You ran a small shop, market stall, or similar business, buying from suppliers and selling on to others. You navigate markets and interactions, working to bring people closer together with what they need, or at least what they want.
Why did you step out from behind the shop counter? Is the business still going? Who tends to it while you’re away?
Ability Score Increases: +1 to Charisma and one other ability score.
Skill Proficiencies: Insight and one other of your choice
Tool Proficiencies: One of your choice.
Suggested Equipment (Cost 9 gold): common clothes, abacus, merchant’s scale, common clothes.
Feature: Let’s Make a Deal. You gain an expertise die on ability checks made to barter, sell, or trade for goods.
Adventures and Advancement. Once you have found a way to effectively ply your trade while being an adventurer and gained a degree of prestige, you can choose to join a guild or do your own business. If you join a guild, you gain the Guild Business feature from the on your own, you have an ongoing business that provides you with a poor or modest lifestyle, depending on how good business is. At the Narrator’s discretion, this business may eventually take the form of a shop-type stronghold.
Connection and Memento. Roll 1d10, choose, or make up your own.