddle wares in distant lands, meeting their people and discovering their treasures. It is a dangerous occupation, but coin can procure all manner of assistance.

Merchant Features

Rogue Level Feature 3rd Hired Help, Merchant's Eye 9th Well-Stocked 13th White Knight 17th Contacts Far and Wide

Hired Help

When you choose this archetype at 3rd level, you encourage others to fight in your stead. As a bonus action, you can choose an ally within 30 feet of you. The next time that ally hits with a weapon attack before the start of your next turn, they get a bonus to their damage equal to your Sneak Attack.

You can use this bonus action only if you haven’t used your Sneak Attack this turn, and after you use the bonus action, you cannot gain the benefits of your Sneak Attack until the start of your next turn.

Merchant's Eye

Starting at 3rd level, your appraiser's eye never fails you. Whenever you make an Intelligence check to determine the value of an item, treat a roll of 7 or lower on the d20 as an 8.























Well-Stocked

At 9th level, you have a wide stock for any situation. By spending 8 hours and 25 gp in a town with a pack or container you designate, you can stock it with an assortment of equipment and gear. Afterwards while this container is on your person, you can use your action to dig through it, producing an item. This can be any piece of adventuring gear (PHB 150) with a gold value of 25 gp or less. It can also be a dagger, a flask of alchemist’s fire, a vial of antitoxin, or a potion of healing. You may be able to produce other items, as determined by the DM.

When you use this feature, you must spend an amount of gold equal to the value of the item. You may use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

White Knight

Starting at 13th level, you can rely on others to defend you in battle. When you designate a creature with your Hired Help feature, it gains the following benefits until the start of your next turn:

The next time the ally is hit with an attack, it has resistance to all damage from that attack.

When the ally hits a creature with an attack of opportunity, that creature's speed is reduced to 0 until the start of its next turn.

At 17th level, you have completed the trade of a lifetime. You acquire a very rare magic item of your choice. By spending seven days and 500 gp, you can trade this item for any other very rare magic item, provided you still have it.

If the item is lost, or if it has lost its magical properties, you must spend 30 days and 10,000 gp plying your contacts for a replacement.











