Homebrew:Trade Domain: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:inquisition Domain}}"
 
mNo edit summary
Line 1: Line 1:
[[file:inquisition.jpg|right|thumb|500px]]
[[file:trade.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Inquisition Domain subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Trade Domain subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.
The Trade Domain focuses on the acquisition of wealth, the safeguarding of items and the negotiation of deals and bargains. In many civilizations, the power and influence of coin is said to rival that of the gods themselves. The gods of trade often promote the betterment of the self through financial success, as well as its benefits to society as a whole — though some are more focused on its more selfish applications. Clerics of this domain often travel as merchants, offering their divine services in each town they visit. Others take a more mercenary path, willing to venture into dangerous places for the right price.


Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths.
Deities of all alignments can claim influence over this domain, particularly deities of commerce and bargains (such as Tymora, Waukeen, and Vergadain), and gods of greed (such as Abbathor and Tiamat).
 
Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm’s eternal quest to protect his servants draws many inquisitors, and the efforts of Bane’s followers to establish dominion over regions they control encourages many onto the path of the inquisitor as well. In Eberron, Thrane’s Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served.


== Domain Spells ==
== Domain Spells ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain domain spells at the cleric levels listed in the Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.
You gain domain spells at the cleric levels listed in the Trade Domain Spells table. See the Divine Domain class feature for how domain spells work.


{| class="wikitable"
{| class="wikitable"
|+ Inquisition Domain Spells
|+ Trade Domain Spells
!Cleric Level !! Spells
!Cleric Level !! Spells
|-
|-
|1st || ''[[spell:cause-fear|cause fear]]'', ''[[spell:hunters-mark|hunter's mark]]''
|1st || ''[[spell:alarm|alarm]]'', ''[[spell:identify|identify]]''
|-
|-
|3rd || ''[[spell:branding-smite|branding smite]]'', ''[[spell:detect-thoughts|detect thoughts]]''
|3rd || ''[[spell:arcane-lock|arcane lock]]'', ''[[spell:locate-object|locate object]]''
|-
|-
|5th || ''[[spell:dispel-magic|dispel magic]]'', ''[[spell:speak-with-dead|speak with dead]]''
|5th || ''[[spell:glyph-of-warding|glyph of warding]]'', ''[[spell:nondetection|nondetection]]''
|-
|-
|7th || ''[[spell:banishment|banishment]]'', ''[[spell:locate-creature|locate creature]]''
|7th || ''[[spell:fabricate|fabricate]]'', ''[[spell:leomunds-secret-chest|Leomund's secret chest]]''
|-
|-
|9th || ''[[spell:dispel-evil-and-good|dispel evil and good]]'', ''[[spell:flame-strike|flame strike]]''
|9th || ''[[spell:creation|creation]]'', ''[[spell:dominate-person|dominate person]]''
|}
|}


== Seeker of Apostates ==
== Silver Tongue ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain proficiency with martial weapons, thieves’ tools and two of the following skills of your choice: Arcana, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth, or Religion.
You can use any coin as a holy symbol, and you gain proficiency in the Persuasion and Deception skills. While your holy symbol is in your hand, you can expend a spell slot of 1st level or higher to double your proficiency bonus for any ability check you make that uses those skills for 1 minute. In addition, you learn the friends cantrip, which doesn’t count against the number of cleric cantrips you know.


== Fear and Surprise ==
== Divine Appraisal ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


Your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.
As an action, you can instantly discern the approximate market value of a nonmagical item that you can see within 30 feet of you.


== Channel Divinity: Cow the Unfaithful ==
== Channel Divinity: Instant Transaction ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You can use your Channel Divinity to inspire awe or terror among enemies of your faith. As a bonus action on your first turn of combat you can present your holy symbol and invoke the name of your deity. All hostile creatures within 30 feet of you who can see you must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. A creature frightened in this way has a speed of 0. Creatures who are surprised when you use this ability have disadvantage on this saving throw.
You can use your Channel Divinity to cause a creature to partake in a magical and instantaneous trade.
 
As an action, you present a coin, used as your holy symbol, to a creature you can see within 30 feet. That creature must succeed on a Strength saving throw or else one nonmagical object it is holding that weighs less than 10 pounds is forcibly pulled towards you and comes to a rest in your empty hand (provided you are able to hold it) or at your feet. The coin you presented is magically teleported to the ground in the creature’s space.
 
At the start of its next turn, the creature becomes aware of what has occurred and might take measures to retrieve the item. Once you have successfully used this on a creature, you can’t use this on that same creature again until you finish a long rest.


== Expose the Heretics ==
== Channel Divinity: Defensive Deal ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


Your ability to inspire dread among enemies gains the power to end deceptions or illusions. Creatures which are frightened or charmed by you have disadvantage on checks made to deceive you or hide from you.
You gain the ability to magically entice your foes, momentarily reducing their commitment to an attack. When a creature within 30 feet of you makes an attack roll against you or an ally, you can use your reaction to present a coin, used as your holy symbol, and impose a -10 penalty on the roll, using your Channel Divinity. You can make this choice after you see the roll, but before you know whether the attack hits or misses.
 
Additionally, you have advantage on checks and saving throws made to perceive or see through illusions, and you can cast ''[[spell:see-invisibility|see invisibility]]'' on yourself once without material components or expending a spell slot. Once you have cast the spell in this way, you can’t do so again until you complete a long rest.


