Skip to content

Trade Domain

Source: Custom Domain
Type: Custom Domain

Overview

The Trade Domain (also called Wealth or Commerce Domain) focuses on economics, trade, contracts, and material wealth. Clerics of this domain serve as agents of commerce, understanding the power of money and trade in shaping civilization.

Associated Deities

Domain Spells

You gain domain spells at the cleric levels noted in the Trade Domain Spells table. See the Magic/Divine page for how domain spells work.

Cleric Level Spells
1st Detect Magic, Identify
3rd Locate Object, Zone of Truth
5th Clairvoyance, Glyph of Warding
7th Fabricate, Locate Creature
9th Commune, Modify Memory

Domain Features

Clerics who choose the Trade Domain gain the following features:

Blessings of Commerce

At 1st level, you learn one language of your choice. You also become proficient in your choice of two of the following skills: Insight, Investigation, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Merchant's Eye

Also at 1st level, you have advantage on ability checks to appraise the value of items, detect forgeries, assess the worth of goods and services, or negotiate prices.

Channel Divinity: Fair Trade

Starting at 2nd level, you can use your Channel Divinity to enforce contracts and agreements. As an action, you can cause a written or verbal agreement between up to six creatures within 30 feet of you to become magically binding. A creature who breaks the agreement must make a Wisdom saving throw against your spell save DC. On a failed save, the creature has disadvantage on attack rolls, ability checks, and saving throws for 24 hours or until it fulfills the terms of the agreement. You can end this effect early by using this feature again.

Channel Divinity: Wealth Sense

At 6th level, you can use your Channel Divinity to sense valuable items and wealth. As an action, you can detect all items worth 10 gp or more within 60 feet of you. You learn the approximate value and location of each item. Additionally, you can identify the most valuable item within 60 feet and determine if any items are magical or counterfeit.

Potent Spellcasting

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

Master of Commerce

At 17th level, you gain significant influence over trade, contracts, and economic forces. You can enforce contracts across great distances. As an action, you can create a magical contract that binds up to six willing creatures, with terms you specify. The contract is magically binding regardless of distance, and breaking it causes severe consequences: the creature automatically fails its next saving throw and takes 10d10 force damage, which cannot be reduced or prevented. You can use this feature once, and you regain the ability to do so when you finish a long rest.


Related: Divine Index | Divine Magic Overview | Verniselle | [[Custom Domains]] | Classes Reference