Base Class: Cleric
Money is a symbol of power, and that power carries weight. Gods of this domain can aid in the safe passage of shipments, the protection of traveling merchants, and even oversee donations to the poor. Wherever money is given in exchange for something else, even good will, the power of commerce suffuses it.
Clerics of the Commerce Domain often find work as merchants, caravanners, or traders. Though some honor their patrons by selling their martial prowess or healing abilities to those with the coin to back them up. Some call money the root of all evil, but the deities worshiped by these clerics tend towards neutrality. Money itself has no morality, and the ends to which some will go to obtain it span the gamut from harmless to heinous.
Commerce Domain Spells
A Cleric of the Commerce Domain gains access to the following Domain Spells at the following corresponding levels:
1st: Comprehend Languages, Identify
3rd: Arcane Lock, Calm Emotions
5th: Nondetection, Tongues
7th: Fabricate, Private Sanctum
9th: Arcane Hand, Scrying
Sales Strategy
When you choose this domain at 1st level, you select a Sales Strategy that defines your approach to commerce. You will either gain proficiency in the Perception skill and proficiency in either the Deception or Persuasion skill. If you already have proficiency with a skill, you gain expertise instead.
The Honest Merchant
You gain proficiency in Perception and Persuasion.
The Sneaky Salesperson
You gain proficiency in Perception and Deception.
Channel Divinity: Silver Tongue
Starting at 2nd level, you can use your Channel Divinity to lace your words with divine weight.
As an action, for 10 minutes you may treat any die result of 9 or lower for Persuasion or Deception skill checks as a 10.
Discerning Eye
Your mercantile experience has given you the ability to quickly intuit the inner workings of a magical artifact.
You may cast Identify with a casting time of 1 Action and without material components. This does not use a spell slot.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
An Offer They Can't Refuse
Starting at 17th level, you can use your action to lace your words with divine authority. For 1 minute, treat any Persuasion or Deception roll you make as a 19.
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