Commerce Domain Spells
|1st||Detect Magic, Identify|
|3rd||Locate Object, Heat Metal|
|7th||Leomund’s Secret Chest, Mordenkainen’s Private Sanctum|
|9th||Teleportation Circle, Legend Lore|
Know the exact value and comparison values of any object you inspect with a DC 10+1(per ten thousand gold piece value) wisdom check.
Starting at 2nd level, you can use your channel divinity to change your currency to be equal currency of any other kind. This cannot change silver coin value to gold coin value for example, but can be used to change gold coins of one area, to equal value gold coins of another. All currency within 30 feet of the caster that the caster designates are changed appropriately.
No Fools Gold
Starting at 6th level, you can detect any spells, effects, mundane or otherwise on money that has been disguised to be more or less valuable than its actual worth. I.E. If copper coins have been gold plated you can tell within a quick inspection.
Starting at 8th level, you gain the following abilities;
Convert wealth to gems: you can gather any amount of coin wealth and magically convert it to equal wealth value in gems, to a maximum single gem value of 10,000gp value of any kind of gem you choose. The material components for this effect are white sand mixed with holy water.
Gem fusion: you can take the same type of gems and focus energy into your palm while holding them, and break them into incredibly small sizes. Placing the pieces into a mold with 1 hour of meditation fuses all the pieces into a new solid gem which shape is in now the same as the mold it was in. The new value of the gem is equal to all the gems that were used with its creation +5%. The new gem cannot be used in new fusions and a small script of celestial language is engraved permanently into the gem stating “this gem has been created by ________ faithful servant of __________ (the true name of the cleric and the deity worshiped appears in the blank fields).
Starting at 17th level, once per long rest you can turn a pile of wealth that is approximately in a 10 foot cube and animate it into a wealth golem. The golem fights as if an Iron Golem with only 105 HP and an AC of 17, its breath weapon is now (“Coin Breath (recharge 6). The golem exhales heated coins in a 15 foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 40 damage, 24 (6D8) Fire damage and 16 (4D8) magical bludgeoning damage on a failed save, or half as much damage on a successful one. The wealth that the golem spit out slowly comes back into the golem’s body hence a recharge of 6”). This has a concentration 1 hour duration and as a bonus action the cleric can give the golem orders. Any damage sustained maims the wealth at an equal percentage, however valuable metal may still retain value. If the golems HP drops to 0, or the concentration ends, the pile of wealth stops what it is doing and falls back into a 10 foot cube.