Cleric

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General Description


Title Detail
Titles: See Reference
Magic Type: Arcane, Psionics, Hag etc (Charisma, Wisodm etc)
Skills: Support, Offinse, Utility etc
Population: Common, Rare, Exotic, Mythical etc
Common Occupations: Scholar, Mercenary, Herbalist etc
Source: Content Book & Page Number

Common Trait.

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Less Known Trait.

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Source:
MCDM Arcadia, Vol 9
(MCDM 5e)

The Anathema domain isn’t part of any deity’s portfolio. Rather, it is the purview of those who become subjects of a deity’s contempt. Clerics who turn to this domain are just as capable of weaving magical wonders as their devout peers, but rather than doing so by divine grace, their rites harness the ire of gods and channel it into bouts of transient power.
Clerics who master these anathematic rites are called the scorned. While their relationship with their deities is antagonistic and gods-fearing societies shun them, there’s nothing inherently evil about the scorned’s practices. Some join their ranks voluntarily, believing it their duty to stand in opposition to gods who threaten the cosmological order. These clerics form secret orders dedicated to ensuring that those gods who lie chained, slumbering, dead, or forgotten remain that way.

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Source:
Sword Coast Adventurer's Guide
(Setting)

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.

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Source:
Arcadia, Vol 9
(MCDM 5e)

While some deities are stern in their edicts and unmoved by mortal nuance, others accept those who come looking for a second chance. Gods of redemption, renewal, and suffering might be particularly inclined to accept such supplicants, so long as their pleas are genuine, and their will to atone remains resolute.
Clerics who approach these gods looking for forgiveness are granted the Atonement domain, either becoming permanent seekers of redemption or serving the god until they can intercede on the cleric’s behalf with another deity.

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Source:
Arcadia, Vol 5
(MCDM 5e)

Coin Charlatans. Friars of Finance. Acolytes of Ambition. These pejoratives and others are flung at those clerics who discard religious platitudes and dogmatic structure for something mor…distilled. Despite the slander and disdain, clerics of the Avarice Domain hold one truth above all else: the gods greedily withhold their power, only deeming those that would directly benefit them worthy of wielding it. These clerics know they’re worthy.
Ambition leads to profit. Profit leads to power. They aren’t evil misers, jealously guarding their jeweled temples—they know how to use that power. Goodly clerics who walk this path often find themselves at the epicenter of wealth, altruistically guiding it to where it will do the most good for everyone—including themselves. Avarice clerics are masters of battlefield control, bolstering the effectiveness of their collaborators.

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Source:
Dungeon Master's Guide
(Core)

The Death domain is concerned with the forces that cause Death to mortal souls and the living disturbing the dead. Clerics following this Domain work towards the sanctity of an honest death, The right for souls to pass on from life into the afterlife and not be disturbed by the realm of the living further. Clerics for this Domain also have sole right to call back souls from the afterlife without fear of punishment if they deem the need necessary.
The Death Domain works closely with the Grave Domain, With Clerics of Death sent to smite necromancers or other creatures disturbing the dead, desecrating the souls of the dead such as using souls for their own means.

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Source:
Grim Hollow, Pg 45
(3rd Party)

Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods. The Eldritch domain empowers the devoted followers of unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods.

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Source:
Xanathar's Guide to Everything
(Supplement)

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object.
Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

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Source:
Xanathar's Guide to Everything
(Supplement)

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.

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Source:
Grim Hollow, Pg 47
(3rd Party)

The Inquisition domain reflects the order of the multiverse and the rejection of tainted magic, at least so far as certain celestial powers see it. Only the divine casters are pure and fit for use. Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand magic-using mortals are kept in check. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn’t feasible.

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Source:
Player's Handbook. Pg 59
(Core)

The gods of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
In Amonkhet, knowledge is the second virtue of society. Kefnet’s task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.

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Source:
Player's Handbook, Pg 60
(Core)

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrci).

