Base Class: Cleric
Gold is power. It's existence enables prosperity in lands barren of natural resources. The weak can harness the power of riches to overcome the brutish and strong. Gold is pure. It gives itself freely without ambition or ulterior motive. It waits in tranquility and stillness, to bask in the light and to, one day, be grasped by living hands. Gold is truth. So brilliant is its luster that it brings to light the charity and avarice that dwells in mortal hearts.
Gold is worth fighting for. However, in their fight for riches and plunder, mortals reveal how unworthy they are of the prize. In pursuit of treasure, mortals have died foolish deaths, abandoned loved ones, and sold themselves into destitution. Riches are meant to empower people, not to enslave them. This understanding has allowed clerics of wealth to fully harness the power of gold and use it to carry out the bidding of their divine teachers.
Neither good nor evil can claim wealth as their own. Deities of trade (such as Waukeen, Shinare, and Kol Korran) show how gold can be used to build relationships and communities. Deities of greed (such as Hiddukel and the Keeper) show how gold can be hoarded and abused for selfish gains.
Variable Currency
Many of the Wealth Domain's features require the use gold pieces. However, gold pieces are not necessarily common or present in every campaign.
With your DM's permission, a different type of currency can used by the Wealth Domain instead of gold pieces.
Domain Spells
1st-level Wealth Domain feature
You gain domain spells at the cleric levels listed in the Wealth Domain Spells table. See the Divine Domain class feature for how domain spells work.
Wealth Domain Spells
Cleric Level | Spells |
---|---|
1st | identify, unseen servant |
3rd | arcane lock, locate object |
5th | glyph of warding, phantom steed |
7th | compulsion, faithful hound |
9th | animate objects, creation |
Bonus Proficiencies
1st-level Wealth Domain feature
You gain proficiency with martial weapons and heavy armor.
Great Vault
1st-level Wealth Domain feature
You gain access to the Great Vault, an extraplanar storage of infinite capacity accessible only to you.
As a bonus action, you present your holy symbol and do one of the following:
- You deposit any number of gold pieces that you are touching into the Vault.
- You withdraw any number of gold pieces from the Vault into your hands.
For the purpose of using domain features, you can use gold pieces stored in the Vault as though you were holding them. The Great Vault and its contents persist even if you are killed.
You cannot deposit any gold piece that is magical, unmovable (as though it were affixed to a part of the environment) or being touched by another creature.
Equivalent Exchange
1st-level Gold Domain feature
You gain the ability to use gold pieces in place of costly spell components. When you cast a spell whose material components have an indicated cost, you may use gold pieces of an equivalent value as a substitute for any or all of those components. Any gold pieces used in this manner are consumed.
Channel Divinity: Power at a Cost
2nd-level Wealth Domain feature
You can use your Channel Divinity to convert gold into additional combat prowess.
As a bonus action, you spend gold pieces up to 25 times your cleric level to gain one of the following benefits:
- For every 50 gp, gain a +1 bonus to the damage roll of your weapon attacks. Your weapon attacks are considered magical.
- For every 100 gp, gain a +1 bonus to AC.
The chosen benefit lasts for either 1 minutes or until this feature is used again. All gold pieces spent to use this feature are consumed.
Channel Divinity: Blinding Wealth
6th-level Wealth Domain feature
You can use your Channel Divinity to blind others with the brilliance of your treasure hoard.
As an action, you present your holy symbol and one creature of your choice that is within 60 feet of you must make a Constitution saving throw, provided that the creature can see you. If the creature fails its saving throw, it is blinded until the end of your next turn.
For every 250 gp stored in the Great Vault, you may target an additional creature.
Divine Strike
8th-level Wealth Domain feature
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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Golden Armory
17th-level Wealth Domain feature
Your extensive knowledge of the Great Vault has granted you mastery over arms, armor, and magical treasures. You can instantly attune to magic items without taking a short rest.
As a bonus action, you can deposit any weapons, armor, or magic items you are touching into the Vault. As part of the same bonus action, you can withdraw any weapons, armor, or magic items from the Vault and equip them instantly (armor can be donned; weapons and potions can appear in your hands).
The combined weight of the objects being either deposited or withdrawn cannot exceed your carrying capacity. Furthermore, you cannot deposit any object that is alive, unmovable (as though it were affixed to a part of the environment), or being touched by another creature.
Previous Versions
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