Enchanter - Tier 4
Merchants
Enchanter - Tier 4 (Subtype)
Merchant - Tier 4 - Grand Merchant
200 lbs
1
103232.95

0 / 0
0
0
+30
1

Earrings, Gold
Necklace of Fireballs
Gloves, Leather
Clothes, Artisan’s
Cloak of Protection
Guild Ring
Ring of Protection
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Necklace of Fireballs
    1400 gp
  • Guild Ring
    5 gp
  • Shoes, Leather
    1 gp
  • Gloves, Leather
    5 gp
  • Pants, Cloth
    0.8 gp
  • Earrings, Gold
    3 gp
  • Ring of Protection
    20 1500 gp
  • Cloak of Protection
    20 11000 gp

  • Inventory Unequipped:
  • Ring of Psychic Resistance
    27.5 2750 gp
  • Elemental Gem, Red Corundum
    2100 gp
  • Elemental Gem, Yellow Diamond
    2100 gp
  • Gem of Seeing
    2100 gp
  • Band of Hammerstone
    11.96 2400 gp
  • Necklace of Adaptation
    2500 gp
  • Brooch of Shielding
    27.5 2750 gp
  • Ring of Acid Resistance
    27.5 2750 gp
  • Ring of Cold Resistance
    27.5 2750 gp
  • Ring of Fire Resistance
    27.5 2750 gp
  • Ring of Force Resistance
    27.5 2750 gp
  • Ring of Lightning Resistance
    27.5 2750 gp
  • Ring of Necrotic Resistance
    27.5 2750 gp
  • Ring of Poison Resistance
    27.5 2750 gp
  • Elemental Gem, Emerald
    2100 gp
  • Ring of Radiant Resistance
    27.5 2750 gp
  • Ring of Thunder Resistance
    27.5 2750 gp
  • Boots of the Winterlands
    27.5 2753 gp
  • Crystal Ball of Scrying
    2.28 3000 gp
  • Dimensional Shackles
    3000 gp
  • Ring of Telekinesis
    2.28 3000 gp
  • Robe of Useful Items
    3000 gp
  • Bag of Tricks, Gray
    3150 gp
  • Bag of Tricks, Rust
    3300 gp
  • Helm of Teleportation
    3550 gp
  • Prayer Bead - Summons
    10.69 3600 gp
  • Necklace of Prayer Beads
    0 gp
  • Prayer Bead - Wind Walking
    8.27 3600 gp
  • Ioun Stone, Magebane
    1400 gp
  • Ring of Evasion
    300 gp
  • Quartz
    5 gp
  • Staff of the Magi
    3.43 11400.2 gp
  • Mace of Smiting
    14.08 12255 gp
  • Fabled Wonder
    6.93 13315 gp
  • Twin-Chained Molten Mauls
    20.19 16010 gp
  • Rain Stick of Mbala
    30.98 16400.2 gp
  • Frostwreathed Scythe
    70.21 16451.5 gp
  • Staff of Power
    37.24 16700.2 gp
  • Wand of Binding
    1200 gp
  • Rod of Alertness
    1.24 1250 gp
  • The Drowned’s Whisper
    2.7 1350 gp
  • Dispelling Stone
    1400 gp
  • Wand of Enemy Detection
    7.85 3600 gp
  • Necklace of Fireballs
    1400 gp
  • Rod of Absorption
    1400 gp
  • Ring of Protection
    20 1500 gp
  • Ring of Water Walking
    1500 gp
  • Ring of X-ray Vision
    1500 gp
  • Brazier of Commanding Fire Elementals
    5.37 1800 gp
  • Censer of Controlling Air Elementals
    5.37 1800 gp
  • Prayer Bead - Favor
    4.62 1800 gp
  • Bowl of Commanding Water Elementals
    5.37 1803 gp
  • Ring of Feather Falling
    2000 gp
  • Rope of Climbing
    2050 gp
  • Elemental Gem, Blue Sapphire
    2100 gp
  • Amulet of Health
    12000 gp
  • Candle of Invocation
    8400 gp
  • Ioun Stone, Awareness
    9000 gp
  • Ring of Air Elemental Command
    28.19 11000 gp
  • Ring of Earth Elemental Command
    28.81 10350 gp
  • Ring of Fire Elemental Command
    27.5 9550 gp
  • Ring of Water Elemental Command
    66 11250 gp
  • Amulet of Proof against Detection and Location
    250 10000 gp
  • Cloak of Stealth
    10000 gp
  • Folding Boat
    10000 gp
  • Ioun Stone, Regeneration
    10000 gp
  • Ioun Stone, Sustenance
    10000 gp
  • Manual of Quickness of Action
    10000 gp
  • Cloak of Protection
    20 11000 gp
  • Orbit Stone, Soul
    10500 gp
  • Belt of Cloud Giant Strength
    12000 gp
  • Headband of Intellect
    12000 gp
  • Horseshoes of Speed
    54 15000 gp
  • Periapt of Health
    15000 gp
  • Ring of Mind Shielding
    0.65 15500 gp
  • Ring of Swimming
    88 17000 gp
  • Cloak of the Manta Ray
    88 18000 gp
  • Bracers of Archery
    5.88 19000 gp
  • Boots of Striding and Springing
    54 19500 gp
  • Gauntlets of Ogre Power
