Wyvern
Explorer
The Guild Artisan background has variant rules for a Guild Merchant -- but it occurred to me that there's no background for independent traders. I'd like to make one, but I could use some help.
For skills, Persuasion is an obvious choice for any type of merchant. Insight can also be useful when buying and selling, but I don't want to make it too similar to the Guild Merchant. As for other mechanical bonuses, I would definitely give proficiency with land vehicles (for driving a cart). I could also give them proficiency with navigator's tools and/or Survival to go along with that, but I want the background to be suitable for the guy running a market stall as well as the traveling peddler. A bonus language is a possibility, but again, doesn't make the most sense for local traders. It's not completely out of the question, but it seems like a lazy fallback option.
Ideally, I'd like no more than half of the mechanical benefits to be the same as the Guild Merchant's, which means I need to come with either an alternative skill to replace Insight, or an alternative tool proficiency to replace the bonus language. (Preferably the latter, because Insight just makes more sense to me than a bonus language does.) I also have no ideas for what would make a suitable "fringe benefit". And if anyone has any suggested options for the other traits (bonds, flaws, etc.), those would be welcome too.
Wyvern
For skills, Persuasion is an obvious choice for any type of merchant. Insight can also be useful when buying and selling, but I don't want to make it too similar to the Guild Merchant. As for other mechanical bonuses, I would definitely give proficiency with land vehicles (for driving a cart). I could also give them proficiency with navigator's tools and/or Survival to go along with that, but I want the background to be suitable for the guy running a market stall as well as the traveling peddler. A bonus language is a possibility, but again, doesn't make the most sense for local traders. It's not completely out of the question, but it seems like a lazy fallback option.
Ideally, I'd like no more than half of the mechanical benefits to be the same as the Guild Merchant's, which means I need to come with either an alternative skill to replace Insight, or an alternative tool proficiency to replace the bonus language. (Preferably the latter, because Insight just makes more sense to me than a bonus language does.) I also have no ideas for what would make a suitable "fringe benefit". And if anyone has any suggested options for the other traits (bonds, flaws, etc.), those would be welcome too.
Wyvern