Cleric
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 foes 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 and other otherwordly powerful beings. As varied as the divines they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
The Art of The Cleric
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. Divine magic, as the name suggests, is the power of the gods, the aspects, the archfey, the archfiends or the old gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. Although most clerics are quite familiar with the weave and its applications, and many use their own mana to power spells in manners similar to sorcerers or wizards in addition to their divine power, the majority of their power comes from the gods themselves, and as such they need not rely on their own mana fully. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. 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. 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 animals, negotiating peace between warring nations, or sealing a portal that would allow a demon 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. The most important aspect of a cleric's power, is from which domain their god's power stems. This "flavours" the spells of the clerics, so to speak, and is an important part of how any cleric uses their magick in a fight. Each god usually have two domains, and there are about seven domains in total.Knowledge
Selune - Thalon/Odin - Vathyre - Annal All-Father - Many Archfiends Some deities presiding over the Knowledge domain are secretive and jealously guard what they and their followers know, while others promote the spread of knowledge through the construction of libraries and universities. Clerics adhering to the Knowledge domain gain a number of abilities from their training. Some of these new skills are relatively mundane, such as learning another language or two. Others are considerably more powerful though, such as the ability to mentally "read" an object and to discover the details of its recent past.Arcana
Sol - Anthea - Rashjo - Asgorath - Annam All-Father 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.Mind
Anthea - Vathyre - Many Archfiends This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies.The clerics gains skill in diplomacy, deception, and in sensing the motives and deception of others.Light
Sol - Lukhas - The Phoenix Gods of light such as Lukhas preside over this domain, which represented ideals such as renewal, truth, vigilance, and beauty. The abilities of Light domain clerics is generally light or fire-flavored. Among the most basic of these skills gathered is the light cantrip. Additionally, extremely experienced clerics specializing in the Light domain can generate an aura of bright light that last for up to a minute, shining into a space of up to 90 ft (27 m) in radius. They are also able to enhance any spells cast in the area using fire or radiant power.Twilight
Selune - Anthea - Ubris - Asgorath - Many Archfey 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.Life
Gaia - Eyr - The Phoenix - The Raven Queen - Most Archfey The favorite of healers or those active in the fight against undeath, the Life domain is presided over by a number of diverse powers, from agricultural deities to gods of light or life. The Life domain, which encompassed both healing and radiant-powered prayers, is fueled by the power of active "life" energy, the opposite of the stagnant "death" energy.The Life domain provides a number of unique abilities to its practitioners, encompassing both manifestations of positive energy. Among the healing abilities gained by Life domain clerics is the preserve life ability, a form of channeling divinity that allows the caster to restore a severely wounded creature up to roughly half of its peak potential. In addition, experienced Life domain clerics obtain the ability to infuse their weapons with radiant energy drawn.Death
Shar - Nave - The Raven Queen The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Regardless of what Divine Domain they choose, most Clerics exist as a beacon of hope to those around them. They commonly provide healing, guidance, and protection in service to their deity. But the Death Domain reveres a different type of deity. They offer prayers to and do the bidding of some of the most feared entities of all the planes.Blood
The Skinwalker - Many Archfiends The Blood domain is a divine domain for clerics that uses a rare form of magic known as hemocraft to manipulate the blood and vitality of themselves and others. This domain, unqiue to the skinwalker and some archfiends, centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. Clerics of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson.Grave
Ubris - Nave - Kraken 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. 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 usually refuse to use such magic to extend a creature’s lifespan beyond its mortal limits. In the case of Nave, who is a god of the domains of both death and grave, he rarely gifts his followers the magicks of death. Only if there is a dire need, and only in exceptional cases of devotion.Peace
Rapha The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The god of peace; Rapha, inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. 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.Forge
Gaia - Rashjo - Rorn the Fury 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 goblins, 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.Nature
Eyr - The Skinwalker - All Archfey While many priests who serve nature deities like Eyr are druids, clerics are also numbered among their servants. Many clerics who do venerate the gods of the wilderness make use of the Nature domain, which grant them some semblance of control over wild animals and plants alike. Whereas their druid compatriots are secretive and reclusive by inclination, clerics in the service of nature take a more active role, championing the cause of their gods by hunting evil monsters, blessing harvests, or bringing a famine upon their enemies.Clerics specializing in the Nature domain have a number of abilities to claim as their own. One such ability is their ability to calm animals or plants, reducing their hostility for a period of up to a minute or so. With additional training, Nature domain clerics can learn even to control such creatures, commanding them to do as they wish.Tempest
Rapha - Imir - Deep Sashelas - Kraken The Tempest domain is the abode of a diverse array of gods, from war-like gods like Imir, to ocean gods like Rapha or the dark Kraken. The abilities granted by Tempest domain deities to their clerics are destructive by their very nature. One such boon is the destructive wrath that can be invoked by channeling their deities' divinity, which increases the deadliness of electrical or sonic attacks cast by the cleric. In addition to such deadly powers, the most experienced Tempest domain clerics are also capable of flying, so long as they are neither indoors or underground.Trickery
