Cleric

Introduction:

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. Interested players can find the details for the Cleric at the following link; Cleric  

Subclasses:

The following domains are available to players;
  • Arcana: 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.
  • Forge: 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.
  • Grave: 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. Grave Clerics oppose Death Clerics who use death for personal gain.
  • Knowledge: The gods of knowledge 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.
  • Life: 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.
  • Light: Gods of light 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.
  • Nature: Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Faithful 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.
  • Tempest: 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.
  • Trickery: Gods of trickery 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.
  • War: 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.
  The following are examples of domains that can be unlocked through play;
  • Beauty: Clerics of Beauty recognize that all things are beautiful in their own way, and will go to great lengths to avoid violence. When compelled to fight, Beauty Clerics look to end conflicts quickly and decisively with powerful enchantment magic. From Laser Llama.
  • Beer: The heady brew of fortitude, courage, and companionship is your nectar, and you share its blessings with those who need it. From Deep Magic 1.
  • Elven(High):The clergy of Corellon seek to maintain the sacred arts and traditions of the elven peoples in a world that is increasingly coarser and more hostile to elven elegance. They are the custodians and preservers of the history and majesty of the elven peoples of Faerûn. This is exclusive to Elven characters. From Faiths of the Forgotten Realms.
  • Survival: Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. From Xanathar's Lost Notes.
  • Wealth: The Wealth domain is a divine path followed by those who worship gods of riches, trade, and prosperity. Through their prayer and devotion to these deities, clerics of this domain are granted the power to manipulate wealth, fortune, and commerce to aid their allies and lead the way to success. From Griffon's Saddlebag.
 

Clerics in Thinia:

Clerics in Thinia are almost always associated with a Temple or other religious organization. There are Clerics who are self taught and inspired through communion with the deity that grants them divine magic, but this is the exception not the rule. Clerics are not common outside of major population centers or there temples. Clerics do not often rise to the heights of their religious orders, especially those who chose to adventure. Most temples have hierarchies that are a mix of spellcasting Clerics and non-spellcasting priests or priestesses. Below are examples of Temples that are found throughout Thinia;
  • The Dead Halls: A Temple in the Abbas Wastes in Utican. The Temple is maintained by faithful dedicated to Kelemvor. The faithful spend their days caring for the bodies of the recently deceased and easing the pain of those who are at the end of their life. It is one of a handful of temples outside of the Ilmater faith that is allowed to operate in the Odion Federation.
  • The Phoenix Forge: A legendary forge in the northeast Heartlands, east of the Bastion Mountains. The Forge was once a temple dedicated to Moradin with a forge powered by a Phoenix. The Forge was lost to the Goblins that conquered the region. The current state of the Forge is unknown.
  • The Sacred Woods: A protected grove in Vedas. The outdoor temple is dedicated to Eldath. The Temple is considered a safe haven, anyone who attacks another on its grounds will be hunted by authorities from the surrounding communities.
  • Gambler's Shrine: A temple in Penglai dedicated to Tymora, the goddes of luck. The Shrine trains its faithful to use and detect trickery and deceit. The faithful use their tricks in order to tip odds in their favor and thus make their own luck.
  • Astrid's Armory: A temple in Lokkheimer founded by the famous Shield Maiden Astrid the Valkyrie. The temple is dedicated to Tempus the God of War. Martial training is offered on its grounds along with military tactics and history classes to train commanders. The Armory has been a great boon to the Norsa region.
Genlam Quinthiis, a Cleric of the Elven Domain in service to Corellon.