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Trade Domain

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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