Cleric
Base Class: Cleric

Greed is powerful, and mortals aren't the only ones susceptible to it. Clerics of Greed embrace their covetous nature harnessing it to achieve their goals. Gods of the Greed Domain can include deities like the dragon goddess Tiamat, the archdevil Mammon, Kol Korran the Sovereign of World and Wealth or his brother The Keeper.

Greed Domain Spells
 
Cleric Level Spells
1st Alarm, Identify
3rd Heat Metal, Suggestion
5th Dispel Magic, Glyph of Warding
7th Resilient Sphere, Secret Chest
9th Animate Objects, Arcane Hand

 

Blessing of the Greedy

When you choose this domain at 1st level, you gain proficiency in two of the following skills: Deception, Intimidation or Persuasion.

Also, you can replace any components for your cleric spells with the appropriate amount of currency it costs instead.

Covetous Desires

Starting at level 1, you can influence and learn the greedier desires of others.

As a bonus action, target creature you can see within 30 feet must make a Wisdom saving throw against your spell save DC. On a failed save, you learn something the creature covets most and it is charmed by you for 1 minute or until you or your companions do anything harmful to it. If you make a Charisma check against the creature while it is charmed you can add your Wisdom modifier to the roll.

You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses after a long rest.

Channel Divinity: Pound of Flesh

Starting at 2nd level, you can use your Channel Divinity to force a creature to give an offering or pay the price.

As an action, you present your holy symbol, targeting a creature that you can see within 30 feet demanding what you want. Some examples include information, money, or an item. That creature must succeed on a Charisma saving throw against your spell save DC. If it fails the saving throw, the creature must either relinquish the demanded tribute or refuse. If the creature agrees, it is compelled to give up what you ordered. If it refuses or you demand their life, it takes force damage equal to 2d6 + twice your cleric level. If the creature succeeds on the save, it takes half as much damage.

You can choose to have the damage not reduce a creature's hit points below 1 or the creature is knocked unconscious but stable if it is reduced to 0 hit points.

Channel Divinity: What's Yours is Mine

Starting at 6th level, you can invoke your god's name to obtain what should be rightfully yours.

As a bonus action, you present your holy symbol and choose an object that is medium or smaller you can see within 90 feet. If the object is being worn or carried, and the creature is unwilling to part with the object, it must make a Charisma saving throw against your spell save DC. If the creature fails, you cause the object to immediately appear in your free hand or in an unoccupied space on the ground within 5 feet of you.

Potent Spellcasting

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

All That Glitters

At 17th level, you force your enemies to be overwhelmed by greed causing them to attack others for their stuff or to protect their things. As an action, you cause creatures of your choice in a 30-foot radius originating from a point you can see within 60 feet to make a Wisdom saving throw against your spell save DC. If a creature fails, they cannot take reactions and must use their turn to move to the nearest creature they can reach and attack them with any means they reasonably have. This lasts for 1 minute and a creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

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