== Divine Strike ==
== Potent Spellcasting ==
''8th-level {{PAGENAME}} feature''
''8th-level {{PAGENAME}} feature''


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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.


== End Blasphemy ==
== Buy Loyalty ==
''17th-level {{PAGENAME}} feature''
''17th-level {{PAGENAME}} feature''


You can break the ties between an enemy and their magical power. As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw. On a failed save, any spells on the target and any ongoing spells cast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you use this ability, you may not do so again until you finish a long rest.
You gain the ability to magically broker a deal with your enemies. As an action, you can present your holy symbol to force a creature within 60 feet of you that can hear and understand you to make a Wisdom saving throw against your spell save DC. Creatures that can’t be charmed are immune to this feature. On a failed save, you learn of an object the target desires most and enter into a magical bargain with it, promising to fulfil its desires within a day. If the creature desires no object, it instead specifies an amount of gold or a task it wishes to be completed.
 
For the next 24 hours, the creature is charmed by you. While charmed in this manner, the creature is friendly to you and your allies and will fight on your behalf, including turning against its former allies (though this may require a significantly larger, more costly reward). The creature will act in your best interests and follow your spoken commands, but won’t take part in an activity that would lead to certain death.
 
If you provide the creature with its desire at the end of the 24 hours, the effect ends and the creature is indifferent towards you. The creature immediately turns hostile if you fail to provide the promised reward, or if you or your allies harm it while it is charmed. Once you use this feature, you can’t use it again until you finish a long rest.


[[category:homebrew cleric subclasses]]
[[category:homebrew cleric subclasses]]

Revision as of 02:38, 13 November 2023

(OOC: This is an implementation of the Trade Domain subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Cleric

The Trade Domain focuses on the acquisition of wealth, the safeguarding of items and the negotiation of deals and bargains. In many civilizations, the power and influence of coin is said to rival that of the gods themselves. The gods of trade often promote the betterment of the self through financial success, as well as its benefits to society as a whole — though some are more focused on its more selfish applications. Clerics of this domain often travel as merchants, offering their divine services in each town they visit. Others take a more mercenary path, willing to venture into dangerous places for the right price.

Deities of all alignments can claim influence over this domain, particularly deities of commerce and bargains (such as Tymora, Waukeen, and Vergadain), and gods of greed (such as Abbathor and Tiamat).

Domain Spells

1st-level Trade Domain feature

You gain domain spells at the cleric levels listed in the Trade Domain Spells table. See the Divine Domain class feature for how domain spells work.

Trade Domain Spells
Cleric Level Spells
1st alarm, identify
3rd arcane lock, locate object
5th glyph of warding, nondetection
7th fabricate, Leomund's secret chest
9th creation, dominate person

Silver Tongue

1st-level Trade Domain feature

You can use any coin as a holy symbol, and you gain proficiency in the Persuasion and Deception skills. While your holy symbol is in your hand, you can expend a spell slot of 1st level or higher to double your proficiency bonus for any ability check you make that uses those skills for 1 minute. In addition, you learn the friends cantrip, which doesn’t count against the number of cleric cantrips you know.

Divine Appraisal

1st-level Trade Domain feature

As an action, you can instantly discern the approximate market value of a nonmagical item that you can see within 30 feet of you.

Channel Divinity: Instant Transaction

2nd-level Trade Domain feature

You can use your Channel Divinity to cause a creature to partake in a magical and instantaneous trade.

As an action, you present a coin, used as your holy symbol, to a creature you can see within 30 feet. That creature must succeed on a Strength saving throw or else one nonmagical object it is holding that weighs less than 10 pounds is forcibly pulled towards you and comes to a rest in your empty hand (provided you are able to hold it) or at your feet. The coin you presented is magically teleported to the ground in the creature’s space.

At the start of its next turn, the creature becomes aware of what has occurred and might take measures to retrieve the item. Once you have successfully used this on a creature, you can’t use this on that same creature again until you finish a long rest.

Channel Divinity: Defensive Deal

6th-level Trade Domain feature

You gain the ability to magically entice your foes, momentarily reducing their commitment to an attack. When a creature within 30 feet of you makes an attack roll against you or an ally, you can use your reaction to present a coin, used as your holy symbol, and impose a -10 penalty on the roll, using your Channel Divinity. You can make this choice after you see the roll, but before you know whether the attack hits or misses.

Potent Spellcasting

8th-level Trade Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Buy Loyalty

17th-level Trade Domain feature

You gain the ability to magically broker a deal with your enemies. As an action, you can present your holy symbol to force a creature within 60 feet of you that can hear and understand you to make a Wisdom saving throw against your spell save DC. Creatures that can’t be charmed are immune to this feature. On a failed save, you learn of an object the target desires most and enter into a magical bargain with it, promising to fulfil its desires within a day. If the creature desires no object, it instead specifies an amount of gold or a task it wishes to be completed.

For the next 24 hours, the creature is charmed by you. While charmed in this manner, the creature is friendly to you and your allies and will fight on your behalf, including turning against its former allies (though this may require a significantly larger, more costly reward). The creature will act in your best interests and follow your spoken commands, but won’t take part in an activity that would lead to certain death.

If you provide the creature with its desire at the end of the 24 hours, the effect ends and the creature is indifferent towards you. The creature immediately turns hostile if you fail to provide the promised reward, or if you or your allies harm it while it is charmed. Once you use this feature, you can’t use it again until you finish a long rest.