Shar - Lukhas - Tiamat - Many Archfey - Many Archfiends Not all clerics are inclined to seriousness or self-righteous zeal. The clerics who serve gods of the Trickery domain are mischievous troublemakers by their very nature, more akin to a rogue than a paladin by temperament. Clerics of this domain mock the powerful and defied tradition, disrupting "polite society" wherever they are. Some are freedom-fighters, some are criminals, and others are just pranksters. Whatever their specific method, these clerics prefer to challenge, rather than accept, the conventional order of things. Because Trickery domain clerics are more inclined to deception and misdirection than direct conflict, their abilities similarly diverge from some of the more martial characteristics of other priests. For example, many of the spells wielded by such clerics are illusions or enchantments, rather than direct attacks. Likewise, Trickery domain clerics can channel their deities' divinity in a form known as invoke duplicity, which allow them to create one or more phantasmal copies of themselves, for the purpose of distraction or remote spellcasting.War
Rashjo - Imir - Thalon/Odin - Rorn the Fury - Tiamat - Many Archfiends War is a common part of mortal life and so it should come as little surprise that there are many clerics who devote themselves to the gods of war. The nature of such gods vary somewhat, from champions of honor like Thalon to pillars of destruction like Rashjo, but they all hold in common an interest in the act of fighting, watching over those in battle who offer them tribute. Clerics specializing in the War domain serve these deities. As might be expected, the abilities of War domain clerics enhance such priests' ability to fight on the front-line. Early on, War domain clerics are trained in the use of heavy armor and martial weapons, giving them additional protection and making them deadlier foes. With more experience, War domain clerics can also attack foes with an uncanny degree of precision.Learned Through:
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites to more effectively commune with their god, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Different from the warlock, who gain powers with some more powerful being through a pact where one's soul is the price, clerics are simply agents of their deity, and are most often devout followers. However, a cleric can, in theory, abandon their god and their divine powers without repercussions, although some divine beings are strict rulers, and can be vengeful when angered. Some societies on Antreia have old traditions of worshipping various deities, and because of this communion with a god might come more natural to some who have been taught to do so since their childhood. In the north and the south both, the gods of the Fate are very popular, especially in large cities and primarily human settlements. The elves of Anar Tal tend to worship Lukhas in particular, alongside Sol, while the elves of the forests of the north and the south, tend to follow Eir and her fey. The old gods are outlawed most places of Antreia, but there are heretical societies that commune with the gods in both the north and the south. For those who worship the dragons as gods, Asgorath and Tiamat are popular, although worship of any draconic entities is also banned in the north. The Aspects are worshipped in all corners of Antreia, but are especially popular with the dwarves; children of Gaia, and the elves.History
Clerics have existed for as long as higher beings have existed on the material plane. The first clerics can be said to be the lesser elementals who followed their elemental lords; the old gods, and who acted as conduits for their divine will. More recently, the gods of the Fate established themselves quite early as protectors of mortal life, and they have a long history of gently guiding the inhabitants of the material plane through cleric representatives. Relatively few priests become wandering clerics, leaving for adventure only if they feel compelled to do so for their god, perhaps out of a desire to spread their deity's works or by order of their superiors and the church hierarchy. A few clerics toke on the adventuring lifestyle for more mundane reasons. Regardless of motivation, clerics are generally highly valued companions, serving as healers and occasional leaders to their compatriots. Additionally, clerics may be specialized in ways, based on the deity they worship, that puts them on agreeable terms with other adventurers. Nearly all clerics are ordained members of a religious organization of some kind, though a few operate more independently and even those who are bound to a hierarchy do not necessarily answer to a direct superior. Most clerics make their career choice relatively early in life, though some are compelled to service unwillingly by their god. Churches are often, but not always, tied to a specific god.Demography
All socities on Gaea are familiar with these warriors of divine will, and clerics have been revered since the dawn of time. All races have their own customs and their own patron deities that they are especially close to, and because of this clerics of all races and creeds are common. The most active clerics are typically humans or dwarves however, who are generally very devout in their worship. Those who follow the doctrine of The Orcish Ancestral Pantheon, the Ordning, or the Draconic Pantheon (with the exception of Asgorath and Tiamat) do not have clerics directly influenced by any of these gods, and as such orcish, jotnar, giant and dragonrider clerics are less common. Whether this is due to these gods being less involved with the material plane, or if the theory that these gods are simply powerful ancestor spirits, or even figments of their followers imagination, is unknown, but although they do not show their divine will through their mortal followers, their worshippers are devout and dedicated priests.Appearance
Clerics commonly use light or medium armor, shields, simple weapons, and divine magic as their chief tools while adventuring. Many clerics are also skilled in the use of heavy armor however, and they are generally considered to be versatile in their abilities and their appearance. Most clerics wear holy symbols, banners or insignias of their deities however, and are as such recognizable through this.Creating a Cleric
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 "Religion" section here on World Anvil includes lists of many of the gods of Gaea. 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?Remove these ads. Join the Worldbuilders Guild




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