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Cleric

Subclasses

Arcana Domain

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 Endless Lands, deities of this domain include Corellon, Ioun, Sehanine and Vecna.

Death Domain

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Tharizdun and Vecna are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Gruumsh), pain (Torog), disease or poison (Zehir).

Forge Domain

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 Moradin and Bane.

Grave Domain

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. The primary deity of the grave is the Raven Queen. 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.

Knowledge Domain

The gods of knowledge – including Erathis, Ioun, and Vecna – 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 Moradin.

Life Domain

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 Melora), sun gods (such as Pelor), gods of healing or endurance (such as Bahamut), and other gods like the Raven Queen.

Light Domain

Gods of light – including Corellon and Pelor – 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.

Nature Domain

Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Melora) to deities associated with more particular aspects (such as Avandra and Zehir). 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.

Order Domain

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 include Bahamut, Erathis, Moradin, Bane and Tiamat.
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.

Peace Domain

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. Examples of Peace Deities include Erathis and Pelor.
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.

Tempest Domain

Gods whose portfolios include the Tempest domain – including Kord, Melora, and Gruumsh – 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.

Trickery Domain

Gods of trickery – such as Avandra, Asmodeus, Lolth, Tharizdun, Tiamat, Torog, and Zehir – 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.

Twilight Domain

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 include Ioun, The Raven Queen, Sehanine, Lolth, and Tharizdun – 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.

War Domain

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 Bahamut) as well as gods of destruction and pillage (such as Gruumsh) and gods of conquest and domination (such as Bane and Tiamat). Other war gods (such as Kord and Moradin) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

Blood Domain

Gods who grant the power of the Blood Domain, including The Raven Queen, Asmodeus, Gruumsh, Torog and Zehir, direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one’s own vitality, and corrupt the bodies of others through the secret rites of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends.

Moon Domain

Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and reveal or conceal as they see fit. Most Moon clerics worship Sehanine herself, but her followers are as varied as the stars in the sky. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain. Other Moon clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through lycanthropy.

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