Cleric
Base Class: Cleric

The gods of commerce oversee the trade of goods and services. These deities understand that business lubricates the gears of society and keeps everything running smoothly. Some gods see commerce as a force which must be regulated so that all may benefit from fair trade. Other gods see it as a competition, where the accrual of wealth and power are the goal. In the cutthroat world of megacorporations and massive economic inequality, the latter deities often hold greater sway.

Clerics of these gods put great stock in the open market and the true value of all things. A cleric’s station may range from the lowly accountant with dreams of starting their own business, to a ruthless mid-level executive looking to climb the ranks into the executive boardroom, or they may just be a rogue economist trying to bring balance to the commercial world.

Commerce Domain Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Commerce Domain Spells table. These spells count as Cleric spells for you, but they don’t count against the number of cleric spells you prepare.

Cleric
Level
Spells

1st

alarm, charm person

3rd

locate object, zone of truth

5th

contract, counterspell

7th

banishment, dimension door

9th

dominate person, teleportation circle

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with one type of artisan’s tools of your choice, and in one of the following skills: Deception, History, or Persuasion.

Deception

You gain proficiency in Deception.

History

You gain proficiency in History.

Persuasion

You gain proficiency in Persuasion.

Aggressive Bargaining

At 1st level, you can trade a bit of vital energy in order to twist fate. As a reaction, when you or a willing creature within 30 feet of you makes an attack roll, an ability check, or a saving throw, you and the willing creature can each choose to spend Hit Dice, up to a combined maximum of 4 Hit Dice. For each Hit Dice spent in this manner, the target adds 1d4 to the result. You can only use this ability after the roll, but before any effects of the roll are applied.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Meditation

Starting at 2nd level, you can use your Channel Divinity to exchange vital energy in a way that is profitable and beneficial for all.

As an action, you present your holy symbol, choose up to six willing creatures (which can include yourself) within 30 feet of you. Each creature can spend one or more Hit Dice to cause one other creature affected by this Channel Divinity to regain an equal amount of spent Hit Dice.

Additionally, until the end of your next turn, each creature can spend a hit die on its turn (no action required) if it is not incapacitated. The creature rolls the Hit Dice and regains hit points equal to the die roll + the creature’s Constitution modifier + your cleric level.

Channel Divinty: Sanctified Transaction

Starting at 6th level, you can use your Channel Divinity to make a transaction for goods on the sacred market.

As a bonus action, you can magically create a nonliving object you’ve seen before in your empty hand or in an empty space within 5 feet of you. The object can be no larger than a 3-foot cube and its credit value can’t be worth more than 6,000 times your cleric level. The DM decides if a specific item can be created in this manner, and its value.

The object vanishes after 1 hour unless you magically spend an amount of credits you’re carrying equal to its value when you use this Channel Divinity. The object cannot be used as the material component for a spell unless you spend credits for it in this manner first.

Potent Spellcasting

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

Free Trade

At 17th level, you can liquidate your vast supply of divine energy when you need it most. Once per turn, when you cast a spell on your turn that deals damage, you can expend one spell slot to deal additional damage to one target of the spell. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than the 1st, to a maximum of 4d8.

Alternatively, once per turn, when you cast a spell on your turn that restores hit points, you can expend one spell slot to restore additional hit points to one target of the spell. The creature regains an extra 1d8 hit points for a 1st-level spell slot, plus 1d8 for each spell level higher than the 1st, to a maximum of 4d8.

Previous Versions

Name Date Modified Views Adds Version Actions
5/4/2021 10:54:23 PM
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