Base Class: Cleric
The commerce domain is all about the trading of good and services.
Domain Spells
You gain domain spells at the cleric levels listed in the Commerce Domain Spells table. See the Divine Domain class feature for how domain spells work.
Commerce Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | comprehend languages, identify |
| 3rd | arcane lock, skywrite |
| 5th | sending, tongues |
| 7th | fabricate, secret chest |
| 9th | creation, legend lore |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in deception, persuasion, and an artisan's tool of your choice.
Mastery of the Markets
At 1st level, you have advantage on any checks made with merchants and in any situation where something is being purchased or sold.
Channel Divinity: Routes of Trade
Upon reaching second level, you can use your channel divinity to speak with the local people of an area for an hour and create a reliable (not perfect) map of the area, including places of interest. This will give advantage on history checks and survival checks while you are in this region.
Eye for Appraisal
Upon reaching 6th level, you can read a customer, a room, and even the battlefield with more precision than the average adventurer. You have expertise in insight, and can use your insight as a bonus action to learn one thing about a creature (hit points, resistances, etc.) at the Dungeon Master's discretion.
Fair Trade
When you reach 8th level, you can choose to add damage from an attack or spell that hits you to the damage of your next successful attack as a reaction a number of times equal to your WIS modifier per long rest.
Saint of Service
Upon reaching 17th level, you give off an aura of professionalism and savvy. Any hostile creature who begins their turn within a 15 foot radius of you has disadvantage on attack rolls made against you, and any creature that ends their turn within a 15 foot radius of you must make a WIS saving throw or take 5 damage.
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