Remove these ads. Join the Worldbuilders Guild

Domain of Wealth

Deities who lay claim to the Wealth domain are often gods of gold, fortune, greed, or trade, and hold immense influence over the fortune and success of those who make their living through the lawful exchange of currency for goods and services - from a poor child shining shoes for copper pieces to the powerful merchant at the head of an international trading company. Such gods may be assiduous in demanding tribute, but pay back their most loyal followers generously, showering them with gold. Clerics of these gods are often called upon as third party negotiators, such as consultants or as financial counselors. Their purpose for becoming an adventurer might be to redistribute treasure hoards to the poor, dismantle corrupt merchant companies or simply accumulate untold riches for themselves.    

Spell Chart

Level Spell
1st Charm Person, Identify
3rd Arcane Lock, Locate Object
5th Tiny Hut, Tongues
7th Fabricate, Secret Chest
9th Geas, Legend Lore
 

Divine Bartering

At 1st level, your knack for bartering and figuring out fair prices allows you to haggle prices with the gods themselves. You gain proficiency in the Wisdom (Insight) and Charisma (Persuasion) skills and can double your proficiency bonus with these skills. Additionally, whenever you cast a spell that requires a material component with a cost, the required item’s cost is halved for you.    

Channel Divinity: Font of Prosperity

At 2nd level, your deity or patron allows you to spread the joy of mutual benefit. When a creature that you can see within 60 feet of you regains hit points, you can use your reaction to expend a use of your Channel Divinity to grant another creature within 60 feet the same number of hit points, plus an extra bonus equal to your Wisdom modifier.    

Discerning Customer

At 6th level, your deity’s influence allows you to see through swindlers and charlatans. You are immune to being charmed.    

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.    

Fool's Gold

At 17th level, you’ve learnt that few things can corrupt and allure the hearts of creatures more than the promise of vast riches. As an action, you can present your holy symbol and summon an illusory scene in a 40-foot-cube within 60 feet of you for 1 minute. The scene depicts a vast trove of treasures, though the treasures appear differently for different creatures. An elven merchant may see a room full of chests of gold, while a hungry dire wolf may see a room full of fresh meat. Any creature of your choice that moves into the area, or starts its turn there, must make a Wisdom saving throw or become charmed for the duration. While charmed in this way they are also considered blinded and deafened, as they become obsessed and enamored with the treasure trove before them. A creature that fails the saving throw can reroll its saving throw at the end of each of its turns. On a successful save, a creature discerns the illusion for what it is, and its effects end on it. You can use this feature once per long rest.
 


Created by

Lord Mcberry.

Statblock Type

Feat

Link/Embed