Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.
Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.
Cleric
Hit Points
Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 (or 5) + your Con Mod
Proficiences
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Class Features
Divine Domain
Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the
Destroy Undead Table.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain 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.
At 20th level, your call for intervention succeeds automatically, no roll required.
Starting Equipment
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol
Spellcasting
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Subclass Options
Divine Domains
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Your choice might correspond to a particular sect dedicated to your deity. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.
Each domain’s description gives examples of deities who have influence over that domain.
Where there is society, progress, and a hard
day's work to be had, there is alcohol to be
consumed and a god's favor to be gained.
Clerics of this domain are encouraged to
spark discussion over a glass of the finest
wine, to inspire rowdy tales being told over
a keg of ale, and to spread the words of
enjoyment and dedication.
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.
This Domain focuses on the fundamental goodness of art in all its forms from paintings and crafts to poetry and song. There is beauty in art and the protection and curation of that beauty is of paramount importance to the clerics of this Domain.
The followers of this Domain are part historians, part curators, and part artists. Where art is persecuted, they protect it. Where art is hidden, they liberate it. Where art is absent, they create it. There is no length these clerics will not go to see that the beauty bestowed on this world is admired and enjoyed.
Among the gods, there is often the tie-breaker, the traitor, the
peace-bringer and the judge. Ma'at, Tefnut, Shamash,
Obatala, Rao, Cindor, Nemesis, and Adrestia, as well as other
gods of justice, balance, equilibrium, vengeance, and peace
may hold sway over the domain of balance.
The servants of these gods are often called upon to restore
order, peace, and justice to the world - or to bring suffering
and despair where none existed. Once they are set upon a
path, either to peace or ruin, they do not deviate until their
god is satisfied and the balance is restored.
Gods of the Beauty Domain manifest in the lovely, charming and beautiful nature of the world, from the qualities of attractiveness to the profound beauty of the natural world.
These Gods are patrons of bards, musicians, artists and all who dedicate themselves to instill beauty in the hearts of others. The clerics of gods of beauty excel in inspiring and influencing others to seek beauty in all its forms, bringing joy and hope to the world. They are the beacon of light that reminds us that some things are worth fighting for.
The Gods of Beauty and their clerics are patrons and masters of mead halls, brothels, taverns, conservatoires and inspire awe and joy wherever they are championing the pursuit of beauty itself.
The gods of blood are patrons of all varieties of slaughter—
including war, battle, murder, and even hunting—and accept any
shedding of blood as an offering to their domain. They are the
patrons of warriors, particularly those of a more chaotic
disposition. While many clerics that follow a blood deity
resemble deranged, blood-thirsty cultists, others are comparable
to the followers of particularly violent war deities. Examples of
the deities of this domain are Bhaal, the Lord of Murder, and
Shezmu, the Lord of Blood
The Brawl domain is preached by clerics who value physical
strength, athletic skill, and unerring tenacity in contests of all
kinds. They balance their theological pursuits with a more
primal facet of life, combining the two until a prayer is often
found paired with a fist. Popular gods for the Brawl domain
are gods of battle, athleticism, pain, and endurance
Clerics of the Builder domain serve their Gods with their own
two hands, be it with the Mason's hammer or the warhammer.
While Gods of Architecture aren't a particularly common sight
throughout the worlds these clerics inhabit, almost all deities
appreciate a temple in their honor. For what is more
recognizable as a dedication to a God than its church? Despite
their passion for the physical arts of stonework and carpentry,
clerics of this domain also often find a place on the battlefield
as combat engineers and sappers. Their forts and barricades
built at a moments notice might not be pretty, but they'll
defend them with blood and steel as if they were crafted by
the Gods themselves. And if you think your own walls can
protect you from them, you may soon find your world crashing
down around you. Gods of craft and knowledge are popular
deities for this domain along with Gods of war and strategy.
All worlds worth living in have cats. Big cats, small
cats, cats with no hair, talking cats - the list goes on.
Displaying a near divine attitude of complacency
towards almost anything that they don’t want to play
with or eat, it is little wonder that civilisations across
the multiverse contain gods that claim these ineffable creartures as part of their portfolio. Gods of this
domain range from capricious to possessive (much
like their feline protoges).
