Cleric Domain

Commerce, wealth and trade are all important parts that help make up a society. Society builds itself on strangers doing their own part buy creating, and selling goods for currency. This currency is the oil that keeps the gears of society turning, showing that each man, woman, and child can make a life for themselves, and can rise up to land ownership and social status, if they can earn it.There are however, flaws in the well oiled machine that is free enterprise; Thieves, Con-artists, dishonest merchants.

Trade Cleric Domain.

Clerics who take this domain are usually dedicated to protecting those in the market places, and to punish those who choose to steal, cheat, or disrupt the balance of the economy.

Domain spells

Cleric Level Cookie Type 1st Detect Magic, Identify 3th Locate Object, Zone of Truth 5th Animate Objects, Legend Lore 7th Forcecage, Truesight 9th Foresight, Ampathy/Sympathy

Marketplace Knowledge

When you first take this domain at level 1, you gain profieceny in persuasion and medium armor. Also when moving though difficult terrain caused by crowds of people you move through normally. If you already have proficency in persuasion you may pick one set of tools(excluding thieves tools) to be profiecient in.

Channel Divinity: Merchants luck

Starting at level 2, you can use your channel divinity to give you and up to 1 + wisdom(minimum of one) allies, within 30ft advantage on any ability check which can be used a number of times equal to half your wisdom modifier rounding down (minimum of 1), and they also get truesight upto 30ft. These effects last for 1 minute, or until the ally moves out of range.

Money For Power.

At 6th level.When you take a short rest you can choose to spend an amount of money to regain some spell slots. When you use this you can regain any combination of spells slots, provided you have the money,equal to your wisom modifier(minimum of one), so a cleric with a +4 to wisdom can regain 4 spell slots.

1 CP: You regain one level 1 spell slot.

1 SP: you regain one level 2 spell slot.

1 EP: you regain one level 3 spell slot

1 GP: you regain one level 4 spell slot

1 PP: you regain one level 5 spell slot.

You can only use this feature once per long rest.

Along with this you can use a gold pouch holding at least 50gp as a holy symbol. The ammount of coins must equal 50gp, but do not have to be GP, so having silver equal to 50gp will work normally.

Divine Strike

At 8th level you imbue your weapon 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 Psychic damage. When you reach 14th level, the extra damage increases to 2d8

Golden Touch

When you touch one metal item you can choose to use your action and imbue it with divine energy from your god, turning it into gold for a period of time. While effected the object is shown to be pure gold to all non-magical means of identification. The object retains the golden effect for 24 hours. Armor and Shields affected by this give +1 to AC. Weapons are treated as a +2 weapon. If the object is already a magical object then it gains no benefit from effect, but will turn into gold as an aesthetic effect. Only 1 object can be affected by this. if you already have an item affected by this ability and you use this again on another item, the previous one loses the effect. If you attempt to use this as a means of trade, your deity will force the item back into its original form and you will lose the ability to use this effect again for 1d4 days.

Gods of trade Multiple gods rain over trade. But the trade domain isnt limited to just the market place. Gods of craft can also endorse the trade domain, work with your DM to determin an appropriate diety option for this domain.

Image from http://dragons.wikia.com/wiki/File:Coin.png