Greed Domain

by Littleax

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Greed Domain

The Greed domain represents trade, ambition, and the power of controlling the wealth of a people. Most churches of the Greed domain serve gods of luck or trade, although some acquire this domain after moving away from the traditional teachings of their god by heavily taxing their churchgoers.

The gods of this domain are generally associated with trade, luck, gambling, and ambition. In the realms, deities of this domain include Waukeen, Tymora, and the Dwarven god Vergadain. Appropriate deities in other settings include Shinare and Hiddukel of Dragonlance, Kol Karran and The Keeper of Ebberon, and Bleredd, Rudd, and Syrul of Greyhawk.

Tithe Domain Spells
Level Bonus Spells
1st Healing Word, Distort Value
3rd Enthrall, Jim's Glowing Coin
5th Mass Healing Word, Incite Greed
7th Compulsion, Secret Chest
9th Mass Cure Wounds, Animate Objects

Armor of Riches

When you select this domain at 1st level, your magic can coat allies in a protective layer of wealth. When you cast a spell that restores hit points or grants temporary hit points to a creature, they may choose to donate a number of gold pieces equal to 5 times the level of the spell slot used to cast the spell. If they do, they gain additional temporary hit points equal to your proficiency bonus + the spell's level. Donated gold covers their body until the temporary hit points disappear, at which point it is sent to your church. If a spell targets multiple creatures, only one needs to donate for all to benefit.

Expert Haggler

Also at 1st level, your church has taught you skills to convince others by leveraging your faith. You add your Wisdom modifier to Persuasion and Deception checks.

Channel Divinity: Collect Tithe

Starting at second level, you can use your channel divinity to compel a creature to make a donation to your church. As an action on your turn, choose a creature within 30 feet of you to make a Wisdom saving throw.

On a failure, they are charmed until their next turn. While charmed, they must use their movement and action on their next turn to move towards you and drop a number of gold pieces equal to 5 * your cleric level. If they don't have enough gold, your church notes their debt, and the same amount of gold magically appears in front of you. This movement cannot make them cross obviously dangerous terrain, and if you or one of your allies harms the creature in any way before they take this action, the effect ends. Creatures that have an intelligence of 4 or under are immune to this effect.


art: Magic the Gathering

Eternal Servitude

Starting at 6th level, you can summon the soul of a creature that died indebted to your church to serve you. As an action, you can summon a specter. When the specter appears, it gains temporary hit points equal to half your cleric level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Wisdom modifier (minimum of +0). Healing spells you cast on the specter ignore its undead type.

You can choose to summon a specter of a dead creature that owed your church a debt from your Collect Tithe feature. If you do, it knows what it knew in life and can speak common, although it isn't obligated to share information.

The specter remains in your service until the end of your next long rest, at which point its debt is paid, and it returns to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Potent Spellcasting

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

Endowment of Greed

Starting at 17th level, the coins that form your armor of riches magically distract creatures by invoking their natural greed. Attack rolls against creatures that have temporary hit points from one of your cleric spells or features have disadvantage. Attackers with immunity to charm are
immune to this effect.

 

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