Your god is an awesome god, and one who loves to throw
excellent parties. Bacchus, Dionysus, Shezu, and any god
known for alcohol or other intoxicants, wild behavior, and
good cheer could have celebration as one of their domains.
While the obvious goals of fun and ensuring everyone can
have a good time apply, there's no reason that a god of
celebration can't also pursue other ends - bringing peace to a
war-torn land, freeing the hearts and minds of others from
doubt and distress, and other noble ends that are always met
with a good celebration!
Manifesting in endless turbulence and perpetual change,
gods of chaos can bring both ruin and creation in equal
measure. Loki, The Traveler, Set, Eris, Typhon, and other
gods of trickery, discord, creation, and destruction may
preside over the domain of chaos. Clerics of these deities
almost always seek to disrupt order, acting as harbingers of
ends and new beginnings.
Gods of Civilization —including Amaunator, Erastil,
and Athena— concern themselves with the ideals of
communities and laws. They oversee the construction of
towns, cities, and empires. Devouts of civilization are often
leaders of small villages as well as sprawling metropolises.
They are pioneers and settlers, taming the wilds in the
name of order and society, and they are judges and
councilors, bringing the stability and justice of their faith
to the heart of civilization. Whether grand cathedrals or
humble abbies, the gathering places of followers of these
gods tend to be the centers of their communities.
The Courage domain focuses on personal heroics, and acts of
valor and self-sacrifice. While the Courage domain bears many
similarities to the War domain, it is more individualistic and isn’t
directly connected to war. Clerics of this domain often take part in
smaller conflicts, and focus on personal battles over grandois
wars. Many war-like deities can claim influence over this domain,
however, including Torm, Heironeous, Kiri-Jolith, Dol Arrah.
Gods of endurance and loss, such as Ilmater and Shar, can claim
some influence over this domain as well, as they promote courage
in the face of hardship. Regardless of their patron deity, clerics of
this domain make for heroic warriors, eager to face their fears and
fight against the odds to achieve their goals.
Gods of darkness and shadow - such as Set, Shar,
and the Raven Queen - are not often depicted in the
best light, being associated with terror, desolation,
and unending night. Dwelling in their gloomy, often
lightless realms, these deities don’t tend to attract many
followers. So when a cleric chooses to devote their life
to the service of one of these gods, they are imbued with
great power over the shadows, becoming able to cause
fear in the hearts of mortals. These gods teach their
followers to think like the forces of evil in order to slay
and conquer them, countering dark powers with their
own black gifts.
While some clerics of the Darkness Domain are
evil fearmongers, most instead make it their mission
to rehabilitate the image of their deity through acts
of heroism using their shadowy powers, becoming
dark champions that bring comfort to innocents in the
darkest of nights.
In every ocean, there is the Deep. A place where
no light, no glimmer of sun reaches. A place so
dangerous and eldritch that it appears to a
newcomer as an alien world. To many, the Deep
can seem terrifying, but to those who worship the
domain of the Deep it is a serene place of
meditation and worship. The gods seek dwellers of
these dark waters, urging their followers to master
this strange environment and harness its
potential.
Clerics of these deities harness the powers of
water and darkness, and use them to overcome the
dangers of the world around them.
Gods of the sands and burning sun, deities of cloudless
nights and storms of cutting wind, masters of the scorching
heat and lords of the desert all call this domain their own.
Often as merciless as the lands they claim, many are jealous
and generous in equal measure. Clerics of these deities often
escort travelers, seek forgotten relics, hunt criminals, and war
for peace.
Creatures as majestic and powerful as dragons are often revered by mortals. Dragon cults are common-including cults of true dieties like Bahamut, Paladine, Takhisis, Tiamat, and the Dragon Below.
These different dragons have little in common, except for the most basic draconic trait of all: the desire to hoard. Whether it be power, knowledge, or riches, all dragons and those who follow them treasure something above everything else. They slowly accumulate it and will defend it with ferocity.
All things must end. All creatures born into the
planes of existence have some awareness of this fact
from birth, and it comprises one of the most fundamental truths of reality. As such, some gods hold
sway over the notion of entropy as a domain, though
rare are those petitioners who would beg for their
attention. Gods of this domain are often mad, capricious, or simply cruel.