    75 19500 gp
  • Ring of Spell Storing
    20000 gp
  • Rod of Rulership
    20000 gp
  • Wand of the War Mage +3
    20000 gp
  • Ioun Stone, Reserve
    5000 gp
  • Amulet of the Tides
    31.54 3625 gp
  • Orb of Dragonkind
    0.23 3900 gp
  • Immovable Rod
    4000 gp
  • Ring of Regeneration
    4000 gp
  • Wand of the War Mage +2
    4000 gp
  • Cloak of Arachnida
    75.5 4150 gp
  • Bag of Beans
    14.31 5000 gp
  • Boots of Elvenkind
    50 5000 gp
  • Cloak of Elvenkind
    50 5000 gp
  • Eyes of Minute Seeing
    50 5000 gp
  • Eyes of the Eagle
    50 5000 gp
  • Gloves of Thievery
    50 5000 gp
  • Ioun Stone, Mastery
    5000 gp
  • Grand Shield of the Protector
    -66.71 5030 gp
  • Ioun Stone, Spirit
    5000 gp
  • Luckstone
    5000 gp
  • Piwafwi (Cloak of Elvenkind)
    50 5000 gp
  • Rope of Entanglement
    17.82 5000 gp
  • Slippers of Spider Climbing
    198 5000 gp
  • Winged Boots
    5000 gp
  • Wings of Flying
    216 5000 gp
  • Belt of the Arbiter
    50.19 5150 gp
  • Deck of Illusions
    6000 gp
  • Cloak of the Bat
    109.36 6900 gp
  • Orbit Stone, Body
    7500 gp
  • Orbit Stone, Mind
    7500 gp
  • Dust of Disappearance
    700 gp
  • Nolzur's Marvelous Pigments
    100 gp
  • Wand of Lightning Bolts
    650 gp
  • Wand of the War Mage +1
    1000 gp
  • Ring of Warmth
    1000 gp
  • Periapt of Wound Closure
    1.96 1000 gp
  • Ioun Stone, Protection
    20 1000 gp
  • Goggles of Night
    12 1000 gp
  • Glyphwoven Mantle
    1.65 920 gp
  • Wand of Polymorph
    900 gp
  • Stone of Controlling Earth Elementals
    2.07 900 gp
  • Cape of the Mountebank
    2.31 900 gp
  • Helm of Telepathy
    0.86 800 gp
  • Wand of Web
    700 gp
  • Figurine of Wondrous Power - Silver Raven
    70 gp
  • Chime of Opening
    700 gp
  • Eversmoking Bottle
    0.45 250 gp
  • Wand of Fireballs
    650 gp
  • Tome of Unstable Magic
    650 gp
  • Lantern of Revealing
    2 600 gp
  • Fang of the Beast King
    3.1 600 gp
  • Circlet of Blasting
    600 gp
  • Boots of Speed
    1.13 600 gp
  • Wand of Fear
    550 gp
  • Ring of Shooting Stars
    550 gp
  • Ring of Animal Influence
    550 gp
  • Dust of Dryness
    550 gp
  • Control Rod, Silver
    550 gp
  • Garnet
    10 gp
  • Orbit Stone
    50 gp
  • Arrow-Catching Shield
    39.88 1510 gp
  • Sun Blade
    5.22 8815 gp
  • Staff of the Woodlands
    3.98 6850.2 gp
  • Blade of Betrayal
    4.01 6115 gp
  • Scimitar of Speed
    7.94 5675 gp
  • Staff of Frost
    30.93 5400.2 gp
  • Ambercore Greatsword
    10.62 5150 gp
  • The Gospel
    12.39 5102 gp
  • Magic 8-Ball
    1.8 4650 gp
  • Staff of Fire
    4.93 4050.2 gp
  • Magical Staff
    7 gp
  • Wand
    2 gp
  • Green Ribbon
    29.16 251 gp
  • Shield of Missile Attraction
    79.88 5110 gp
  • Javelin of Lightning
    12.22 600.5 gp
  • Mace of Terror
    11.28 655 gp
  • Staff of the Python
    5.5 900.2 gp
  • Trident of Tides
    7.65 905 gp
  • Staff of Healing
    3.43 1250.2 gp
  • Riftpiercer Spear
    12.52 1301 gp
  • Shadowbane Hammer
    9.27 1315 gp
  • Hammer of Thunderbolts
    5.62 1510 gp
  • Staff of Swarming Insects
    3.43 1600.2 gp
  • Staff of Charming
    18.43 2150.2 gp
  • Scepter of Silent King
    3.43 1650.2 gp
  • Magical Holy Emblem
    40 gp
  • Spellsnatcher's Gauntlet
    210 gp
  • Quaal's Feather Token, Swan Boat
    3000 gp
  • Wind Fan
    0.49 300 gp
  • Magical Wand
    10 gp
  • Blue Quartz
    1 gp
  • Magical Crystal
    12 gp
  • Enchanting Tools
    100 gp
  • Wooden Workbench
    20 gp
  • Woodworking Tools
    15 gp
  • Totem
    10 gp
  • Rod, Wooden
    2 gp
  • Cleaning Stone
    100 gp
  • Gold Emblem
    30 gp
  • Plate Armor of Etherealness
    94.35 8400 gp
  • Amulet, Gold
    200 gp
  • Magical Holy Amulet
    40 gp
  • Reliquary
    200 gp
  • Magical Holy Reliquary
    300 gp
  • Magical Sprig of Mistletoe
    6 gp
  • Sprig of Mistletoe
    0.02 gp
  • Quarterstaff
