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Chaplain Class

Chaplains are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, chaplains strive to embody the handiwork of their deities. No ordinary priest, a chaplain is imbued with divine magic.

  Instead of choosing the power, and dedicating yourself to your god, you are gifted power. Whether because you are pious, or to help you repent your sins, divine power infuses you to use as you see fit.   CHAPLAIN   Divine Domain At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Choosing a domain also limits you to a god, and therefore a starting nation. The following are the domains available to you: Arcana, Ambition, City, Creation, Death, Fate, Forge, Grave, Knowledge, Light, Life, Nature, Order, Peace, Protection, Solidarity, Strength, Tempest, Trickery, War, or Zeal   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. ARCANA   Ambition: Chaplains of Ambition act as cunning viziers who subtly plant the seeds that flower into the ambition their gods desire. Through insinuation, they remind acolytes, initiates, and veterans alike that achieving one’s place (in life or the afterlife) at the expense of others is not shameful, but is proof of determination and drive. Nothing is more important than that drive, they suggest – not the bonds of a family, not friendship or love. Not even devotion to a deity. AMBITION   City: The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a chaplain of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens. CITY   Creation: Almost every culture has a legend about where the world came from, and many of them center on the idea that the world as the mortal races know it is a creation made by a divine hand. The gods of the Creation domain might be revered as the creators of the world, or they might simply be worshiped as the gods who hold dominion over forges, craftsmen, shipwrights, artists, and other makers. Of course, there is also an aspect of creation that clears away the rubble of the old before the new can be made; for every making, there is also an unmaking. Chaplains gifted with the powers of the Creation domain are highly valued by the leaders of expeditions, as their ability to conjure up just what the expedition needs on a moment’s notice allows the group to quickly deal with any adversity that might come their way. CREATION   Death: The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Death deities are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain can also embody murder, pain, disease or poison, and the underworld. DEATH   Fate: Gods of fate perceive the future and how the choices mortals make drive them toward their destinies. Some deities consider the future preordained, while others understand the multiverse as a place of infinite possibility. Clerics who draw power from the forces of fate sometimes receive visions directly from their deity and receive fleeting omens of the future. They share impossible knowledge with their allies and prophesize their enemies' doom. FATE   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. Chaplains 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. FORGE   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. 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. GRAVE   Knowledge: The god of knowledge values 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. KNOWLEDGE   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. LIFE   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. 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. Chaplains 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. LIGHT   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. Shamans 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 chaplains as well, champions who take a more active role in advancing the interests of a particular nature god. These chaplains 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. NATURE   Order: The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Chaplains of Order meditate on logic and justice as they serve their gods. Chaplains 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. ORDER   Peace: 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. Chaplains of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These chaplains' blessings draw people together and help them shoulder one another's burdens, and the chaplains' magic aids those who are driven to fight for the way of peace. PEACE   Protection: The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. PROTECTION   Solidarity: Many hands make light work, and a group can accomplish things no individual can. This is what Gods of this domain believe. These deities instill cooperation and teamwork in their followers. They revere no one more than the person who can get a group of people to work together for the betterment of all. SOLIDARITY   Strength: Strength can’t be taught. It must be built through practice and training. Strength deities believe in leading by example and doing the hard work that needs doing. Physical strength is not the only kind, and these Gods also revere those who have the mental fortitude to weather any storm. STRENGTH   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. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their chaplains 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. TEMPEST   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. Their chaplains 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. TRICKERY   War: 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 chaplains 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 as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. WAR   Zeal: When you put your entire being into something, when passion springs forth from everything you do, this is when you embody Zeal. A zealous person can believe they are right above all others and go into the world to convince others of their righteouness. That is but one way to worship these gods. Devoting yourself, often to the point of ignoring all else to work on a passion project pleases these beings as well. ZEAL

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