Greed Domain Spells Cleric Level Spells: 1st, 3rd, 5th, 7th, 9th
Greed Domain Spells Cleric Level Spells: 1st, 3rd, 5th, 7th, 9th
Greed Domain Spells Cleric Level Spells: 1st, 3rd, 5th, 7th, 9th
CLERIC SPELLS
LEVEL
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Distracting Glimmer
Also at 1st level, you can cause an illusory valuable to appear between yourself and an
attacking enemy. When you are attacked by a creature within 30 feet of you that you can see,
you can use your reaction to impose disadvantage on the attack roll, distracting the attacker
before it hits or misses. An attacker that can’t be charmed is immune to this feature.
You can use this 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.
As an action, you present your holy symbol, and choose a point within 100ft of you. At the point
you choose a hoard of treasure appears causing a number of creatures up to half of your cleric
level to attempt a wisdom saving throw DC {{savedc:wis}}, the creatures you choose must be
within 60ft of the horde. Creatures that fail the saving throw become charmed by the horde for
up to 1 minute. While charmed in this way, a creature can do nothing but use its movement to
approach the horde in a safe manner. While an affected creature is within 5 feet of the horde, it
cannot move, but simply sifts through the hoard greedily.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it
succeeds, this effect ends for that target.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes 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 radiant damage to the target. When you reach 14th level, the extra damage increases
to 2d8.
Eternal Gain
Starting at 17th level, when you would cast a beneficial spell on a target, you may keep some of
the effects to yourself. If the spell has a duration longer than one round you may cause the spell
to take effect on yourself and the target of the spell, but the spells duration is halved. If the spell
heals or adds any number of hit points or temporary hit points, you and the target divide them
equally between each other.