    3.43 0.2 gp
  • Magical Rod
    10 gp
  • Helm of Comprehending Languages
    0.28 250 gp
  • Horn of Blasting
    250 gp
  • Ring of Jumping
    0.27 250 gp
  • Robe of Scintillating Colors
    0.19 250 gp
  • Bag of Tricks, Tan
    300 gp
  • Wand of Magic Detection
    200 gp
  • Spellguard Shield
    289.88 10010 gp
  • Eyes of Charming
    200 gp
  • Prayer Bead - Curing
    400 gp
  • Wand of Paralysis
    400 gp
  • Wand of Secrets
    400 gp
  • Boots of Levitation
    0.38 500 gp
  • Cloak of Displacement
    0.45 500 gp
  • Horseshoes of a Zephyr
    0.38 500 gp
  • Prayer Bead - Smiting
    0.45 500 gp
  • Ring of Invisibility
    0.65 500 gp
  • Medallion of Thoughts
    400 gp
  • Dust of Sneezing and Choking
    150 gp
  • Gloves of Missile Snaring
    150 gp
  • Prayer Bead - Bless
    0.43 150 gp
  • Bead of Force
    200 gp
  • Dream Dust
    5 gp
  • Iron Bands of Bilarro
    200 gp
  • Quaal's Feather Token, Fan
    200 gp
  • Quaal's Feather Token, Bird
    205 gp
  • Hat of Disguise
    0.28 250 gp
  • Quaal's Feather Token, Tree
    50 gp
  • Quaal's Feather Token, Whip
    200 gp
  • Quaal's Feather Token, Anchor
    1000 gp
  • Ring of the Ram
    200 gp
  • Universal Solvent
    200 gp
  • Wand of Magic Missiles
    200 gp
  • Dwarven Thrower
    9.88 23515 gp
  • Red Terror
    76.7 28500 gp
  • Serpent's Fang
    6.54 37515 gp
  • Mace of Disruption
    17.02 37705 gp
  • Trident of Fish Command
    7.78 38205 gp
  • Dagger of Venom
    6.63 38502 gp
  • Blade of Judgement
    49.05 41850 gp
  • Hexed Lantern Pole
    7.23 48750.2 gp
  • Staff of Withering
    7.04 48800.2 gp
  • Aberrations Bane
    11.78 49925 gp
  • Oathbow
    12.94 50000 gp
  • Eldritch Staff
    6.44 50150.2 gp
  • Staff of Thunder and Lightning
    6.44 54600.2 gp
  • Staff of Striking
    11.46 60300.2 gp
  • Sword of Votune
    11.89 66265 gp
  • Blacksteel
    9.46 66515 gp
  • Belt of Dwarvenkind
    92.5 20350 gp
  • Primordial Orb of the Chaos God
    200 20450 gp
  • Book of Order
    14.44 21280 gp
  • Cube of Force
    22700 gp
  • Gloves of Swimming and Climbing
    136 24500 gp
  • Helm of Brilliance
    27.5 25150 gp
  • Robe of Eyes
    294 26400 gp
  • Amulet of the Warmage
    36.33 26750 gp
  • Leviathan Essence
    31.3 27500 gp
  • Mask of the Guilty
    277.5 27750.3 gp
  • Ring of Free Action
    28500 gp
  • Ioun Stone, Absorption
    55.1 30000 gp
  • Ring of Spell Turning
    30000 gp
  • Rod of Lordly Might
    30000 gp
  • Mantle of Spell Resistance
    250 30001 gp
  • Periapt of Proof against Poison
    200 35000 gp
  • Cubic Gate
    62.4 50000 gp
  • Talisman of Pure Good
    135.72 50000 gp
  • Talisman of Ultimate Evil
    135.72 50000 gp
  • Talisman of the Sphere
    0 gp
  • Tome of Clear Thought
    50000 gp
  • Tome of Leadership and Influence
    50000 gp
  • Tome of Understanding
    50000 gp
  • Robe of Stars
    81.19 50250 gp
  • Ring of Djinni Summoning
    70000 gp
  • Ring of Three Wishes
    70000 gp
  • Belt of Hill Giant Strength
    75000 gp
  • Rod of Security
    100000 gp
  • Decanter of Endless Water
    135000 gp
  • Amulet of the Planes
    150000 gp
  • Belt of Fire Giant Strength
    180000 gp
  • Belt of Frost Giant Strength
    150000 gp
  • Belt of Storm Giant Strength
    265000 gp
  • Belt of Stone Giant Strength
    180000 gp
  • Gem of Infinite Power
    200000 gp
  • Robe of the Archmagi, Black
    200 276000 gp
  • Robe of the Archmagi, Gray
    200 276000 gp
  • Robe of the Archmagi, White
    200 276000 gp
  • Manual of Bodily Health
    3000000 gp
  • Manual of Clay Golems
    315000 gp
  • Manual of Flesh Golems
    315000 gp
  • Manual of Gainful Exercise
    315000 gp
  • Manual of Iron Golems
    315000 gp
  • Manual of Stone Golems
    315000 gp
  • Pearl of Power
    0 gp
  • 69700 Gold Coin
    1 gp
  • 20000 Copper Coin
    0.01 gp
  • 300000 Silver Coin
    0.1 gp
  • 100 Platinum Coin
    10 gp


