The gods of commerce oversee the trade of goods and services. These deities understand that business lubricates the gears of society and keeps everything running smoothly. Some gods see commerce as a force that must be regulated so that all may benefit from fair trade, while others view it as a competition, where the accrual of wealth and power are the ultimate goals.

Clerics of these gods put great stock in the open market and the true value of all things. A cleric’s station may range from the lowly accountant with dreams of starting their own business to a ruthless mid-level executive climbing the ranks of a megacorporation.

Commerce Domain Spells

Cleric Level Spells
1st Alarm, Charm Person
3rd Locate Object, Zone of Truth
5th Counterspell, Tongues
7th Banishment, Dimension Door
9th Dominate Person, Teleportation Circle

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with one type of artisan’s tools of your choice, and in one of the following skills: Deception, History, or Persuasion.

Aggressive Bargaining

At 1st level, you can trade a bit of vital energy to twist fate. As a reaction, when you or a willing creature within 30 feet of you makes an attack roll, an ability check, or a saving throw, both you and the willing creature can choose to spend Hit Dice, up to a combined maximum of 4 Hit Dice. For each Hit Die spent, the target adds 1d4 to the result. You can only use this ability after the roll but before the effects of the roll are applied.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Mediation

Starting at 2nd level, you can use your Channel Divinity to exchange vital energy for profit and benefit for all. As an action, you present your holy symbol and choose up to six willing creatures (which can include yourself) within 30 feet. Each creature can spend one or more Hit Dice to cause one other creature affected by this Channel Divinity to regain an equal amount of spent Hit Dice.

Additionally, until the end of your next turn, each creature can spend a hit die on its turn (no action required) if it is not incapacitated. The creature rolls the Hit Die and regains hit points equal to the die roll + the creature’s Constitution modifier + your cleric level.

Channel Divinity: Sanctified Transaction

Starting at 6th level, you can use your Channel Divinity to make a sacred transaction for goods on the divine market. As a bonus action, you can magically create a nonliving object you’ve seen before in your empty hand or in an empty space within 5 feet of you. The object can be no larger than a 3-foot cube, and its credit value cannot exceed 6,000 times your cleric level. The DM decides if a specific item can be created in this manner, and its value.

The object vanishes after 1 hour unless you magically spend an amount of credits equal to its value. The object cannot be used as a material component for a spell unless credits are spent.

Potent Spellcasting

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

Free Trade

At 17th level, you can liquidate your divine energy when it is needed most. Once per turn, when you cast a spell that deals damage, you can expend one spell slot to deal additional damage to one target of the spell. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than the 1st, to a maximum of 4d8.

Alternatively, once per turn, when you cast a spell that restores hit points, you can expend one spell slot to restore additional hit points to one target. The creature regains an extra 1d8 hit points for a 1st-level spell slot, plus 1d8 for each spell level higher than the 1st, to a maximum of 4d8.