Diviners and wizards often attempt to peer at the threads
of destiny that bind the lives of mortals, but only deities
can truly work upon the loom of fate. Other deities of
death, glory, time, judgment, luck and prophecy may call
upon their clerics to act as oracles and seers of the future
– and to intervene when the time is right. Those who
follow benevolent pantheons often guide heroes to their
grand destinies, while cruel oracles may lead them astray
or attempt to meddle with the future to weave prophecies
of ruin, destruction, and endless chaos. Speak the future,
invoke the past, and weave fate as a true agent of the divine.
Manipulation of the forces of the world, both seen and
unseen, is the domain of the gods themselves. Few mortals
can withstand the press of energies upon their minds, but
those who do are granted gifts with which to enforce their
ideologies upon the multiverse. Philosophical in motive
and rigid in belief, clerics of the force domain are wise
sages and powerful warriors alike. Deities of time, space,
creation, destruction, and knowledge often hold sway over
this domain, but those of war, protection, and travel could
provide their clerics with these abilities. You have joined
this order, called by your deity to wield the power of pure
force. Objects dance around your fingertips, moved by
thought alone, but you are a true conduit for the divine, and
thus can invoke the strength of your deity as a mover and
shaper of all things. Your faith is in the one who holds the
world, so the world shall be within your hands.
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.
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. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
Mercenaries, nobles, merchants, and kings, many are gripped with greed. None more so however then the worshipers of the gods presiding over coin and commerce. Clerics of greed value gold and riches to a degree that they believe to be sacred, but others view to be over valued and lacking of ethics and honor. Nevertheless these clerics use their gods persuasive powers to further their own wealth through both fair and unfair trade when necessary.
In a home the hearth is the center of the household, holding the fire which is used for heat, food, and light. It is symbolic of the power to hold the wilds and darkness at bay and the family within. The gods and other beings of hearth are concerned with protection of family and the sanctity of home. These beings are seldom well-known. While there are few stories about them, they hold a small shrine in almost every household. Clerics are rarely called to conflict by gods of hearth, but when they are there is usually something greater at stake than soldiers, heroes, and kings.
Frost is frightening to some. Considered a menace by many, it presents itself like an act of defiance against those who would attempt to control nature. Hoarfrost, the crystals of cold that settle on the trees during the early hours of the morning when it is much too frigid to venture outside, that is what this domain seeks to embody. The bone-chilling cold that very few can hope to brave.
The Honor domain is followed by those who hold a great
sense of respect for the arts of magic and war. They are
skilled warriors in and off the battlefield, but don't let that
lifestyle take over their life. They honor all the world has to
offer, and battle in such a way to reflect that.
Deities of this domain hold firm in their beliefs and duty to
do what is best for the world. This doesn't mean though that
they prohibit acts of war or killing, but that they value an
honorable fight between opposing forces.
The thrill of the chase, the hiss of the arrow as it flies with
unerring accuracy, the bay of the hounds and the smell of
blood upon the ground: these are the praises sung to the gods
of hunting and predation, archery and wild places. Other gods and ancient powers that hold
sway in the deep wilderness may claim the domain of
hunting. Clerics of these gods are called for a variety of
reasons, such as protecting the wilderness, killing dangerous
beasts, safeguarding other hunters, and performing feats of
great strength and cunning.
Gods of justice and law—including Tyr, Pholtus, Trithereon,
Aureon, Anubis, and Forseti—exemplify order and lawfulness,
and the pursuit of just reparations and retributions. Some of these
gods are ruthless in their pursuit of justice, and are quick to enact
retribution when crimes are committed, while others are more
forgiving and open to punishments other than death. Clerics of
this domain often act as judges, lawyers, and investigators, and
are well respected by their compatriots and hated by their
opponents and detractors. They use their divine powers to find
truth, root out evil, and bring justice to criminals.
The Karma domain focuses on balance and justice, making sure that the scales of a person's deeds are equal and fixing it if it is not. These clerics take up arms to help punish the wrongs and reward the rights of the world, making sure all who walk the land earns what they deserve and pay their dues. Clerics who follow this domain most find themselves worshiping the idea of karma and the universe fixing the balance. However, this domain can be granted to those who follow deities of justice or vengeance.
