Greed Domain

Treasure and wealth representing the Greed Domain

The Greed Domain turns avarice, theft, cheating and the acquisition of wealth into divine power. Its original published form is D&D 3.0 supplemental material from Book of Vile Darkness; the old page incorrectly labelled that source as 3.5e.

At a Glance

Divine SphereGreed, theft, cheating, acquisition and hoarded wealth
Published RulesD&D 3.0 supplemental material
SourceBook of Vile Darkness
Associated PatronMammon
3.5 CompatibilityReplace the obsolete Pick Pocket skill reference with Sleight of Hand

Edition Applicability

The mechanics below originate in D&D 3.0. For a 3.5e campaign, the official conversion guidance changes the old Pick Pocket skill reference to Sleight of Hand; the underlying domain concept and spell list otherwise remain an older supplemental rules package rather than a core 3.5e domain.

Greed Domain — D&D 3.0

Rules status: published supplemental domain from Book of Vile Darkness.

Granted Power

You gain a +2 competence bonus on Appraise, Open Lock and Pick Pocket checks. In a 3.5e conversion, use Sleight of Hand in place of Pick Pocket.

Greed Domain Spells

1stCheat
2ndEntice Gift
3rdKnock
4thEmotion
5thFabricate
6thGuards and Wards
7thVanish
8thPhantasmal Thief
9thSympathy

How the Greed Domain Plays

Greed is a utility-and-control domain centred on getting into protected places, taking valuable objects and manipulating other creatures into giving up what they possess. Its granted power reinforces the mundane skills that support those goals.

Who Grants the Greed Domain?

Mammon is the source-associated patron. Other powers should receive the domain only when avarice and acquisition are genuinely central to their established identity.

Related Domains and Character Options

Rules Sources and Licensing

The Greed Domain originates in D&D 3.0’s Book of Vile Darkness. Later 3.5 conversion guidance updates Pick Pocket to Sleight of Hand. This page no longer mislabels the original book as a 3.5e publication.

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