  • Monster Bits:
  • 72 Humanoid Blood
    0.15 gp
  • 180 Animal Bone
    0.03 gp
  • 120 Animal Fat
    0.5 gp
  • 420 Animal Meat
    0.05 gp
  • 60 Soft Skin
    0.05 gp

  • Creature Type Monster Bits:
  • 0.06 Humanoid Blood
    0.15 gp
  • 0.15 Animal Bone
    0.03 gp
  • 0.1 Animal Fat
    0.5 gp
  • 0.35 Animal Meat
    0.05 gp
  • 0.05 Soft Skin
    0.05 gp

The enchanter's workbench hums with arcane conduits, veins of liquid silver threading through etched obsidian slabs that pulse with embedded crystals. Runes ignite in sapphire bursts, channeling ethereal sparks that warp the air into shimmering veils. Faint ozone crackles as raw mana coalesces, forging bonds between steel and sorcery in a haze of glowing residue.

Merchants
Creature Sub Type

💰🛍️ Merchants: Bargainers of Coin and Contract

Merchants are the indispensable heartbeat of every realm, shrewd masters of the marketplace who turn peril into profit without ever drawing a blade. 🪙 Whether operating from bustling city shops or rumbling caravans, these opportunistic traders seek out adventurers at every turn — buying the riches yanked from lost dungeons and forgotten treasures, then selling back the very tools of greater glory. Part of tight-knit guilds that shield their own, they peddle powerful magical items coveted by heroes and kings alike. Driven purely by profit, they risk fortunes rather than flesh, thriving on financial gambles while their networks ensure no slight goes unanswered.

🌍 Origins: Forged in Guild and Gold

Merchants rise from every walk of life — fallen nobles, ambitious guild apprentices, or street-smart orphans who earned their first scale through sheer wit. 📜 Many inherit family shops blessed by trade deities; others claw their way into powerful merchant guilds that bind members in ironclad oaths of mutual protection. These guilds trace back to ancient pacts sealed with enchanted ledgers, granting members safety across cities and roads alike. Whatever their beginning, every merchant carries the unquenchable thirst for the next deal and the quiet power of collective wealth.

🏪 City Shopkeeps & Roadside Traders: Everywhere Opportunity Awaits

Merchants appear precisely when heroes need them most — behind polished counters in crowded city bazaars or pulling wagons into remote camps and strongholds. 🏪 Urban shopkeeps maintain lavish storefronts stocked with wonders, while wandering traders follow the scent of fresh plunder. Both types track adventurers through rumor and raven, ready to appraise dungeon loot on the spot and offer immediate coin. Their doors (and wagon flaps) are always open to those bearing relics, ensuring every victory converts swiftly into wealth.

📦 Wares of Power: Treasures and Magical Might

A merchant’s inventory is legend made tangible. 🧪 Beyond everyday supplies, they deal in exotic crafting materials — dragon scales, star-forged ore, moonlight essence, and ancient essences — plus the truly dangerous prizes: enchanted weapons, forbidden tomes, and artifacts that grant godlike power. Adventurers and power-hungry nobles flock to them, trading hard-won treasures for items that tip the scales of fate. The best merchants always seem to have exactly what a party needs… for the right price.

🕸️ The Guild Web: Safety Through Connection

No merchant stands isolated. Vast guilds weave a protective web across kingdoms, with members sworn to safeguard one another through shared ledgers and binding contracts. 🧠 Harm one and the entire network responds — bounties issued, assassins quietly hired, reputations destroyed, and trade routes closed to the offender. This unbreakable solidarity grants unparalleled safety: even the boldest warlord thinks twice before crossing a guild merchant. The system turns every shopkeep and caravan driver into part of something far larger and far deadlier than any lone blade.

🪄 Trader’s Gifts: The Art of the Deal

Merchants wield subtle but formidable talents honed by decades of negotiation. Many possess an almost magical ability to appraise any item instantly, detect lies with a glance, or haggle prices that bend reality itself. 🦋 Enchanted scales never err, shop safes hold extradimensional space, and guild rings allow silent communication across continents. The craftiest keep hidden vaults of truly legendary items or maintain quiet alliances with enchanters and information brokers. They never fight — they simply ensure the fight never reaches them.

⚠️ Hazards of Profit: Financial Gambles Over Flesh

Merchants scorn physical danger, preferring the thrill of high-stakes wagers. Their greatest risk is financial ruin — a bad investment, a counterfeit relic, or a guild rival undercutting their prices. ⚠️ Greed can blind them to larger threats, and a merchant who cheats the wrong adventurer may face sudden boycotts or guild-sanctioned ruin. Yet their contracts and connections usually keep blades at bay, letting them play the long game of wealth while heroes bleed for glory.

🗺️ Deals and Quests: Profit That Sparks Legend

Trade with a merchant rarely ends at simple barter. They routinely commission escorts for priceless shipments, recovery of stolen cargo, or hunts for ultra-rare components. These offers blossom into grand quests laced with gold and danger, benefiting both sides — or igniting fierce rivalries when contracts are broken. A single well-placed deal can launch an entire campaign of intrigue and adventure.

🌌 The Lifeblood of Every Realm

Merchants are the unseen architects of power and progress, turning the blood and sweat of heroes into empires of coin. 💰 Whether behind a city counter surrounded by glowing artifacts or camped beside a dungeon entrance with scales in hand, they represent pure opportunity wrapped in calculation. In any campaign they provide economic breathing room, rare magical wonders, and the spark for countless stories. Wise adventurers treat every merchant with respect — for today’s fair trader holds tomorrow’s fortune… and the contracts that can make or break legends. 🪙

  • Merchant
  • This merchant's wares are tagged with teleportation magic as a contingency. Should the merchant fall in battle, most of their inventory will shimmer and vanish—teleported to a secure location. Only coins and a handful of items that slip through the contingency remain behind.