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.
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 Boldrei).
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.
The gods of love value the bonds of love both platonic and
romantic. It is these bonds of love that hold people together,
and it is the role of the followers of these gods to nurture and
preserve these bonds. Through their worship, followers gain
the ability to understand the emotions of others, and through
a person's feelings, a good cleric hopes to inspire positive
unions. Yet, a less than good cleric may use these powers to
instill turmoil, to turn love into competition, and to divide
rather than unify.
The deties of luck are patrons of those who embrace chance. All those who leave their lives in the hands of fate all garner favor from such gods. Clerics that belong to this domain barely resemble clerics at all, and their holy symbols are often pieces of gaming sets or lucky charms.
When you embrace the ways of the luck domain, gambling with your life brings you great joy; the bigger the risk, the better the thril. As a representative of the forces of chance you encourage rash decisions and actions everywhere you go.
An object of endless cycles of light and shadow that pull upon
the ocean tides, the moon rises even when it is unseen. Many
pantheons have gods of the moon, although those associated
with magic, cycles, fate, trickery, shadow, light, and nature
could hold sway over the lunar domain. Followers of these
gods often operate in secrecy, using their abilities to contain
the evils that only emerge when the sun has hidden its face.
Gods and Saints of Madness are rare, inscrutable, and dangerous. Some
seek to break the minds of mortals, while others seek to bring
succor to those suffering from such afflictions, but the domain
of madness is like a living thing and even the gods are not
immune to its insidious claws. Clerics in service to Mad gods,
hoping to bring healing or strife, are inevitably warped by the
crawling whispers of their domain's murmuring will.
There's music, and then there's metal. In the beginning, there
was a single, massive beat, and from it came every sound that
followed. Metal is an extension of that original cosmic pulse,
simmering with wicked guitars and thrashing drums, while
the clerics of the gods of metal cry out for blood, battle,
conquest, despair, triumph, and victory. Their instruments
sing the praises of their gods, and the gods answer with fire,
fury, steel, and thunderous power. Metal is more than music.
Metal is the sound of life and death.
Murder. Most of us try to avoid it, either end of the
knife, the continued existence of gods dedicated
to this domain across the multiverse suggests that
more of us harbor deadly grudges than we would
care to think about. Some priests who exercise this
domain are the chosen killers of their gods, and others take on contracts from the people around them
in acts of worship.
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.
The night is not something to be feared. Many who
ill-understand the nature of the night consider it to
be a time of darkness and horror, but the night’s sky
is full of illuminated wonders. The night is a time
of rest for mortals, bringing with it solace from the
day’s toils, and a comforting shadow in which the
cares of the waking world drift away into nothing.
Standing upon the shore and staring into an endless expanse
of water for the first time can be a religious experience for
some, and certainly is for those who are called to service by a
god of the sea. Serving gods like Lir, Ahti, Poseidon,
Oceanus, Sedna, Susanoo, Nammu, Ran, Njord, Neptune,
Salacia, Umberlee, Habbakuk, Zeboim, Deep Sashelas, and
Erado, these clerics pursue a wide variety of goals; from
calming the waves so that fishermen may survive to
summoning terrible monsters from the deep.
Pain. All creatures know pain, and all pay homage
to it with their tears, and their whispered pleas
that they be spared it. Pain is not just physical - in
fact, the adherents of gods who grant this portfolio
understand that physical pain is perhaps the least
dangerous of its brothers and sisters. Priests who
exercise this domain use it with precision to achieve
their goals, bring the world a catharsis which it has
long been denied.
Violence and suffering have many gods and even more
worshippers, but those who dedicate themselves to the
noble gods of peace find serenity and joy in their service.
Clerics of these gods seek to end wars and conflicts, reform
criminals, and halt the work of foul fiends and the living
dead who disturb the peace of the world by their very nature.
Mortals have long viewed plague and disease as instruments of the gods, a means for them to enact their will upon the material plane. While some gods of this domain represent the death and suffering a plague can bring, others are gods of healing that treat the sick and heal them of their afflictions. Some gods embody both aspects simultaneously and are known to inflict or cure disease as they see fit.
