Trade Domain
For civilizations to grow, they need resources. When they have surplus, to help their economy grow, they trade their goods. Deities of wealth and civilizations understand this and provide their followers with benefits and abilities to do so through the Trade domain.
Trade Domain Spell
| Cleric Level | Spells |
|---|---|
| 1st | Identify, Comprehend Languages |
| 3rd | Calm Emotions, Detect Thoughts |
| 5th | Nondetection, Tongues |
| 7th | Fabricate, Freedom of Movement |
| 9th | Legend Lore, Scrying |
Market Savvy
At 1st level, you gain proficiency with the skills Persuasion and Insight. Additionally your proficiency bonus for these skills are doubled when they are used in matters of trade.
Channel Divinity: Haggle
At 2nd level, you can use your channel divinity ability to convince merchants that items you wish to sell are worth more than they really are. Targets have to make an intelligence saving throw vs. your spell DC. If they fail, they are convinced that one item you wish to sell is worth half as much more than its listed price.
Teamster
At 6th level, you can get more speed out of your horses, wagons, or other beasts of burden that pull wagons. When your beasts of burden are hitched to a wagon, their move increases by 20’.
Channel Divinity: Everything’s on Sale
Starting at 8th level, you can use your channel divinity ability to convince merchants and sellers to sell to you at a discount. A single target must make a wisdom saving throw vs. your spell DC. If they fail, they will sell their goods to you at a 10% discount for 1 + your wisdom modifier in minutes.
At 14th level, if they fail their save by 10 or more, they will sell to you at a 20% discount.
Improved Haggle
At 18th level, you channel divinity: haggle ability now affects more than one item. You can use this ability on a number of items equal to 1 + your wisdom modifier.

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