Character class / classification
Mostly connected to the idea of priesthood, clerics are the most recognizable among those who've been summoned to service by themself. While its widely understood by many the not all priests are specifically clerics, they might be surprised to learn that not all clerics are priests.
Defining features of the cleric are the faith, devotion, and connection to their god, and that doesn't always mean a path to priesthood. The connection to ais paramount, but deities work in many ways and take their devoted to very different places.
Clerics are the most praised healers of the world, and their skill demands people's respect. Many clerics have a great combo of martial and spellcasting abilities, making them a valuable addition to any environment (or an adventuring party).
Clerics have acquired a special connection to their . For some, this happens through training or a lifetime of believing. For others, it is a sudden pure act of faith that reels them close to their god or goddess.
The connection is voluntary and requires the cleric having faith in this relationship. A cleric might perceive it otherwise, but in practice, they are always able to leave this connection in the cost of all the power they gain from the deity in question. The relationship can be warped, but not fake, and it's strength, and ability to function depends on the depth of that relationship.
Clerics can and will likely doubt their deity and be cynical about them, but as long as some sort of trust is formed between the two, connection works. The motivator for this trust can be love, care, faith, even fear, or something else; but it needs to be there.
Most clerics fill clerical positions, like priests and priestesses, nuns and monks (possibly more often than those with actual monk class), or missionaries and crusaders. They can also have high demand as healers, teachers, warriors, adventurers, and advisors.
Some cultures and groups are also eager to have clerics as their leaders. This form of admiration can be a double-edged sword. On one hand, it can open up doors and help one to climb up in society, but it also puts tremendous expectations on the cleric and makes them an easy target for any hostile activity.
Universally, clerics are one of the most appreciated caster classes among the people of Melyria, but that comes with one gargantuan cavitate: while the skills of the cleric are celebrated, not all are appreciated in all places.
If cleric's choice of deity has positive connotations in the area they are in, they are very wanted and respected in the area. If the view is neutral, they could still garner some appreciation. But setting foot on an area where one's deity is not wanted might be the last thing the cleric does. As such, sometimes, one's devotions are better kept hidden.
It is also good to remember that depending on the culture and political climate, word of a cleric, as seen as something coming from an instrument of a deity, can have tremendous weight. Clerics with excellent people skills tend to be the most successful ones, regardless of the culture.
Clerics can be found pretty much among all places, but not all deities prefer having clerics, so their prominence changes along the type of higher powers are appriciated among certain cultures. Clerics are the most typical caster class among the dwarfs, who tend to be less interested of arcane arts.
DnD Classes for MelyriaRead the disclaimer
This article is part of a series of articles about different ways the DnD 5e classes have been incorporated into the world of Melyria.
These articles are NOT here to tell how people should play their characters but to inspire and inform how specific features of DnD mechanics have been implemented to the world from story standpoint concerning most NPCs. Each player chooses how to interpret their character, their class, and their background.
All classes and subclasses displayed on the articles are available for players to use in their adventures in Melyria.
About Divine Domains & Deity Alignments
By the classic rules of DnD, certain deities are connected to certain oaths, domains and alignments, and the paladins & clerics to said deity are suggested to have same or compatible features. However, when in Melyria, we tend to be a little more permissive.
Players, as well as NPCs, are able to have alignments and domains beyond the ones assigned to a certain deity, as long as there is an explanation to this that makes some sort of sense. Make an argument that sounds reasonable, and we ain't complaining in these parts!
For example, a deity with nature and life domains might bless their cleric with the Grave domain powers, if the cleric in question fights undead to prevent them from destroying life.