Wealth Domain

by Otaku-sama

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Wealth Domain

The Wealth domain focuses not only the gathering and the preservation of wealth, but also the flow of goods and money. Worshipers of gods of wealth pray for good fortune and the success of their business. Even the the most worldly merchants will pray to them for cunning insight and safe travel.

Clerics of gods of wealth, such as Lakshmi, Bahamut and Waukeen, are often sent to provide economic aid to struggling hamlets, act as a mediator in guild disputes, chase away pirates robbing merchant ships, and to "redistribute" the treasure hoards of chromatic dragons.

Domain Spells
Cleric Level Spells
1st alarm, identify
3rd arcane lock, cordon of arrows
5th glyph of warding, Leomund's tiny hut
7th fabricate, guardian of faith
9th animate objects, teleportation circle

Wealth of Knowledge

When you choose this domain at 1st level, you become proficient in Persuasion or Deception, and with land vehicles, water vehicles, navigator's tools or thieves' tools.

Additionally, whenever you make an ability check related to valuing the monetary worth of something, you are considered proficient in the appropriate skill or tool and add double your proficiency bonus to the check instead of your normal proficiency bonus.

Prosperity Gospel

Your god's connection with wealth allows you to use money to solve your problems directly. Also at 1st level, you also gain the following benefits:

  • When you cast a cleric spell of 1st level or higher that requires an expensive material component that is consumed, you can substitute currency you are carrying equal to the value of the required component.

  • As an action, you can magically convert currency within 30 ft. into any other denomination or currency of the same value in the same space, including special coins specific to your deity worth 100 gp each. You can target any number of pieces of currency with this ability and create up to 100 pieces of currency with your action.

  • You learn the coin shot cantrip, which is considered a cleric cantrip for you. When you cast coin shot, if you choose to use a deific coin, the spell deals radiant damage equal to 1d12 per damage die instead. When you score a critical hit with coin shot against a creature, a number of identical coins equal to the creature's maximum number of Hit Dice x 5 shower from the target into its space.

Channel Divinity: Heavenly Market

Starting at 2nd level, you can conduct a 10 minute long ritual by expending a use of your Channel Divinity. Once the ritual is complete, an ethereal merchant appears next to you.

This merchant sells non-magical weapons, armor, tools, and adventuring gear at the prices listed in the Player's Handbook. The merchant also sells various gems, precious metals and rare ingredients of high quality, which can be used as spell components. At the DM's discretion, the merchant may also have other items for sale.

The merchant will purchase gems, art objects, trade goods and other mundane items, buying them at market value. At the DM's discretion, the merchant may be willing to purchase other items of value.

The merchant is friendly and willing to trade with you and your allies, speaking any language you know, but it refuses to haggle prices. Any attempt to steal from, attack or cast a spell on the merchant will cause it to disappear. The merchant will stay and trade with you and your allies for up to 1 hour or until dismissed as an action.

Channel Divinity: Fool's Gold

At 6th level, as an action, you can expend a use of your Channel Divinity to create illusory treasure in a 5 ft. square within 60 ft. of you, affecting creatures in a 15 ft. radius centered on it. This illusion lasts for up to 10 minutes, as if you were concentrating on a spell. When you use this Channel Divinity, you may designate any number of creatures to be immune to its effect.

When a creature enters the illusion's area for the first time on its turn or starts its turn there and can see the treasure, it must make a Wisdom saving throw or become charmed.

While charmed by this effect, the creature must use all of its speed to move towards the illusion by the safest available route on each of its turns. If the creature is adjacent to the illusion, it must use its action to interact with it. At the end of its turn, it can repeat the save, ending the effect on a success.

When a creature succeeds on its Wisdom saving throw against this effect, it is immune to this effect for 24 hours. Creatures with an Intelligence score lower than 5 or with the ability to see through illusions (such as truesight) are immune to this effect.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Sacred Treasures

In your most dire times, you can borrow wealth and artifacts of great power from your deity's own store of treasure. At 17th level, 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, ring, rod, shield or suit of armor of your choice with a rarity of very rare.
  • Two magic weapons, rings, staffs, rings, rods, shields or suits of armor of your choice with a rarity of rare or uncommon.
  • Four scrolls or potions of your choice of a 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 50,000 gp or less.

At your 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 7 days have passed.

Coin Shot

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (a coin worth at least 1 cp)
  • Duration: Instantaneous
  • Class: Bard, Wizard

You imbue the coin with magic, causing it to streak towards a target within range. Make a ranged spell attack against the target. On hit, the target takes damage based on the value of the coin or piece of currency used.

Component Value Damage Die Damage Type
1 cp - 9 cp 1d6 psychic
1 sp - 9 sp 1d8 cold
1 gp or more 1d10 bludgeoning

If you hit a creature with this spell, the coin falls into the creature's space. Otherwise, the coin is destroyed by the spell.

This spell’s damage increases by one damage die when you reach 5th level (2 dice), 11th level (3 dice), and 17th level (4 dice).

Image Sources

'Mirt the Merciless', Wizards of the Coast. Mark Behm/Eric Belisle

'Ill-Gotten Inheritance', Wizards of the Coast; Winona Nelson

'Treasure Chest', Player's Handbook, Wizards of the Coast

 

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