Enchanter - Tier 4 (Subtype)
Creature Sub Type
100524.79

✨🔧 Enchanter: Tier 4 Grand Enchanter

A Tier 4 Enchanter is a premier magical craft authority whose stable bindings, valuable enchantments, and workshop output place them among the most important specialist merchants in the setting. They do not merely make useful enchanted goods. At this tier, their name, methods, and inventory influence trade, warfare, security, and elite ownership of magical equipment.

📚🪄 Training and Foundation

Tier 4 Enchanters represent the highest expression of disciplined enchantment work. They are shaped by elite apprenticeship, guild mastery, temple craft traditions, military contracts, relic restoration, and long years of exacting item-binding practice. Their understanding of runic structure, charge retention, layered effects, material compatibility, anchoring methods, failure correction, and controlled permanence is exceptional. Their skill is no longer just respected. It is definitive.

🧥💠 Appearance and Bearing

These creatures usually appear as grand workshop heads, royal enchanters, military arcane contractors, master jewel-binders, relic authorities, or private magical craftsmen retained by major merchant houses and nobles. Their clothing is practical but high quality, often including reinforced coats, aprons, gloves, lenswork, precision instruments, and sealed cases for focus stones, sigil plates, and commissioned pieces. Their bearing is controlled, professional, and used to handling expensive materials and demanding clients.

🪶📦 Typical Inventory

A Tier 4 Enchanter commonly keeps master-grade charged rings, warded amulets, rune-etched firearms, inscribed bullets, reinforced powder flasks, weapon enhancement plates, protective brooches, defensive jewelry, communication charms, binding seals, alarm wards, locking sigils, stabilized focus gems, bound lantern crystals, travel wards, enchanted officer gear, custom commission samples, low- to mid-grade permanent enchantments, relic maintenance materials, specialist engraving tools, prepared runic plates, silvered wire, binding wax, and partially completed bespoke items awaiting final activation. Their inventory is tightly controlled, expensive, and often difficult to replace.

🧠⚖️ Working Style

Their working style is exact, procedural, and reliability-focused. A Tier 4 Enchanter inspects every base item, confirms material purity, selects the correct binding framework, and layers enchantments through controlled stages designed to prevent instability and waste. They can produce durable permanent enchantments, stronger charged effects, and complex custom pieces while keeping failure rates low. Their work is not built around improvisation. It is built around repeatable quality under strict process.

💰🔮 Trade and Practical Role

What defines this subtype is elite magical utility. Tier 4 Enchanters produce objects that solve expensive and high-stakes problems in security, war, travel, communication, and personal protection. Their work supports admiralties, officer corps, noble households, merchant fleets, banking houses, wealthy adventurers, and institutions that need enchanted gear to function consistently. In a flintlock fantasy economy, they sit at the top end of applied magical manufacturing.

🏪🪵 Business and Workspace

Tier 4 Enchanters usually work from major arcane workshops, guild headquarters, royal foundries, temple vault-studios, secure military facilities, or patron-funded private complexes with assistants, apprentices, guards, and dedicated supply chains. Their spaces are organized around engraving benches, binding circles, reference ledgers, padded vault shelves, locked cabinets, test chambers, secured commission rooms, and stations for volatile or restricted enchantments. Their operation often functions more like a regulated institution than a simple shop.

🏙️👥 Common Roles

These creatures are commonly found as royal enchanters, grand rune-smiths, military item-binding directors, elite jewelry enchanters, relic restoration authorities, naval contract specialists, guild masters, or private arcane manufacturers serving major powers. In large cities and flintlock states, they are often the people consulted when the item is expensive, politically sensitive, or too important to trust to lesser hands.

👑🪙 Place in Society

A Tier 4 Enchanter holds major professional and economic status. Rulers seek their contracts, officers seek their reliability, merchants seek their output, and regulators watch their work closely. Their enchantments can improve military readiness, secure wealth, protect high-ranking clients, and raise the value of entire categories of goods. In a flintlock fantasy setting, they stand at the intersection of commerce, state oversight, and controlled arcane industry.

📈✨ Tier Meaning

Tier 4 represents the enchanter at the height of the merchant-specialist fantasy: supreme binding skill, rare and valuable inventory, strong workshop authority, and exceptional commercial importance. This is the final form of the enchanter role—a grand enchanter whose goods shape how magic is stored, sold, and trusted across an entire region.

