The last mile of the supply chain. The Yeoman made it, the Teamster moved it, the Factor held it. The Shopkeeper is the one who finally sells it to a player who needs it right now.
You run a real storefront: you stock it, you price it, you buy adventurers' loot across the counter, and it keeps selling while you are logged out.
| Hit Die | d8 |
| Primary Ability | Charisma and Wisdom |
| Saving Throws | Charisma, Wisdom |
| Armor | Light |
| Weapons | Simple |
| Tools | Merchant's scales, one artisan's tool of your Counter's trade |
| Skills | Choose 2 from Insight, Investigation, Perception, Persuasion, Deception, History |
Ability Score Improvements: 4, 8, 12, 16, 19 (you may take a feat instead at each).
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | The Counter (your deed operates as a shop: a stocked storefront other characters can enter and buy from), Trade Eye (appraisal: an item's true value, quality, authenticity and forgeries, deepest within your own Counter) |
| 2 | +2 | Shelf Space (display far more stock than the property tier would carry; a fixed displayed quantity set by property tier does not spoil, the back room spoils normally) |
| 3 | +2 | Counter (subclass) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Open for Business (the shop trades with NPC and player custom while you are away, at prices you set) |
| 6 | +3 | The Buy Side (buy from walk-in sellers on terms; you are where adventurers unload) |
| 7 | +3 | Counter feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Regular Custom (NPC trade accumulates; a shop that has been open a while draws on its own) |
| 10 | +4 | Consignment (sell another player's goods from your shelves for a cut, under enforced terms) |
| 11 | +4 | Second Premises (a second shop, in another settlement) |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Counter feature |
| 14 | +5 | Bespoke (take an order for something you do not have: a commission the shop fills from a crafter, at a markup) |
| 15 | +5 | Known Quantity (your posted prices anchor what the town expects to pay, pulling local prices within the existing band, the band itself never moves; the warehousing rules.md) |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Counter feature |
| 18 | +6 | The Back Room (what you do not put on the shelf: a private stock shown to the customers you choose) |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | The Emporium (a great house of trade) |
Appraisal is what a Shopkeeper trains. Adventurers walk in with loot they cannot identify. Appraisal tells you what a thing actually is: its true value, and whether it is a fake, a curse, or a relic that has been reforged.
The shop trades while you are offline, at prices you set, within the market band. Set them badly and you either sit on stock or sell your best goods for nothing.
A Shopkeeper takes a Counter at level 3, and it decides what fills the shelves.
The Shopkeeper is where the combat economy meets the trade economy. Every drop a fighter cannot use becomes somebody's inventory, and the price it fetches across the counter is the reason clearing a dungeon pays at all.
The member apex is the Assayer, the certification class: the mark that makes a claim about an item trustworthy without a chain to prove it.
Free class unless marked otherwise. No unlock needed: pick it at character creation and start.
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