Clerics of the Plague domain embrace this duality, as notorious for stemming disease as they are for spreading it. They can be a great blessing in times of pestilence, or a terrible curse in the wake of their deity's wrath.
In a multiverse of infinite worlds, portals between
planes are scattered everywhere, allowing denizens
from all planes of existence to cross into new lands
and seek out new stories. Some gods watch over
these passages from place to place, holding dominion over the concept of a doorway as a liminal point
from once state of being to the next. Gods of this
domain often also hold powers relating to time or
travel.
Clerics of the prophecy domain may worship any god
or no god at all. Their oracular burden isn’t tied to the
portfolio of a specific deity. Instead their faith in the
divine order of the universe manifests as prophetic
vision. This blessing is intertwined with a curse. All
oracles and prophets labor under an affliction that
debilitates them physically in some way even as it
empowers them spiritually.
The wicked and sinful must pay for their crimes against your
faith, and your deity is one that tolerates no wrongdoing.
Gods of law, order, justice, knowledge, war, despair and
vengeance such as Zeus, Nemesis, Osiris, Anubis, Torm, and
many others may all have punishment as one of their
domains. Clerics of this domain are sometimes known as
inquisitors, but all are resolute in their hunt for apostates,
heathens, fiends and heretics.
Vengeance is a noble cause to the gods who hold retribution
as one of their domains, and seeking to strike back against
those who disturb the peace and tranquility of the world is a
righteous goal indeed. Gods of war and peace, justice and
balance, judgement and wrath could all hold retribution as a
domain. Their worshippers hunt those who harm others,
strike back against the wicked, and hold grudges till their
dying day.
The gods of revelry rule over celebrations, festivals, wakes,
and passionate congregations of almost any kind. They
include gods of wine or alcohol, ritual madness, love, fertility,
life, and many others. They're patrons of entertainers, those
who engage in debauchery, and hosts of parties. Clerics of this
domain are popular at festivals and perform many
ceremonies in the hopes of bringing joy and mirth to the
world. They spread the minor madness of their Gods to assist
their allies, distracting foes with the divine music of their
mandate that fills their every jaunty step.
The gods of sacrifice are apocalypses waiting to happen, requiring constant tributes of the highest caliber in order to be appeased. Clerics of these dieties search for worthy creatures to sacrifice in the name of these gods, believing there is no higher honor than to die so that the world to continue existing. For these clerics, divination is essential before taking any action. They use the practice to learn about upcoming natural events, predict battle outcomes, and ask for retibution against enemies
While some gods are friendly, hopeful, and generous, others
show disdain and disgust at the pitiful wretchedness that they
survey. Momus, of the Greek pantheon, was thrown from the
heavens for mocking the other gods, while deities of other
pantheons that rule over strife, war, chaos, law, and conflict of
any kind could potentially include scorn as one of their
domains. Often, these gods are vengeful and petty, willing to
grant power to mortals that please them in exchange for
unwavering service and loyalty. Followers of these gods lead
armies and theocracies with an iron fist, seek to tear down
the temples of false gods, or desire terrible revenge for a
perceived slight to their esteemed personage.
The seismic domain is rooted in the natural forces of the
earth, such earthquakes, fault lines, or volcanoes. Deities of
this domain usually hold dominion over aspects of the earth
or the elemental plane of earth, such as Urogalan, Grumbar,
or Segojan Earthcaller. Their followers hold strong as the
earth itself and control the power of seismic forces to protect
the earth.
The gods that govern the sky are held in high regard by many
religions. Deities of the sky include Zeus and Tyr, among
various others. Followers of these deities often travel far to
sate their wanderlust and feel the beauty of the open sky
Though there are gods who oversee spirits, clerics of the
Spirits domain often do not focus their attention on any
one god. Instead, they revere the many spirits that inhabit
the world, which take many forms. Spirits of the natural
world, the spirits of the dead, spirits of ancestors long past,
and a host of other varieties of spiritual entities. Clerics of
this domain respect these spirits, and seek to cooperate
and honor them, or in the case of restless or evil spirits, to
put them to rest.
Gods of the Stone Domain represent hills, mountains, and sometimes even the world itself. Tarsellis Meunniduin, Segojan Earthcaller, Urogalan, Dunatis, and Skadi are all examples of gods who can lay claim to the stone domain. Other stone domain gods are those focused on mining, stone carving, and gemstones. Examples of such gods are Ulaa, Dumathoin, Callarduran Smoothhands, and Kurtulmak.
