5e SRD >Creatures >

Merchant Captain

Medium humanoid (any race), any alignment

Armor Class 15 (studded leather)
Hit Points 104 (19d8 + 19)
Speed 30 ft.

9 (–1) 16 (+3) 13 (+1) 14 (+2) 13 (+1) 18 (+4)

Saving Throws Dex +6, Cha +6
Skills Deception +6, Perception +4, Performance +6, Persuasion +7, Sleight of Hand +6
Senses passive Perception 14
Languages Common, two other languages
Challenge 6 (5,900 XP)



  • Multiattack. The merchant captain casts vicious mockery and attacks with its rapier.
  • Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
  • Fast Talk. When the merchant captain uses its action to confuse a creature with a barrage of jargon, quick speech, and big words, its target has disadvantage on the next Wisdom saving throw it makes before the end of the merchant captain’s next turn.


  • Inspiration (4/Day). As a reaction, the merchant captain can allow a creature it can see within 30 feet of it to reroll a failed attack roll, saving throw, or ability check. The creature must use the result of the second roll, even if it is lower than the original one.


Merchant captains lead trade caravans that deliver vital supplies and luxuries to communities far and wide. Sometimes regarded as glib-tongued shysters, merchant captains come from many walks of life and are as likely to be scrupulously honest merchants as they are to be silver-tongued devils.

Some merchant captains are retired or semiretired from active caravanning, and they continue to earn a living by financing or providing protection for caravans led by other merchants. All merchant captains, whether active or sedentary, have proficiency with land vehicles and with two musical instruments.

Section 15: Copyright Notice

Southlands. © 2021 Open Design LLC. Authors: Richard Green with Wolfgang Baur, Basheer Ghouse, and Kelly Pawlik.

This is not the complete section 15 entry - see the full license for this page