Base Class: Cleric
Coin Charlatans. Friars of Finance. Acolytes of Ambition. These pejoratives and others are flung at those clerics who discard religious platitudes and dogmatic structure for something more...distilled. Despite the slander and disdain, clerics of the Avarice Domain hold one truth above all else: the gods greedily withhold their power, only deeming those that would directly benefit them worthy of wielding it. These clerics know they’re worthy.
Ambition leads to profit. Profit leads to power. They aren’t evil misers, jealously guarding their jeweled temples—they know how to use that power. Goodly clerics who walk this path often find themselves at the epicenter of wealth, altruistically guiding it to where it will do the most good for every- one—including themselves. Avarice clerics are masters of battlefield control, bolstering the effectiveness of their collaborators.
Prophet Motive
Divine assistance is most efficient when it synergizes between the Avarice cleric and whomever they deem worthy or capable enough allies. After choosing this domain at 1st level, when you cast a domain spell on an object or another creature, you can replicate the effect on yourself or an object you are touching without the need for additional components. If the spell requires concentration and your concentration ends, the spell ends on both you and the other creature, or both objects.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Object of Desire
Starting at 2nd level, you can distract those who wish to do you harm by tapping into their material desires. When you are attacked by another creature within 30 feet of you who can see you, you can use your Channel Divinity as a reaction to project an illusion of whatever the creature desires most from your holy symbol. The target must succeed on a Wisdom saving throw or become stunned until the end of your next turn.
The player or GM can roll a D10 on the Object of Desire table to determine what the creature most desires, or the GM is free to invent a craving. Savvy clerics take note of what illusion appears, wielding the knowledge of a creature’s desires against it should they cross paths again.
Divine Kleptocracy
Starting at 6th level, you can take spells affecting others and twist them for your own use. When a creature you can see within 30 feet of you is targeted by a spell not cast by you that requires concentration, you can use your reaction to duplicate the spell’s effect on yourself. If the spell ends for the other creature, the effect ends for you at the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Avatar of Excess
At 17th level, your ability to benefit yourself while em- powering others becomes second nature. When you use Prophet Motive to replicate a spell’s effect, you can choose to have that spell not require concentration.
Once you use this feature, you can’t use it again until you finish a long rest.
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