  • Inventory Unequipped:
  • Ring of Psychic Resistance
    27.5 2750 gp
  • Elemental Gem, Red Corundum
    2100 gp
  • Elemental Gem, Yellow Diamond
    2100 gp
  • Gem of Seeing
    2100 gp
  • Band of Hammerstone
    11.96 2400 gp
  • Necklace of Adaptation
    2500 gp
  • Brooch of Shielding
    27.5 2750 gp
  • Ring of Acid Resistance
    27.5 2750 gp
  • Ring of Cold Resistance
    27.5 2750 gp
  • Ring of Fire Resistance
    27.5 2750 gp
  • Ring of Force Resistance
    27.5 2750 gp
  • Ring of Lightning Resistance
    27.5 2750 gp
  • Ring of Necrotic Resistance
    27.5 2750 gp
  • Ring of Poison Resistance
    27.5 2750 gp
  • Elemental Gem, Emerald
    2100 gp
  • Ring of Radiant Resistance
    27.5 2750 gp
  • Ring of Thunder Resistance
    27.5 2750 gp
  • Boots of the Winterlands
    27.5 2753 gp
  • Crystal Ball of Scrying
    2.28 3000 gp
  • Dimensional Shackles
    3000 gp
  • Ring of Telekinesis
    2.28 3000 gp
  • Robe of Useful Items
    3000 gp
  • Bag of Tricks, Gray
    3150 gp
  • Bag of Tricks, Rust
    3300 gp
  • Helm of Teleportation
    3550 gp
  • Prayer Bead - Summons
    10.69 3600 gp
  • Necklace of Prayer Beads
    0 gp
  • Prayer Bead - Wind Walking
    8.27 3600 gp
  • Ioun Stone, Magebane
    1400 gp
  • Ring of Evasion
    300 gp
  • Quartz
    5 gp
  • Staff of the Magi
    3.43 11400.2 gp
  • Mace of Smiting
    14.08 12255 gp
  • Fabled Wonder
    6.93 13315 gp
  • Twin-Chained Molten Mauls
    20.19 16010 gp
  • Rain Stick of Mbala
    30.98 16400.2 gp
  • Frostwreathed Scythe
    70.21 16451.5 gp
  • Staff of Power
    37.24 16700.2 gp
  • Wand of Binding
    1200 gp
  • Rod of Alertness
    1.24 1250 gp
  • The Drowned’s Whisper
    2.7 1350 gp
  • Dispelling Stone
    1400 gp
  • Wand of Enemy Detection
    7.85 3600 gp
  • Necklace of Fireballs
    1400 gp
  • Rod of Absorption
    1400 gp
  • Ring of Protection
    20 1500 gp
  • Ring of Water Walking
    1500 gp
  • Ring of X-ray Vision
    1500 gp
  • Brazier of Commanding Fire Elementals
    5.37 1800 gp
  • Censer of Controlling Air Elementals
    5.37 1800 gp
  • Prayer Bead - Favor
    4.62 1800 gp
  • Bowl of Commanding Water Elementals
    5.37 1803 gp
  • Ring of Feather Falling
    2000 gp
  • Rope of Climbing
    2050 gp
  • Elemental Gem, Blue Sapphire
    2100 gp
  • Amulet of Health
    12000 gp
  • Candle of Invocation
    8400 gp
  • Ioun Stone, Awareness
    9000 gp
  • Ring of Air Elemental Command
    28.19 11000 gp
  • Ring of Earth Elemental Command
    28.81 10350 gp
  • Ring of Fire Elemental Command
    27.5 9550 gp
  • Ring of Water Elemental Command
    66 11250 gp
  • Amulet of Proof against Detection and Location
    250 10000 gp
  • Cloak of Stealth
    10000 gp
  • Folding Boat
    10000 gp
  • Ioun Stone, Regeneration
    10000 gp
  • Ioun Stone, Sustenance
    10000 gp
  • Manual of Quickness of Action
    10000 gp
  • Cloak of Protection
    20 11000 gp
  • Orbit Stone, Soul
    10500 gp
  • Belt of Cloud Giant Strength
    12000 gp
  • Headband of Intellect
    12000 gp
  • Horseshoes of Speed
    54 15000 gp
  • Periapt of Health
    15000 gp
  • Ring of Mind Shielding
    0.65 15500 gp
  • Ring of Swimming
    88 17000 gp
  • Cloak of the Manta Ray
    88 18000 gp
  • Bracers of Archery
    5.88 19000 gp
  • Boots of Striding and Springing
    54 19500 gp
  • Gauntlets of Ogre Power
    75 19500 gp
  • Ring of Spell Storing
    20000 gp
  • Rod of Rulership
    20000 gp
  • Wand of the War Mage +3
    20000 gp
  • Ioun Stone, Reserve
    5000 gp
  • Amulet of the Tides
    31.54 3625 gp
  • Orb of Dragonkind
    0.23 3900 gp
  • Immovable Rod
    4000 gp
  • Ring of Regeneration
    4000 gp
  • Wand of the War Mage +2
    4000 gp
  • Cloak of Arachnida
    75.5 4150 gp
  • Bag of Beans
    14.31 5000 gp
  • Boots of Elvenkind
    50 5000 gp
  • Cloak of Elvenkind
    50 5000 gp
  • Eyes of Minute Seeing
    50 5000 gp
  • Eyes of the Eagle
    50 5000 gp
  • Gloves of Thievery
    50 5000 gp
  • Ioun Stone, Mastery
    5000 gp
  • Grand Shield of the Protector
    -66.71 5030 gp
  • Ioun Stone, Spirit
    5000 gp
  • Luckstone
    5000 gp
  • Piwafwi (Cloak of Elvenkind)
    50 5000 gp
  • Rope of Entanglement
    17.82 5000 gp
  • Slippers of Spider Climbing
    198 5000 gp
  • Winged Boots
    5000 gp
  • Wings of Flying
    216 5000 gp
  • Belt of the Arbiter
    50.19 5150 gp
  • Deck of Illusions
    6000 gp
  • Cloak of the Bat
    109.36 6900 gp
  • Orbit Stone, Body
    7500 gp
  • Orbit Stone, Mind
    7500 gp
  • Dust of Disappearance
    700 gp
  • Nolzur's Marvelous Pigments
    100 gp
  • Wand of Lightning Bolts
    650 gp
  • Wand of the War Mage +1
    1000 gp
  • Ring of Warmth
    1000 gp
  • Periapt of Wound Closure
    1.96 1000 gp
  • Ioun Stone, Protection
    20 1000 gp
  • Goggles of Night
    12 1000 gp
  • Glyphwoven Mantle
    1.65 920 gp
  • Wand of Polymorph
    900 gp
  • Stone of Controlling Earth Elementals
    2.07 900 gp
  • Cape of the Mountebank
    2.31 900 gp
  • Helm of Telepathy
    0.86 800 gp
  • Wand of Web
    700 gp
  • Figurine of Wondrous Power - Silver Raven
    70 gp
  • Chime of Opening
    700 gp
  • Eversmoking Bottle
    0.45 250 gp
  • Wand of Fireballs
    650 gp
  • Tome of Unstable Magic
    650 gp
  • Lantern of Revealing
    2 600 gp
  • Fang of the Beast King
    3.1 600 gp
  • Circlet of Blasting
    600 gp
  • Boots of Speed
    1.13 600 gp
  • Wand of Fear
    550 gp
  • Ring of Shooting Stars
    550 gp
  • Ring of Animal Influence
    550 gp
  • Dust of Dryness
    550 gp
