Cleric
Base Class: Cleric

Merchants, bankers, aristocrats, and criminals are the most likely individuals to worship wealth. They may value trade and free commverse or lean into greed, profiteering, and the hoarding of treasure. Many don't pray to a singular god, but rather offer words to different gods depending on the situation they find themselves in. When traveling the seas a wealth cleric may pray to Geryu, then offering prayers to Yasra once they enter a forest. Those that do follow one in particular often choose Darux, God of Death, who according to legends is the god responsible for the standardization of coin weights.

Level 3: Mercantile Mind

At 3rd level, you gain proficiency in Investigation and Persuasion. Whenever you make an ability check using these skills to buy, sell, trade, or appraise something, you gain a bonus to the check equal to your Wisdom modifier.

Level 3: Treasure Sense

At 3rd level, you can use a Magic action to open your awareness to the feeling of commerce around you. Until the end of your next turn, you know the exact location of any coins, gems, precious metals, and non-magical treasures (such as jewelry) within 60 feet of you. This sense tells you the shape and composition of these objects and if they're being worn or carried, but not their value. Counterfeits, mimics, and other false treasures also register as such, and appear with a red outline.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you finish a long rest.

Level 3: Wealth Domain Spells

You gain domain spells at the cleric levels listed in the Wealth Domain Spells table. They count as cleric spells for you, you always have them prepared, and they don’t count against the number of spells you can prepare each day

Wealth Domain Spells
Cleric Level Prepared Spells
3 Charm Person, Find Steed, Heat Metal, Identify
5 Create Food and Water, Glyph of Warding
7 Fabricate, Secret Chest
9 Animate Objects, Legend Lore

Level 3: Font of Prosperity

Your god allows you to spread the joy of mutual benefit. Whenever a creature within 120 feet of you that you can see regains hit points or gains temporary hit points, you can use your Channel Divinity as a reaction. When you do so, you can grant the same amount of hit points or temporary hit points to another creature within 120 feet of you that you can see, capped at an amount equal to five times your cleric level.

Level 6: Discerning Customer

At 6th level, your deity protects you from being swindled or misled. You gain immunity to the charmed condition.

Level 17: The Market Provides

From 17th level, you can ignore the material component requirements of your cleric spells that are 8th-level or lower.

Previous Versions

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7/14/2025 3:57:04 PM
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