Base Class: Cleric
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.
Divine Bartering
At 1st level, you have an incredible knack for bartering. You gain proficiency in the Wisdom (Insight) and Charisma (Persuasion) skills, and can double your proficiency bonus with these skills.
Font of Prosperity
Also at 1st level, your divine connection allows you to spread the joy of mutual benefit. When a creature that you can see within 30 feet of you regains hit points, you can use your reaction to grant another creature within 30 feet the same number of hit points, plus an additional number of hit points equal to your Wisdom modifier.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Domain Spells
You gain domain spells at the cleric levels listed in the Wealth Domain Spells table. See the Divine Domain class feature for how domain spells work.
Wealth Domain Spells
Cleric Level | Spells |
---|---|
1st | identify, charm person |
3rd | arcane lock, locate object |
5th | tongues, tiny hut |
7th | fabricate, secret chest |
9th | legend lore, geas |
Channel Divinity: Fool's Gold
At 2nd 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 spend a use of your Channel Divinity to summon an illusory scene in a 30-foot cube within 30 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 direwolf 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. On a failed save, a creature is charmed and has its movement speed halved, as they become enamored with the treasure trove before them. A charmed creature can reroll its saving throw at the end of each of its turns, ending the effect on itself on a successful save. The effect ends early if you damage the creature, or if it moves out of the area.
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.
Free of Charge
At 17th level, your deity allows you to temporarily ignore requirements of wealth or power. When you cast a cleric spell of 5th-level or lower, you can choose to do so without spending the spell slot or providing any material components.
You can use this feature once per long rest.
Previous Versions
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6/26/2022 11:42:14 AM
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