Trade Domain

Both gnomes and dwarves have patron saints of trade, for good reason. For gnomes, trade is the lifeblood of their capitalist economy. Some dwarves keep a platinum coin in the heel of their shoe for good luck.

Cleric Level Spells
1st comprehend languages, identify
3rd calm emotions, zone of truth
5th sending, tongues
7th fabricate, secret chest
9th legend lore, modify memory

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with navigator’s tools.

Silver Tongue

Starting at 1st level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Channel Divinity: Reassuring Words

Starting at 2nd level, your words can reassure others. As a bonus action, you can use your Channel Divinity and choose one creature you can see within 60 feet of you. The creature adds a +10 bonus on the next Wisdom saving throw it makes before the start of your next turn.

Channel Divinity: Unfailing Inspiration

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature within 30 feet of you makes a skill check, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll fails or succeeds.

Universal Speech

At 8th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.

Infectious Inspiration

At 17th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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