Base Class: Cleric
The domain of Trade is broad, encompassing lesser aspects including coin, craftsmanship, currency, greed, merchants, money, negotiation, occupation, skill and wealth. Trade is meant both in the sense of exchanging goods and services, but also a valuable skill or practice. Clerics of Trade are often viewed as virtuously upholding civilization and law, but are also found in places of illicit trade, though they do not announce their presence. They may travel in merchant caravans or work in sweatshops or oversee a city's monetary exchange - Clerics of Trade are often invited (or paid) to attend the signing of important contracts, but may also be retained as advisers to guilds or governments. More than one aspiring criminal overlord keeps a Cleric of Trade around to supervise smugglers, and they are a favorite to negotiate the release of hostages and kidnappings. Most (but not all) Clerics of Trade take it personally when a deal they oversee is broken, and might seek out the offending violator, or be ordered to do so. Those who enter into deals directly with a Cleric of Trade are rarely more than a day late in fulfilling the terms of the agreement.
Deities often associated with the Trade Domain include obvious choices like Gond, Waukeen, Fharlanghn, Reorx, Shinare, Kol Korran, Onatar, Skoreaus Stonebones, Surtur and Moradin. More surprisingly, many deities of luck, gambling, greed and thievery also fall under this domain, including Mask, Tymora, Hiddukel, Olladra, The Keeper, Vhaeraun, Brandobaris, Nebelun and Abbathor.
Trade Domain Spells:
1st - Identify, Wrathful Smite
2nd - Detect Thoughts, Zone of Truth
4th - Fabricate, Secret Chest
5th - Geas, Legend Lore
Tradecraft
You are an expert in the Insight and Persuasion proficiencies, applying double your proficiency bonus to these checks, as well as proficient in two tools or kits of your choice. If you were already proficient in one or more of these skills, you may gain expertise in one additional skill you are proficient in. If you are charmed, any attempt to use an enchantment to affect a financial transaction, exchange of services or negotiation immediately ends the effect on you, as if you were attacked or given a suicidal command.
Channel Divinity - Seal the Deal
When two or more parties agree to a deal or negotiation in your presence, you can present your holy symbol as an action, and immediately know if either party currently intends to break the deal, though you do not know who or how. If both parties intend to fulfill the deal, as a bonus action you cast a lesser form of the Geas spell (no spell slot required, no saving throw) which lasts until the terms of the deal are fulfilled (see below). The parties need not be aware of your presence and you may be a party to the deal.
If the terms are broken the violator(s) suffers psychic damage equal to your cleric level at the end of every long rest and regains no hit dice during a long rest. The effect can only be lifted by fulfilling the agreement, renegotiating a new deal similarly overseen by a Cleric with the Trade domain, death of the violator(s) or the casting of Remove Curse by a spellcaster of equal or greater level than the cleric presiding over the deal.
Free Trade
Beginning at 6th level you are better suited to combat the various ways people try to break a deal. You have advantage on proficiency checks and saving throws to detect or resist illusion or enchantment spells and are resistant to psychic damage. You also have advantage on investigation and perception checks related to quality of craftsmanship, contracts, agreements, and appraisals.
Mind for Business
You may inflict psychic damage equal to your Wisdom modifier against creatures with a concept of money or trade (most sentient creatures with an intelligence higher than 3) whenever you roll damage for an attack or spell.
Unassailable Thoughts
At 17th level, you are beyond mental and magical coercion. You have immunity to psychic damage, as well as Enchantment spells and magical effects. Your thoughts cannot be read via magic or telepathy unless you choose to allow it.
Previous Versions
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