The Teamster moves goods from where they are cheap to where they are dear. The Factor buys them when they are cheap and sells them when they are not. That is the economic verb nobody else in the game has: arbitrage across time rather than distance.
Holding stock is a bet. Warehouses cost upkeep, goods spoil, and a siege can turn a full depot into somebody else's supply.
| Hit Die | d8 |
| Primary Ability | Intelligence and Wisdom |
| Saving Throws | Intelligence, Wisdom |
| Armor | Light |
| Weapons | Simple |
| Tools | Merchant's scales, ledger and seal, one artisan's tool |
| Skills | Choose 2 from Insight, Investigation, Perception, Persuasion, History, Nature |
Ability Score Improvements: 4, 8, 12, 16, 19 (you may take a feat instead at each).
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Capacity (hold far beyond any other class, in property and in transit), Inventory (know your stock, its condition and its true value at a glance, anywhere) |
| 2 | +2 | Dry Store (your goods spoil at a fraction of the standard rate) |
| 3 | +2 | Store (subclass) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Standing Stock (a warehouse that runs, rents, receives and releases while you are away) |
| 6 | +3 | Lots (aggregate many small holdings into a bulk lot that sells at a wholesale premium) |
| 7 | +3 | Store feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Custody (hold goods for other players for a fee, under terms neither side can break) |
| 10 | +4 | The Long View (read a market's band position and its rate of change, where a price sits against its floor and ceiling, and which way it has been moving) |
| 11 | +4 | Deep Stores (a second warehouse, or a second floor on the first) |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Store feature |
| 14 | +5 | Requisition (fill a large order from stock instantly, at scale no crafter can match on demand) |
| 15 | +5 | Shrinkage (attrition in store falls sharply toward zero; the quantity it reduces is specified in the shrinkage rules) |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Store feature |
| 18 | +6 | Cornered (holding a commanding share of a good moves its local price within the existing band, you do not move the band itself) |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | The Great Store (a registered regional warehouse) |
Custody is the business. A Factor may refuse anyone, and the refusal is publicly visible. A warehouse is not a common carrier, so you choose your clients, but the choosing is on the record. A cartel locking rivals out of storage can do it, and everybody can see them doing it.
Vaults put a fixed quantity of stock genuinely out of reach of a raid.
A Factor takes a Floor at level 3, and it decides what kind of stock they hold.
The Factor is the shock absorber in the market band. Somebody has to buy the glut and carry it to the shortage, and every copper of that carry is storage cost, spoilage risk and the chance that the shortage never comes.
Get it right and you set the price. Get it wrong and you are the one holding four hundred units of grain nobody wants.
Free class unless marked otherwise. No unlock needed: pick it at character creation and start.
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