Oath of Commerce

Currency is the lifeblood of any well-functioning civilisation. It provides structure, stability and growth within the social system as a means of evaluating material items and allows the mutual exchange of goods and services without judgement or prejudice. The Oath of Commerce swears to uptake the values of commerce and preserve its functions in upholding a healthy financial system.

Tenets of Commerce

The tenets of the Oath of commerce are written to uphold the sacred principles of fair trade, responsible use of wealth, and balance within economic systems.

Balance the Scales. Trade is sacred when both sides prosper. Ensure that every transaction is fair, with value given in equal measure to value received.

Punish the Deceitful. Deceit and fraud are poisons to the market. Honesty in trade is the foundation of trust and prosperity.

Uphold the Free Market. Trade flows freely, dictated by supply and demand. Do not obstruct its natural course, and respect the rhythm of abundance and scarcity.

Deny the Hoard. Wealth must be fair. Hoarding and monopolies denies others the chance to prosper.

Level 3: Oath of Commerce Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Commerce Spells table, you thereafter always have the listed spells prepared.

Oath of Commerce Spells
Paladin LevelSpells
3Identify, Detect Magic, Distort Value
5Zone of Truth, Locate Object
9Glyph of Warding, Tiny Servant
13Fabricate, Secret Chest
17Creation, Teleportation Circle

Level 3: Private Vault

As an action, you can expend one use of your Channel Divinity to access a secure extradimensional space that only you can access. You can store or retrieve any nonliving object that you own and can touch, as long as it is no larger than Large. The object vanishes or appears instantly to and from the vault when deposited or withdrawn.

Your vault has a storage capacity equal to 20 x your paladin level in cubic feet. It can hold an unlimited amount of weight, but objects must fit within the vault’s total space and individual size limit.

Level 3: Appraise

As a bonus action, you can use your Channel Divinity to gain the ability to identify and appraise items that you touch, similar to the Identify spell, for 1 minute. You also know the market value of the appraised items. With your foresight, you gain advantage on Charisma (Persuasion) checks to trade appraised goods.

Level 7: Mercantile Aura

Your Aura of Protection is a source of enterprise and ambition, empowering those around you to seize opportunity with every action. You and your allies within 10 feet of you can add your Charisma modifier (minimum of +1) to an attack roll or ability check on their turn. A creature can choose to add this bonus after rolling the d20, but before the DM announces whether the roll succeeds or fails. A creature can benefit from this aura no more than once per turn.

At 18th level, the range of this aura increases to 30 feet.

Level 15: Spectral Hireling

Your mastery in trade and commerce allows you to summon hirelings from another plane. As an action, you summon a Spectral Hireling in an unoccupied space within 10ft of you. The Hireling appears humanoid, is friendly to you and your allies, and understands all languages that you know. Choose one from the following monsters stat blocks

  • Mage
  • Gladiator
  • Ranger (make your own, only Scout CR 1/2 exists in SRD 5.2)
  • Commoner (carries your stuff)
  • Merchant (sells items)

The hireling lasts until your next long rest, or until it has 0 hp, at which point it disappears.

You can hire a hireling once per long rest.

Level 20: Golden Body

As a bonus action, you can imbue your Aura of Protection with radiant power, gaining the benefits below for 10 minutes or until you end the effect (no action required).

  • You are immune to disease and poison.
  • You have advantage on Constitution saving throws.
  • The area becomes brightly lit in a 30-foot radius and dimly lit for another 30 feet. Creatures of your choice that start their turn in the bright light must succeed on a Wisdom saving throw against your spell save DC or be blinded until the end of their next turn. You can allow a creature to automatically succeed this saving throw.