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Commerce Domain

Level 3: Commerce Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Commerce Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Spells
3rd augury, zone of truth
5th sending, tongues
7th divination, leomund's secret chest
9th contact other plane, creation

Level 3: Merchant’s Savvy

Your deity grants you a natural aptitude for trade and appraisal. You learn one additional language of your choice.

You gain proficiency in the Insight and Investigation skills. Additionally, when you make an Intelligence (Investigation) check to appraise an item’s value, you double your proficiency bonus for that check.

Furthermore, you have a knack for striking favorable bargains. You receive a 5% percent discount when purchasing magic items, trade goods, and treasure, and you gain a 5% percent increase in profits when selling these items. At 13th level, these percentages increase to 10 percent.

Level 3: Channel Divinity — Treasure Sense

You can use your divine insight to locate hidden valuables. As an action, you present your holy symbol and sense the presence of wealth around you. For 10 minutes, you gain an awareness similar to the detect magic spell, except this ability reveals the presence of coins, precious metals, gemstones, magic items, and objets d’art within 30 feet of you.

This sense penetrates most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You discern the general location and nature of each detected object but do not learn specific details, such as the identity of a magic item.

Level 6: Fool’s Gold

You can use your Channel Divinity to create an illusion of irresistible wealth that ensnares the minds of those nearby. As an action, you present your holy symbol and designate a point you can see within 100 feet. A dazzling illusion of coins, gemstones, and treasure appears in a 5-foot space at that point, visible only to creatures affected by this feature. The illusion lasts for 1 minute and requires your concentration to maintain it (as if concentrating on a spell).

Each Humanoid, Giant, or Dragon within 30 feet of you that can see the illusion must make an Intelligence saving throw. A creature that is immune to being charmed automatically succeeds. On a failed save, the creature is charmed by you for the duration or until the illusion ends. While charmed in this way, a creature is compelled to use its movement each turn to approach the illusory treasure by the most direct route possible.

When a charmed creature reaches the illusion, it must immediately make a new Intelligence saving throw. On a success, the creature recognizes the illusion and the charm ends. On a failure, it remains fixated on the treasure and engages in a heated argument with any other creatures that have reached the same space. While arguing, creatures spend their turns bickering and attempting to claim the illusory treasure without resorting to violence.

A creature that remains within 5 feet of the illusion continues to make an Intelligence saving throw at the end of each of its turns. If multiple creatures are present and squabbling, they make these saving throws with disadvantage.

The effect ends early for a creature if it takes damage, moves out of sight of the illusion, or if you dismiss the illusion as a bonus action. The illusion also ends if you lose concentration or after 1 minute has passed.

Level 17: Negotiate with Immortals

You have mastered the art of negotiation with extraplanar beings, offering wealth in exchange for their cooperation. Whenever you cast planar ally, planar binding, contact other plane, or gate, you can invoke this feature to strengthen your position.

If you cast planar ally, the cost demanded by the summoned entity is halved.

If you cast planar binding, contact other plane, or gate, you can provide payment comparable to the fees associated with planar ally. If you do so, you gain a bonus on all Charisma checks made to influence or negotiate with the contacted or summoned being equal to half your cleric level (rounded down). Additionally, any creature that would normally start Hostile instead begins the interaction Indifferent.

When casting contact other plane in this way, you must mark out a small area with arcane inscriptions and place the payment within the circle. The recipient can perceive the treasure from its distant location, and if it accepts the deal, the tribute is teleported to its plane to finalize the agreement.

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