Divine Domain: Greed

by James Rathwell

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Greed Domain

Mercenaries, nobles, merchants, and kings, many are gripped with greed. None more so however then the worshipers of the gods presiding over coin and commerce. Clerics of greed value gold and riches to a degree that they believe to be sacred, but others view to be over valued and lacking of ethics and honor. Nevertheless these clerics use their gods persuasive powers to further their own wealth through both fair and unfair trade when necessary.

Greed Domain Spells
Cleric Level Spells
1 identify, illusory script
3 arcane lock, nystul's magic aura
5 counteroffer, leomunds tiny hut
7 leomunds secret chest, mordenkainen's private sanctum
9 animate objects, telekenesis

Benevolent Deal Maker

At 1st level, you gain proficiency in Persuasion, and may double your proficiency bonus for any ability check you make that uses this skill to strike a deal you believe fairly benefits both parties.

Predatory Deal Striker

Also 1st level, you gain proficiency in Deception, and may double your proficiency bonus for any ability check you make that uses this skill to strike a deal you believe is unfair to the opposing party. In addition, you gain proficiency in all weapons that cost 25gp or more, to help you stylishly cut through any resistance between you and your financial goals.

Channel Divinity: Inspire Greed

Starting at 2nd level, you can use your action to channel your gods opulent nature to create an illusion of treasure on the ground around you to a distance of 10ft. Once created the illusion cannot move from where it was summoned. Choose a number of creatures within 60ft of you equal to your Wisdom modifier (minimum of 1). The creatures must succeed a Wisdom saving throw or expend their reaction moving up to their speed towards the treasure. If any of the creatures move into the treasure they are knocked prone as they begin picking it up. Any weapon attack an ally makes within the cube deals an additional 1d6 force damage as you and your allies are inspired to fight with greedy vigor to safe guard the wealth. The illusion lasts until the end of your next turn.

The force damage increases by 1d6 when you reach 10th and 18th level in this class.

Financial Fiefdom

At 6th level, whenever you cast a spell using a spell slot that heals a creature or grants a creature temporary hit points, you are healed an amount of hit points equal to your Wisdom modifier. Similarly whenever a creature casts a spell using a spell slot that heals you or grants you temporary hit points they gain an amount of hit points equal to your Wisdom modifier.

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Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Self Serving Self Investment

Starting at 17th level, your god grants you boons of interest when you invest precious resources. Whenever you cast a spell you can roll 1d4. If you get a result of 1-3 you regain one spell slot of a level equal to the result. If you get a result of 4, your next divine strike within the next minute deals an additional 4d8 damage. If you gain a spell slot that would go past your maximum amount of spell slots of its level, you instead regain the next lowest spell slot that you have expended. If none are available to restore, your god greedily claims the spell slot.

You can use this feature three times. You regain all expended uses when you finish a long rest.

Additionally, you may attune to an additional three magic items. As your god aids you in satiating your appetite for material things.

New Spell

Clerics of greed learn the counteroffer spell as a domain spell at 5th level. The spell counteroffer is also added to the bard and warlock spell lists.

Counteroffer

3rd level enchantment


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you make an attack roll.
  • Range: 60ft
  • Components: V, S, M(a gold coin)
  • Duration: 1 minute

You attempt to finesse a creature making an attack into accepting a regrettable deal. Choose a creature making an attack roll who currently does not have any temporary hit points. The creature must succeed a Wisdom saving throw determined by the quality of the deal offered. The DC = 8 + your spell casting modifier + the slot level expended to cast this spell. On a failure the creature is forced to accept the deal, gaining 5 temporary hit points in exchange for attacking a different target you choose within its attacks range. These temporary hit points last for 1 minute. If the creature is reduced to 0hp within this minute, you gain an equal amount of temporary hit points you granted the creature as part of this spell.

The temporary hit points granted increases by 5 for each slot level above 3rd.

Art Credit: Ivelin Trifonov
Written By: James Rathwell
 

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