  • Control Rod, Silver
    550 gp
  • Garnet
    10 gp
  • Orbit Stone
    50 gp
  • Arrow-Catching Shield
    39.88 1510 gp
  • Sun Blade
    5.22 8815 gp
  • Staff of the Woodlands
    3.98 6850.2 gp
  • Blade of Betrayal
    4.01 6115 gp
  • Scimitar of Speed
    7.94 5675 gp
  • Staff of Frost
    30.93 5400.2 gp
  • Ambercore Greatsword
    10.62 5150 gp
  • The Gospel
    12.39 5102 gp
  • Magic 8-Ball
    1.8 4650 gp
  • Staff of Fire
    4.93 4050.2 gp
  • Magical Staff
    7 gp
  • Wand
    2 gp
  • Green Ribbon
    29.16 251 gp
  • Shield of Missile Attraction
    79.88 5110 gp
  • Javelin of Lightning
    12.22 600.5 gp
  • Mace of Terror
    11.28 655 gp
  • Staff of the Python
    5.5 900.2 gp
  • Trident of Tides
    7.65 905 gp
  • Staff of Healing
    3.43 1250.2 gp
  • Riftpiercer Spear
    12.52 1301 gp
  • Shadowbane Hammer
    9.27 1315 gp
  • Hammer of Thunderbolts
    5.62 1510 gp
  • Staff of Swarming Insects
    3.43 1600.2 gp
  • Staff of Charming
    18.43 2150.2 gp
  • Scepter of Silent King
    3.43 1650.2 gp
  • Magical Holy Emblem
    40 gp
  • Spellsnatcher's Gauntlet
    210 gp
  • Quaal's Feather Token, Swan Boat
    3000 gp
  • Wind Fan
    0.49 300 gp
  • Magical Wand
    10 gp
  • Blue Quartz
    1 gp
  • Magical Crystal
    12 gp
  • Enchanting Tools
    100 gp
  • Wooden Workbench
    20 gp
  • Woodworking Tools
    15 gp
  • Totem
    10 gp
  • Rod, Wooden
    2 gp
  • Cleaning Stone
    100 gp
  • Gold Emblem
    30 gp
  • Plate Armor of Etherealness
    94.35 8400 gp
  • Amulet, Gold
    200 gp
  • Magical Holy Amulet
    40 gp
  • Reliquary
    200 gp
  • Magical Holy Reliquary
    300 gp
  • Magical Sprig of Mistletoe
    6 gp
  • Sprig of Mistletoe
    0.02 gp
  • Quarterstaff
    3.43 0.2 gp
  • Magical Rod
    10 gp
  • Helm of Comprehending Languages
    0.28 250 gp
  • Horn of Blasting
    250 gp
  • Ring of Jumping
    0.27 250 gp
  • Robe of Scintillating Colors
    0.19 250 gp
  • Bag of Tricks, Tan
    300 gp
  • Wand of Magic Detection
    200 gp
  • Spellguard Shield
    289.88 10010 gp
  • Eyes of Charming
    200 gp
  • Prayer Bead - Curing
    400 gp
  • Wand of Paralysis
    400 gp
  • Wand of Secrets
    400 gp
  • Boots of Levitation
    0.38 500 gp
  • Cloak of Displacement
    0.45 500 gp
  • Horseshoes of a Zephyr
    0.38 500 gp
  • Prayer Bead - Smiting
    0.45 500 gp
  • Ring of Invisibility
    0.65 500 gp
  • Medallion of Thoughts
    400 gp
  • Dust of Sneezing and Choking
    150 gp
  • Gloves of Missile Snaring
    150 gp
  • Prayer Bead - Bless
    0.43 150 gp
  • Bead of Force
    200 gp
  • Dream Dust
    5 gp
  • Iron Bands of Bilarro
    200 gp
  • Quaal's Feather Token, Fan
    200 gp
  • Quaal's Feather Token, Bird
    205 gp
  • Hat of Disguise
    0.28 250 gp
  • Quaal's Feather Token, Tree
    50 gp
  • Quaal's Feather Token, Whip
    200 gp
  • Quaal's Feather Token, Anchor
    1000 gp
  • Ring of the Ram
    200 gp
  • Universal Solvent
    200 gp
  • Wand of Magic Missiles
    200 gp
  • Dwarven Thrower
    9.88 23515 gp
  • Red Terror
    76.7 28500 gp
  • Serpent's Fang
    6.54 37515 gp
  • Mace of Disruption
    17.02 37705 gp
  • Trident of Fish Command
    7.78 38205 gp
  • Dagger of Venom
    6.63 38502 gp
  • Blade of Judgement
    49.05 41850 gp
  • Hexed Lantern Pole
    7.23 48750.2 gp
  • Staff of Withering
    7.04 48800.2 gp
  • Aberrations Bane
    11.78 49925 gp
  • Oathbow
    12.94 50000 gp
  • Eldritch Staff
    6.44 50150.2 gp
  • Staff of Thunder and Lightning
    6.44 54600.2 gp
  • Staff of Striking
    11.46 60300.2 gp
  • Sword of Votune
    11.89 66265 gp
  • Blacksteel
    9.46 66515 gp
  • Belt of Dwarvenkind
    92.5 20350 gp
  • Primordial Orb of the Chaos God
    200 20450 gp
  • Book of Order
    14.44 21280 gp
  • Cube of Force
    22700 gp
  • Gloves of Swimming and Climbing
    136 24500 gp
  • Helm of Brilliance
    27.5 25150 gp
  • Robe of Eyes
    294 26400 gp
  • Amulet of the Warmage
    36.33 26750 gp
  • Leviathan Essence
    31.3 27500 gp
  • Mask of the Guilty
    277.5 27750.3 gp
  • Ring of Free Action
    28500 gp
  • Ioun Stone, Absorption
    55.1 30000 gp
  • Ring of Spell Turning
    30000 gp
  • Rod of Lordly Might
    30000 gp
  • Mantle of Spell Resistance
    250 30001 gp
  • Periapt of Proof against Poison
    200 35000 gp
  • Cubic Gate
    62.4 50000 gp
  • Talisman of Pure Good
    135.72 50000 gp
  • Talisman of Ultimate Evil
    135.72 50000 gp
  • Talisman of the Sphere
    0 gp
  • Tome of Clear Thought
    50000 gp
  • Tome of Leadership and Influence
    50000 gp
  • Tome of Understanding
    50000 gp
  • Robe of Stars
    81.19 50250 gp
  • Ring of Djinni Summoning
    70000 gp
  • Ring of Three Wishes
    70000 gp
  • Belt of Hill Giant Strength
    75000 gp
  • Rod of Security
    100000 gp
  • Decanter of Endless Water
    135000 gp
  • Amulet of the Planes
    150000 gp
  • Belt of Fire Giant Strength
    180000 gp
  • Belt of Frost Giant Strength
    150000 gp
  • Belt of Storm Giant Strength
    265000 gp
  • Belt of Stone Giant Strength
    180000 gp
  • Gem of Infinite Power
    200000 gp
  • Robe of the Archmagi, Black
    200 276000 gp
  • Robe of the Archmagi, Gray
    200 276000 gp
  • Robe of the Archmagi, White
    200 276000 gp
  • Manual of Bodily Health
    3000000 gp
  • Manual of Clay Golems
    315000 gp
  • Manual of Flesh Golems
    315000 gp
  • Manual of Gainful Exercise
    315000 gp
  • Manual of Iron Golems
    315000 gp
  • Manual of Stone Golems
    315000 gp
  • Pearl of Power
    0 gp

