June 26, 2017

Wealth Domain

Divine Domain
Notes from the Nails: capitalism is a religion, right?

Wealth Domain

Being one of the most popular pursuits of humanoids the world over, it should not come as a surprise that the accumulation of material wealth is governed by its own deities. Sitting at the confluence of industry and fertility, gods of wealth are assiduous in demanding tribute, but pay back their most loyal followers generously, showering them with gold.

Wealth Domain Spells
Cleric Level  Spells
1stidentify, unseen servant
3rdarcane lock, locate object
5thglyph of warding, tongues
7thfabricate, Leomund's secret chest
9thcreation, geas

Appraisal
When you choose this domain at 1st level, you are blessed with insights into the price of everything. As an action, you can accurately determine the market price of any object, and what it would be worth second-hand.

Leverage
Also at 1st level, when you cast a spell that requires material components with a gp value, you require materials of only half of that value to cast the spell.

Channel Divinity: Riches
Starting at 2nd level, you can use your Channel Divinity to beseech your deity for a bit of extra cash.
    As an action, you present your holy symbol and speak a solemn promise, causing coins or gems worth 2d10 + your Wisdom modifier (in gp) to instantly appear in your hands.

Bribe
When you reach 6th level, you can use your divine understanding to determine how to bribe almost any creature. As an action, you can make a Wisdom (Insight) check in relation to any creature you can see that is hostile towards you (DC equals 10 + that creature's CR, rounded down). On a success, you can then bribe that creature with rare or luxurious goods - or simply gold. The bribe costs an amount in gp equal to the half the creature's XP value and, once completed, that creature cannot be hostile towards you for the next 24 hours. The effect ends early if you attack or otherwise harm the creature. You can't bribe any creature with an Intelligence of 3 or lower, or any creature the DM deems inappropriate.

Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Tycoon
By 17th level, your deity showers you with vast riches. Whenever you would gain money, whether through selling goods and services, receiving gifts, conducting downtime activities, picking pockets or simply finding treasure in a dungeon, the amount of money you gain is doubled.

17 comments:

  1. Looks Interesting, though I can see some grammatical errors here and there. Most notably in Riches. Also I going to assume that it gives you gold pieces, right? Other than that the Bribe cost I feel might be to high. Especially for 6th level characters who will not be able to bribe away anything threatening with any kind of frequency.

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  2. Yes it's gp, and I've fixed the missing 'to'. Can't see any other errors... though I've made a few stylistic changes.

    I do intend bribes to be expensive; it shouldn't be something you use all the time, it's more for emergencies or shaping the story. Equally, all of the other features here are things that should make it easier to build up a lot of money, and the kinds of games where you'd want to play this would be ones where money is abundant anyway.

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  3. Wow. This is, undoubtedly, one of the best domains I've ever seen.

    I have just one, tiny suggestion: As it is, the Riches ability becomes quite obsolete at higher levels. May I suggest to instead give 2d10+your cleric level gp? IMO it makes the ability scale better, making it more helpful (at least over time) on higher levels.

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  4. What's to stop you from casting Riches every day for ever?
    Assuming +3 WIS with just a month of down time that's an average of 390 GP. That's a lot of money for doing nothing.
    Is this the intent?
    Also, does Tycoon apply to Riches (Making it almost 800 GP a month for free)?

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    1. In case I come off as rude, I love the concept. I'm just worried about balance (and fictional inflation).

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    2. Yes, I intended Tycoon to apply to Riches (this is in reply to Idan as well).

      What's to stop you is a) the social contract with the other players: they didn't come to your house to watch you sit around doing nothing in some kind of peaceful protest against the entire concept of adventuring and b) a cleric is *granted* their powers by a god. That means they've been *chosen*, usually *for a purpose*. I'd have the gods strip you of your powers post-haste if you abused them like that.

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    3. I'd guess pretty much any wealth cleric would use riches as many times per day as he has channel divinity (unless encountering undead). I'm not concerned about the balance, even with long downtimes (aka a month) this doesn't add up to a real pile of cash.
      I guess getting 15 to 100 gp per day is good at pretty much any level (and unless the campaign is really low on cash, there's no way for it to be game breaking).

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    4. Ah, stripped of your powers by the DM - I mean - your god. And I guess in a low cash setting one could just nerf the class or not allow it.

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    5. Nice work again Nails.

      My only question is that if your patron gives you a ring, lets say a 50 gold ring, and they give it back and your money is doubled to a 100 gold ring or two 50 gold rings. Im curious about how you would go about this.

      Is the worth doubled or the treasure quantity?

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    6. DM's call, on a case-by-case basis. I'd say that the ring turns out to be more valuable than the patron thought, in this case.

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  5. I really like this domain. I think a good clause for divinity: riches is that the conjured cash disappears after a certain time that it isn't used in a legit transaction. (So 'buying' things from parter members just to get the cash to stick around isnt legit.) I would increase the length of time it stays around as cleric level increases. Once cash used in legit transaction it becomes permanent. This stops unreasonable hoarding (but allows for some saving).

    I would also give proficiency in insight as part of appraisal otherwise it becomes a skill tax in order to use ur 6th level ability.

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    1. I like your first suggestion, but we're running with a slightly different approach. As it is now, we're doing a smaller amount of permanent cash (which, I admit, makes extended downtime somewhat dangerous for balance.) That being said, a larger amount of temporary cash is a totally valid approach, which I'll consider if this does end up needing a rework.

      I should probably throw Insight proficiency into Appraisal, or just make Bribe a flat Wisdom check (adjusting the DC appropriately.) I'll mull over this and ask the Digits before I make any changes, however.

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    2. For me, it has to be a small amount of permanent cash. Temporary cash is a low-value ribbon - weaker than the conjurer's Minor Conjuration due to the lack of flexibility - and thus not worthy of CD. And downtime isn't that dangerous; you can make more than 2d10 gp a day through mundane means if you're dedicated/lucky.

      I'd rather have insight proficiency added to Appraisal than taken out of Bribe. It's central to the theme.

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  6. Also, if Vex from Critical Role was ever going to be a cleric, she would have this domain!

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  7. This should learn the Ante Up cantrip (from the expansion pack)

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    1. An admission: I hadn't actually read the Ante Up cantrip before now. I had assumed it was something to do with gambling, which isn't really the thrust of this subclass but, having now read it, I agree that it would have been appropriate.

      However, I don't think there's really room here (mainly in terms of page space, but also possibly in terms of balance) to add it to the subclass. So instead, I'd advise you to ask your DMs to add Ante Up to the main cleric spell list so that you can pick it using your ordinary cantrip selections.

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