Cleric
Base Class: Cleric

The gods of trade hold sway over any kind of bargain, and are typically neutral in celestial matters. From a peasant trading a chicken for a bushel of grain to a noble trading their soul for magical power, very few mortals will escape the gaze of the gods of exchange. The domain is broad, encompassing everything from the gods of fair trade and equivalent exchange to the gods of swindling and cheating. The one thing they all have in common is that there is a price for everything, and everything has a price.

Bonus Proficiencies

Starting when you choose this domain at first level, you gain proficiency in the Persuasion and Deception skill.

Perilous Wager

Starting when you choose this domain at 1st level, as a reaction whenever an ally within 30 feet of you makes a saving throw, before the roll is made, you may use your reaction to grant them advantage on the saving throw. In return, the next saving throw you make before a long rest will be made at disadvantage. You may not use this feature again until you have made a saving throw at disadvantage, or have taken a long rest. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Channel Divinity: Barter Vigor

Starting at 2nd level, you can use your Channel Divinity to trade some of your health to heal a number of allies.

As an action, you can roll a number of d6's up to your Wisdom modifier, and take that amount of radiant damage. This damage can not be reduced in any way. For each d6 that you rolled, you can heal an ally within 30 feet of you for 1d12 plus your Wisdom modifier.

Trader's Blessing

Starting at 6th level, your connection to a god of Trading allows you or an ally to appear more convincing for a time.

As an action, you can touch a willing creature, including yourself, and grant them advantage on Charisma Persuasion checks. This blessing lasts for 10 minutes, or until you use this feature again.

Divine Bargain

At 8th level, you gain the ability to bargain directly with your god. When you are casting a spell, you can make a bargain with your god to modify the spell. You can use this feature a number of times equal to half of your Wisdom modifier per long rest. You may only make one offer to your god while casting a spell, and they may reject the offer if they don't find it to be fair. The following examples will always work, but more creative bargains can be struck at the DM's discretion.

Advance Cast - your spell does not consume a spell slot, however at the end of your next long rest two spell slots of the same level will be consumed. If you do not have more than one spell slot for the spell you are attempting to Free Cast, it will fail.

Free Cast - your spell will ignore material, verbal, and somatic components, however you will be blinded for 1d4 days. This blindness cannot be ended early by anything other than the Wish spell.

Power Cast - When you roll damage or healing for a spell (excluding cantrips), use the maximum possible value for the dice. The next time you roll damage or healing for a spell (excluding cantrips), use the minimum possible value for the dice.

 

 

At 14th level, your familiarity with your god gives you the ability to haggle for broad changes to the material world. Whenever you use your divine intervention ability, you may offer a sacrifice or offering to your god to increase the chances of your success. The greater the sacrifice, the greater the chance that the divine intervention succeeds.

Appeased Intervention

At 14th level, your familiarity with your god gives you the ability to haggle for broad changes to the material world. Whenever you use your divine intervention ability, you may offer a sacrifice or offering to your god to increase the chances of your success. The greater the sacrifice, the greater the chance that the divine intervention succeeds.

Ultimate Price

At 17th level, you can use your action to bargain the remainder of your hit points away to heal nearby creatures. As part of this action, double your current hit points and provide that amount of healing to any creatures within 60 feet of you, up to a number of creatures equal to your Wisdom modifier. Once you have healed these creatures, you immediately drop to 0 hit points. 

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