  • Skill Tier 12:
  • Enchanting
  • Runeforging

Merchant - Tier 4 - Grand Merchant
Creature Sub Type
1615

Grand Merchants are the undisputed titans of commerce who command sprawling guild citadels and continent-spanning trade empires from the hearts of the greatest cities. 🪙 Their palatial emporiums overflow with the rarest treasures — legendary weapons that sing with ancient power, elixirs capable of resurrecting the fallen, and exotic crafting materials drawn from distant planes like voidglass, dragonheart crystals, and essence of fallen stars. They eagerly acquire the most mythic relics and dungeon-shattering hauls adventurers return with, converting world-altering plunder into fortunes vast enough to buy kingdoms while supplying the exact components needed to forge artifacts of destiny. Backed by the highest echelons of the Merchant Conclave — guilds bound by oaths older than most empires — they wield ironclad protection: slight one and blacklists can collapse entire noble houses, bounties summon elite enforcers, and trade routes to offending realms simply cease to exist.

Profit remains their singular creed, yet Grand Merchants play the ultimate financial games — funding secret expeditions to lost continents, wagering on the outcomes of wars, or cornering the market on world-shaking magical resources — all while never risking their own skin. 🏪 Masters of enchanted ledgers that whisper across oceans and guild intelligence networks that rival royal spies, they are the pinnacle allies (or most dangerous rivals) capable of elevating a party from celebrated heroes to legends whispered in every hall of power. Smart adventurers cultivate these relationships with care; a Grand Merchant’s favor today can deliver the forbidden relic, the impossible commission, or the empire-shaking alliance that turns tomorrow’s apocalypse into an opportunity for glory. 🪙

  • Inventory Unequipped:
  • 69700 Gold Coin
    1 gp
  • 20000 Copper Coin
    0.01 gp
  • 300000 Silver Coin
    0.1 gp
  • 100 Platinum Coin
    10 gp

  • Skill Tier 10:
  • Attention
  • Empathy

d100
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Effect 1 Effect 2 Ambience Music