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Commerce Domain Cleric by FaithBanana

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Commerce

The domain of Dreams, the realm of stories and everything that isn't in reality. This is the
domain of limitless, if not uncontrollable possibilities. The Queen of Dreams, Mistress of
Nightmares, Goddess Euphamay rule over the land all have visited but few understand. But
this is not only a domain of rest and respite, for it is also a domain of unrestrained thought,
ambition and imagination. For some, this can be wondrous, enlightening, life changing, and
freeing. For others, it is horrific, terrifying, and cruel. It is the will of the gods that one
experiences in their most vulnerable hours of life.

Dream Domain (1): At each indicated cleric level, add the listed spells to your spells
prepared. They do not count towards your limit.

Spells marked with a an asterisk (*) can be found in the Avalon Homebrew Spells .

Domain Spells
Spell Level Spells

1st alarm, identify, candle's insight*

2nd arcane lock, Althea's travel tent*

3rd tongues, sending

4th Dramus' secret chest, Gridore's private sanctum

5th teleportation circle, dream

Bonus Proficiency (1): Starting at 1st level, you become proficient in the Insight and
Persuasion skills. Additionally, before you purchase any goods or services, you may make a
Wisdom (Insight) check opposed by the seller’s Charisma (Persuasion) or Charisma
(Deception) check. If you succeed, you know if comparable goods or services can be
purchased at a lower price within 1 mile of you, though not necessarily where such a
purchase could be made.

Flowing Coffers (1): Whenever you are adventuring, you are blessed with good fortune and
as such any loot rewards from missions or from loot caches, have the currency reward
increased by 10%.

Wheel and Deal (1): From 1st level, as a bonus action, you can sacrifice a number of
maximum hit points up to your Wisdom modifier. If you do, you can grant an ally within 20
feet a bonus equal to the sacrificed amount to their damage roll on an attack or to their AC.
This bonus lasts for 2 rounds, and your maximum hit points return after finishing a long rest.

Channel Divinity: Make It Rain (2): As an action, you can present your holy symbol, if you
do, you can pay up to 1,000 gp. You heal yourself and your allies within 20 feet by 1 hit point
for every 100 gp you spend. At 10th level, you can pay up to 2,500 gp. At 15th level, you can
pay up to 5,000 gp.
Channel Divinity: Divine Market (6): Starting at 6th level you become a merchant in the
divine market and can use your channel divinity to trade through it. As an action you may
exchange a mundane item for its full market value or exchange currency for a mundane item
for 20% more than the normal market value.

Coin Blessed Strikes (8): You are blessed with your god’s divine might in battle. When a
creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8
bludgeoning damage to that creature. Once you deal this damage, you can't use this feature
again until the start of your next turn.

Pay for the Sacred Treasures (17): At 17th level, you no longer require diamonds to use
any spell that raises the dead. You can instead simply use gold, but the cost increases by
25%.

Also in your most dire times, you can borrow wealth and artifacts of great power from your
deity’s own store of treasure. You can perform an hour long ritual, petitioning your deity for
aid. Once you finish, one of the following appears at your feet:

● One magic weapon, ring staff, rod, shield or a suit of armor of a rarity of very rare,
appropriate to the situation.
● Two magic weapons, rings, staffs, rods, shields or a suits of armor of a rarity of rare
or uncommon, appropriate to the situation.
● Four scrolls or potions of rarity of very rare, rare or uncommon.
● Wealth in the form of mundane equipment currency, art objects and precious gems
with a total value of 25,000 gp or less.
At DM’s discretion, other items and artifacts associated with your deity may also be
available. Any magic items summoned by this ability remain in your possession for 24 hours,
after which they disappear in a flash of golden light if not already destroyed or consumed.
Once you use this ability, you cannot use it again until 30 days have passed.

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