Base Class: Cleric
Gods of fortune, such as Mask, Beshaba, Cyric, Sune, Tymora, Waukeen, and the Crooked Warden, have long provided inspiration to those who would use deception, legerdemain and subtlety in the pursuit of coin . While the population might worship them for occasional luck, they’re the true patrons of thieves, con-artists, gamblers, and the poor. Their clerics hide in plain sight, performing services to other gods by day, but performing their true work under the cover of night, away from prying eyes. They abhor violence and instead encourage the use of theft, forgery and blackmail to achieve justice. After all, thieves prosper; the rich remember.
Fortune Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Thief Adjacent
Starting when you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Sleight of Hand, Persuasion, or Performance. You also gain proficiency with one of the following tools: thieves' tools, forgery kit, or disguise kit.
In addition, you learn thieves' cant and can identify other marks and symbols used by thieves to leave messages or mark targets.
Channel Divinity: Eyes of Appraisal
Starting at 2nd level, you can use your Channel Divinity to perceive the wealth of others.
As an action, you can touch a willing creature (including yourself) and grant them the ability to perceive the net worth of any creature or object as a faint aura. The aura is more intense for creatures and objects of greater value. This effect lasts for 10 minutes and can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. The creature can add your Wisdom modifier to the next Dexterity based skill check they make while this effect is active. If they do, the effect fades and their vision returns to normal.
Cover of Night
Starting at 6th level, your affinity with the night grants you special abilities. While in darkness or dim light you gain the following benefits:
- You can try to hide when you are lightly obscured.
- You can add your Wisdom modifier to Dexterity (Stealth) rolls
- You score a critical hit with weapon attacks on a roll of 19 or 20.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can choose to banish coins or valuables to your deity's vault in exchange for dealing an additional 1dX force damage. The value of X increases based on the value of what you choose to banish. When you reach 14th level, the extra damage increases to 2dX.
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Value |
die |
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| Copper |
1d4 |
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Silver |
1d6 |
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Gold |
1d8 |
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Electrum |
1d10 |
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Platinum |
1d12 |
Death Offering
At 17th level, you can prepare and perform a death offering dedicated to one or more fallen allies, loved ones, or victimized populations. Amass and sacrifice a horde of stolen valuables and roll percentile dice against a DC determined by your GM. On a failure, the creature or creatures to whom the death offering is dedicated have their souls transported to your deity's plane. On a success, the souls are transported safely to your deity's plane and you steal the attention and favor of your deity, granting the effect of the Wish spell. The secondary effects of the spell due to the stress of casting it do not apply to the death offering.
You do not benefit from performing additional death offerings with the same dedication. New death offerings require increasingly valuable or flashy methods of theft or sacrifice in order to take effect. Work with your DM to determine what might be required to perform additional death offerings.
Previous Versions
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1/27/2022 5:52:42 PM
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Coming Soon
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