Clerics of the stone domain are as durable as the mountains their gods represent, capable of withstanding blows that would leave many reeling. In battle, they can command the very earth under their feet, manipulating the shape and terrain of the battlefield to their liking.
Either from teacher to student, speaker to audience, parent to child, or friend to friend, stories are what people tell one another to convey what nothing else ever could. These clerics value stories above all else, investing themselves as deeply as possible in all means of history and fiction, heroes and villains, legends and tales, and any other sort of narrative, absorbing their most critical and culturally important themes to better themselves and those who they choose to share their stories with.
Gods whose portfolios include the Tempest domain 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.
Many thieves find themselves praying for a long and fruitful career at some point in their life of burglary. Some go further, practicing prayer as much as pilferage. These priests devote themselves to the gods of thievery, channeling their god to filch things mortals cannot.
Chronos, Cyndor, Pelor. These are just three of the gods of
the realms who preside over one of the most arcane and
fascinate domains, that of time. The ability to look backwards
to an endless path, and ahead to an infinite future, to travel
freely down the river of time, these abilities have been sought
after by scholars for eons.
Clerics of the time domain emphasize the progression and
inevitability of time. That pain will fade, that history will
come and go. Often these clerics will try to make sure that
they are there at pivotal moments in history in order to allow
their gods a conduit to observe the event. These gods in turn
grant their devotees the powers to go forwards, backwards,
and even eventually to stop time.
The worlds of the multiverse are vast places
connected by networks of roads, trade routes, and
teleportation circles. These networks allow for the flow of
goods, information, and culture between distant parts of
the world. Good clerics of this domain believe that this flow
improves the lives of all. Evil clerics know that whoever
controls this network controls what people know, what
they can obtain, and the relationships between far-flung
regional powers.
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.
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 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.
Valour is shown when bravery is observed and heroic acts are made in the face of evil and certain death. Clerics of the valour domain embody this ideology, protecting their allies in the heat of battle and bolstering their resolve against the strongest of adversaries. They hold courage and resilience as their strongest values, always determined to continue when the path seems dark.
Gods of valour include the archangel's Rykiel, Sariel, and Varia, and the Archdemon of Casaldius. These are usually beings who hold firm to their beliefs of protection, honour, integrity, and hold their own values in high regard. Valour domain deities believe in the power of courage and bravery no matter the situation.
The Void consists of all the dark and forgotten places deep within the transitive planes. Deities who lay claim over the Void and its secrets - including Sardior, the Raven Queen, Ghaunadaur, Shar, Selûne, and Hecate — are few and far between. Clerics of the Void often serve the very essence of the transitive planes; however, some clerics are unknowingly granted powers from mysterious entities forgotten by time.
The Void is suffused with chaos: reality shifts and twists, madness lurks within, and gravity provides no bearing. As such, clerics of the Void tend to have sound, analytical minds and an unquenchable thirst for discovery. Clerics of this domain may seek to uncover hidden secrets, explore uncharted territories, or manipulate gravity and reality itself.
The gods of wanderlust encourage their faithful to see as
much of the world as possible, savoring everything life
has to offer: good or bad, pleasant or painful, love or
hardship, loss or gain, the clerics of the gods of
wanderlust know no boundaries, and constantly seek
new lands, new experiences and forgotten knowledge to
dedicate to their god.
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.
Not all gods of magic are pure and devoted only to the arcane
arts. Hecate, Hel, Circe, Ereshkigal, Nerull, Vecna, Afflux,
Doresain, Incabulos, Lolth, Asmodeous, and other entities of
terrible and unearthly power may hold sway over the domain
of witchcraft and other dark magic. Followers of these
powers are not always evil, but often use more wicked
methods than most would find palatable. While some act
with generous intent and seek to destroy greater or opposing
evils, they are rare by comparison. Clerics of this domain are
often known as witches, holding power over the arcane
powers and natural world alike. Those who are called by their
deities to act often are found seeking lost artifacts,
performing rites and rituals, causing and curing plague, and
summoning creatures of accursed power.
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