For as long as there have been multiple groups of intelligent creatures, there has been trade. Giving up what you have for what you need has allowed many civilizations to prosper and the lack there of has caused them to fall
Trade Domain Spells
Cleric Level Spells
- 1st--Ceremony, Convert Currency*
- 3rd--Detect Thoughts, Zone of Truth
- 5th--Sending, Tongues
- 7th--Fabricate, Mordenkainen's Private Sanctum
- 9th--Geas, Teleportation Circle
*Denotes spells added in this document
Golden Tongue
At 1st level, you learn two languages of your choice. You also become proficient in Persuasion and Insight.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Divine Transaction
Starting at 2nd level, you can use your Channel Divinity to buy and sell things through the divine marketplace.
You conduct an hour-long ritual wherein you trade objects for money of equivalent value or visa versa. At the end of the hour, your purchase or payment appears in place of the spent items.
The total value of the objects you buy or sell can be worth no more than 500 gp per level before tax. Items are sold at half their value before tax.
For services rendered, your god demands 10% of the total amount of money sent or received added to or removed from the profit respectively.
Trade goods are not sold at half value and are exempt from the divine tax.
Depending on the inclination of the deity in question, haggling or the fencing of stolen goods may or may not be allowed.
Channel Divinity: A Fair Exchange
Starting at 6th level, you can use your channel divinity to force a someone to receive as good as they give.
Immediately after an attacker within 30 feet of you deals damage with an attack against another creature, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Honest Merchant
Starting at 17th level, you become a safe haven for honest trade.
Any creature that comes within 15 feet of you is incapable of knowingly telling any lie.
Convert Currency
1st-level transmutation (ritual)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a perfectly balanced scale)
Duration: Instantaneous
Classes: Artificer, Warlock, Wizard
By using the almighty power of the economy, you can convert any combination of legal tender into any other combination of equivalent value, as shown on the table below:
|
SP |
EP |
GP |
PP |
CB |
SB |
EB |
GB |
| Silver |
1 |
- |
- |
- |
- |
- |
- |
- |
| Electrum |
5 |
1 |
- |
1 |
- |
- |
- |
- |
| Gold |
10 |
2 |
1 |
- |
2 |
- |
- |
- |
| Platinum |
100 |
20 |
10 |
1 |
20 |
- |
- |
- |
| Copper Bar |
5 |
1 |
1 |
- |
1 |
- |
- |
- |
| Silver Bar |
50 |
10 |
5 |
- |
50 |
5 |
1 |
- |
| Electrum Bar |
250 |
50 |
25 |
- |
50 |
5 |
1 |
- |
| Gold Bar |
500 |
100 |
50 |
5 |
100 |
10 |
2 |
1 |
| Platinum Bar |
5000 |
1000 |
100 |
50 |
1000 |
100 |
20 |
10 |
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