Preacher for Coin 'Divine Domain'

The gods are real - make no mistake of that. You’re not a cleric of any of them, though. You may pretend to be, but your real interest is in yourself. More accurately, your interest is the money you can make from conning rubes into thinking you are a holy person. Preachers for coin are inveterate liars, manipulating the gullible into giving them money in exchange for miracles. What’s strange, though, is you do gain some small divine power from your tricks - whether it’s fueled by your belief in yourself, by others’ belief in you, or even a nameless and malicious deity, none can say. Regardless of its source, you use this power to turn money to miracles - so of course, you always need more money.

Clerics with the Preacher for Coin divine domain do not gain their powers from a deity (though they may pretend to do so); this does not preclude them from worshipping another deity in secret. You cannot select this divine domain if you are good-aligned.

Preacher for Coin 'Domain' Features
Cleric Level Features
1st Bonus Cantrip and Proficiency, Invested Miracles
2nd Channel Divinity: Spiritual Tithing
6th Word is Gospel
8th Channel Divinity: Compel Donation
10th Divine Intervention Alteration
17th Devoted Cult
20th Divine Intervention Improvement Alteration

Domain Spells

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

Preacher for Coin 'Domain' Spells
Cleric Level Features
1st charm person, command
3rd calm emotions, suggestion
5th fast friends, nondetection
7th charm monster, compulsion
9th dominate person, geas

Bonus Cantrip and Proficiency

When you choose this domain at 1st level, you become proficient in Deception, and gain the friends cantrip if you don’t already know it.

Invested Miracles

As a preacher for coin, you do not have as much raw power as other clerics who actually draw strength from a deity - but with a fat coinpurse, you can make up the difference. You have one fewer spell slot per spell level of each level of spell than a typical cleric (minimum 0). However, you can spend money to cast more spells per day. You can cast any spell you have prepared (even if you have expended all your spells of that level for that day) by expending an amount of currency or gems corresponding to the spell’s level, as shown on the table below. If the spell has a material component cost, it is added to the base cost of this ability. Currency or gems used in this way must be on your person, and goods other than standard currency or precious gems cannot be sacrificed to use this ability. Casting a spell in this way does not expend any of your uses of spell slots for that day, and once sacrificed, the currency spent to use this feature cannot be retrieved in any way - the money has effectively disappeared forever.

Additionally, when using this feature

Preacher for Coin Spell Costs by Level
Spell Level Invested Miracles Cost
1st 1 silver piece
2nd 1 gold piece
3rd 5 gold pieces
4th 25 gold pieces
5th 50 gold pieces
6th 100 gold pieces
7th 200 gold pieces
8th 400 gold pieces
9th 600 gold pieces

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

Channel Divinity: Spiritual Tithing

Starting at 2nd level, you can use your Channel Divinity to take what you believe you are owed in spiritual credit that is used to power your spells - where this credit comes from, however, is uncertain. Regardless, it’s useful to have a benefactor for your magic.

As a bonus action, you gain an amount of temporary currency equal to that of the cost of the highest spell level you can cast. This currency can only be used on your Invested Miracles ability, and cannot be used to purchase anything else in any way. Any unused temporary currency disappears after 1 minute, or when you use this ability again.

Word is Gospel

Starting at 6th level, you become much more convincing to those who would doubt your preaching. Sometimes, you’re so enrapturing to those who you lie to that you win them over. You gain advantage on Deception checks to pass yourself off as a member of an existing faith or to convince others that the faith you espouse is genuine, as well as Persuasion checks to convince your faithful to perform some act sacred to your faith (such as to give you their money).

If you roll a natural 20 on check affected by this feature, you may expend a use of Channel Divinity to make a number of applicable targets equal to your cleric level become charmed by you for 1 hour. When this effect ends, the creature does not know they were charmed by you, but may question why they became so compelled by you if they acted in ways contrary to their usual beliefs.

Channel Divinity: Compel Donation

Starting at 8th level, you can whisk the money from others’ pockets to fuel your powers. As an action, you may select one creature within 30 feet of you; that creature must make a Wisdom saving throw. They have advantage on this saving throw if you or your companions are fighting them, and disadvantage if they are charmed by you. If they fail the saving throw, you can immediately cast a spell with a casting of 1 action on that target (no action required) using currency in their possession as if you owned it for the purposes of Invested Miracles.

You know exactly how much currency they have on them if they fail this saving throw, and can combine your own funds with theirs for this spell. The spell can only affect the target, even if it normally affects multiple creatures or an area. The target must also be within range and be an applicable target for the spell. The target still rolls a saving throw against this spell if required, but you have advantage on spell attack rolls on spells used with this feature and they have disadvantage on saving throws on spells used with this feature.

This feature also consumes one daily use of Invested Miracles, and cannot be used if you have no further daily uses of Invested Miracles.


Divine Intervention Alteration

Divine Intervention functions differently for preachers for coin. Instead of simply rolling a number equal to your cleric level or lower on percentile dice, you spend money to determine the target number. For every 10 gold (or equivalent worth of gems) you spend as per Invested Miracles, the number you need to roll on percentile dice increases by 1, from a starting point of 0. Funds acquired through Spiritual Tithing can be used towards this feature. This feature otherwise functions as the original cleric feature.

Devoted Cult

Starting at 17th level, anyone in your congregation is willing to do more than lay down their life’s earnings for you - they’ll lay down their lives. Whenever you are hit by an attack, you can use your reaction to signal either a creature charmed by you, or a member of your congregation; if they fail a Wisdom saving throw against your cleric spell save DC with disadvantage, they immediately Dash adjacent to you if they are able. If they are adjacent at the end of this movement, they take the full effects of the attack as they interpose themself in front of you. You take no effects of the attack.

Improved Divine Intervention Alteration

Starting at 20th level, instead of your call for intervention automatically succeeding, the cost per increasing the chance of success by 1 on percentile dice is decreased to 5 gold.