Temple
In most faiths, the temple is the holiest of all structures, one worthy of exquisite craftsmanship and frequent pilgrimages. Because a temple is not built for mortals but to honor, or even house, a god. Unlike abbeys, a temple's purpose is not religious study and scripture. The emphasis is on worship.
Temples are sometimes called tabernacles or pagodas. Generally, they are bigger than shrines and considered holier than cathedrals. Some temples are exclusionary, barring the unwashed masses from part or all of the building. Others open their doors wide in hopes of converting those who enter.
In addition to being places of worship, temples often evoke the spiritual tenants of the faith through ritual, story, or song. Every part of the temple, from carved columns to reflecting pools reminds devotees of their faith. Some even tell a cosmic story through ceremony and symbol.
Temples sometimes offer healing from disease or illness. A few even house those with the power to break strong curses.
Temples often house the monks or priests who keep and maintain the building and the faith, usually led by an archpriest or monk master.
Not every temple is dedicated to a deity. Some are devoted to an ideal, a cause, a nation, or a monastic tradition. As such, temples are built by clerics, paladins, monks, and other faith-inspired characters.
Construction Cost. 50,000 gp
Construction Time. 400 days
Temple Features
Industry Score Increase. Your settlement's Religion and Health scores each increase by 3.
Under Our Wing. While in your temple, you implore your deity's aid. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell would be appropriate.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
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