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2024 Revision Available

Source:
Player's Handbook, Pg 60
(Core)

Gods of light – including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty – promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

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2024 Revision Available

Source:
Hexbound, Pg 14
(3rd Party)

The biggest threat to the survival of any oral tradition is the death of those that practice it, which is why these clerics’ ability to invite spirits into their minds and learn their knowledge is vital to the survival of the practice. They are experts in the art of possession: both self-possession to learn the secrets of those that have passed, and also possession of others to weaken their foes from the inside. The clerics of this domain who choose to serve the divine generally serve the gods that rule over magic, knowledge, and death; some even act as psychopomps for them thanks to their ability to act as a bridge between the Material and the Ethereal Planes.
Covens of Witchcraft clerics are often tasked to live within the covens of other witches in order to preserve the specific teachings of that coven, but this is not what all these cleric witches do. Some Witchcraft clerics do not dedicate their lives to keeping the tradition of witchcraft alive, but rather decide to use their talents for possession to serve as a bridge between planes, giving others the opportunity to speak to those that have left the world of the living. Many of these clerics go by the term medium, as more than any witch they are the bridge that parts the veil between the worlds of the living and the dead, letting the dead communicate to the living through themselves. Whether they do so out of the kindness of their hearts, the prospective monetary gain, or to right the wrongs of those that have been killed unjustly depends on the witch.

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Source:
Player's Handbook, Pg 61
(Core)

Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

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Source:
Tasha's Cauldron of Everything, Pg 31
(Supplement)

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

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Source:
Tasha's Cauldron of Everything, Pg 32
(Supplement)

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

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Source:
Dragon's Stew, Pg 38
(3rd Party)

Clerics of the Pleasure Domain commune with the divine through the gratification of the senses and all manner of earthly delights, whether it’s through food, drink, dance, music, or any other pleasure. A Pleasure Cleric doesn’t believe that true happiness comes from sitting around contemplating deep, metaphysical, unverifiable half-truths that are impossible to apply to anyone’s daily life; they instead chase the everyday joys of the material world, concentrating on the present.
Some clerics of this domain take part in a world-spanning pilgrimage that serves as a religious practice, travelling to faraway lands to discover the hidden delights of the material plane and learn how to harness them. Others settle down to cultivate their own specific tastes and make others discover what they find so pleasurable about their interests.

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Source:
Guide to Drakenhime, Pg 155
(3rd Party)

Clerics of the Sacred Flame know that life is at all times a balance between the light and the dark. Most clerics uphold the f lame, whose divine purpose is to hold back the darkness, and offer guidance to those who pass on. Clerics of the Shadow Domain are in tune with the dark side of the divine. They stand to balance all things, practicing the powers of shadow against their enemies. They know that not all deserve the light, and so sending foul horrors to the shadows is their form of righteous justice.

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Source:
Player's Handbook, Pg 62
(Core)

Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage.
In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

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Source:
Player's Handbook, Pg 62
(Core)

Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

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2024 Revision Available

Source:
Tasha's Cauldron of Everything, Pg 34
(Supplement)

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

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Source:
Player's Handbook, Pg 63
(Core)

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

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2024 Revision Available

Source:
Grim Hollow Valika, Pg 89
(3rd Party)

Clerics who devote themselves entirely to the tales of the past lose some of their own mortality, becoming an empty vessel to be filled by the gods. Though these gods are dead, some of their will lingers on and lives within those rare clerics who enter a state of prayer so deep that their will is no longer fully their own. Many Willing Vessels follow in the footsteps of Limgri Lightbringer, the member of Kentigern’s Seven Heroes who defeated Gormadraug. Limgri was a beacon of hope and kindness in dark times, but also a fearsome opponent on the battlefield. Harboring a spirit of divine will, Limgri was able to command the souls of those who faced them in battle, as well as stir the spirits of their allies.

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Source:
Grim Hollow Valika, Pg 92
(3rd Party)

In the lands of the far north, winter dominates everyday life. In winter, light fails and harsh storms drive Valikans indoors to huddle around the warmth of their feeble fires. Beasts and monsters roam freely, even to the very gates of the clan settlements. Even in the warmer months, every task, from farming to raiding, is performed with the intent of preparing for the harsh winter. With the power it holds to determine the fates of all who reside in the clans (as well as the deaths of existing deities), it’s no wonder there are those who have taken idolizing the harsh cold and darkness and treating it as the source of a new faith. Priests of Winter teach that the brutal arctic climate is the source of the Valikan clans’ strength. Like winter itself, hardship is inevitable, and it is through enduring times of loss and scarcity that people grow strong. The coldfire crisis and the fall of the gods have led this new faith to declare that the world is entering its own winter season, a time of strife and pain that the people of Etharis must endure to grow strong. The more extreme believers actually embrace the coming darkness, believing that the greater the suffering, the better for the world. These radicals undergo ritual scarification by exposing themselves to extreme cold, leading to a bluish-gray cast to their extremities that they refer to as the Frostbite Brand.

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  • culture/cleric.txt
  • Last modified: 3 weeks ago
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