Cleric
Base Class: Cleric

The prosperity domain is composed of gods such as Lakshmi, Bahamut, Waukeen and Plutus, deities that encourage their subjects and followers to not only gather and preserve wealth, but the general flow of goods and money. Worshipers of gods of prosperity pray for good fortune and the success of their business, as they are greatly encompassed by worldly merchants who pray for cunning insight and safe travel.

Clerics of prosperity are often sent by their deities to provide economic aid to struggling hamlets, act as mediators in guilt disputes, chase away thieves and, sometimes, redistribute the treasure hoards of the literal and metaphorical greedy dragons of the world.

Domain Spells

You gain domain spells at the cleric levels listed in the Prosperity Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level

Spells

1st

alarm, identify

3rd

arcane lock locate object

5th

glyph of warding,  tiny hut

7th

fabricate, secret chest

9th

animate objects, legend lore

Wealth of Knowledge

Starting when you first choose this domain at 1st level, your words are blessed by your deity for affairs of trade. You have advantage on any ability checks to haggle the price of a good or service.

Additionally, you may use gold coins or a gem as a spellcasting focus for your cleric spells, and whenever you cast a spell that requires a component with a gold cost, you may use your reaction to reach your deity and reduce the required cost of the material component by an amount of gold equal to 50 times your level. You may do so once, regaining the ability to do so again after 7 days.

Channel Divinity: Bolstered Riches

Beginning at 2nd level, you can use your Channel Divinity to bolster your magic and surroundings with the utmost prosperity. As a bonus action, you may emit a burst of divine magic, expending a use of your Channel Divinity. Until the end of your next turn, you gain the following benefits:

  • When one or more creatures are targeted by one of your spells that restores hit points, one of them gains additional hit points equal to your level. 
  • When one or more creatures are targeted by one of your spells that doesn’t restore hit points, one of them gains temporary hit points equal to your level
  • When you acquire currency that isn’t already yours, such as looting a pouch of gold or winning a bet that isn’t rigged, its contents are magically increased by 20% for you.

Entrapped Fortune

At 6th level, you can call upon your deity to turn both misfortune and non valuable objects into riches. 

As an action, you may touch a Large or smaller non-magical object that is not being worn or carried. It is transfigured into a tiny precious gemstone or coin worth the exact monetary value of the item. It lasts indefinitely, and as an action, you may crush the gemstone or coin, causing the object to reappear on an empty flat surface within 5 feet of you.

Alternatively, you may use this feature as a reaction when being targeted by a ranged weapon attack. If you do, make a spellcasting ability check contested by the attack roll. If you win, the projectile or thrown weapon is turned into a tiny precious gemstone or coin, as described earlier, and the attack misses.

You can have a total number of objects transfigured this way up to a number equal to your Wisdom modifier, and you can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. 

Potent Spellcasting

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

Touch of Prosperity

By the time you’ve reached 17th level, your deity has granted you the ability to turn the things and people you touch into gold. As an action, you can try and touch an object or creature within reach. If it is a non-magical object, it turns into gold permanently. If the object is magical, it maintains all of its properties, but it still transforms into gold permanently.

If you touch a creature, you must make a melee spell attack against it. On a hit, it must succeed on a Constitution saving throw against your spell save DC or be petrified, as it turns into gold. Every two rounds after that, the creature can repeat the saving throw to stop being petrified, and if it fails five times in a row, it is petrified permanently. 

You can use this feature once, regaining the ability to use it again when you finish a short or long rest, or if you expend a spell slot of 9th level to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
6/22/2023 3:38:22 AM
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