Clerics Profession in The Reach | World Anvil
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Clerics

One of the strongest classes in the game.   https://www.youtube.com/watch?v=y84OYRwzZU8   Clerics are magic users who are aligned to a god. Not only does this give them the ability to cast super strong spells, Clerics also have the ability to fight using weapons in the middle of casting spells. Unlike most spell-casters, this isn't a useless feature like most combinations are in between spells and weapons, which it is in most cases. As said earlier, this makes for an unbeatable combination.   As said earlier, clerics are aligned to a god. These gods can be any gods, but they are often 'good' gods. These clerics are completely into their gods, and would fight to protect it's honor. To keep the honor of their gods, Clerics aren't often seen in high positions.   These gods that clerics are aligned to are called different Domains of clerics. The 'common' domains are stuff like intelligence, life, light, nature and trickery, but if you are a player you can always ask your DM (AKA me) to make a custom one for you and your character if you feel like they don't fit any of the normal domains. I actually only do this because I want to make custom cleric domains, but I'd need inspiration and a reason to do it first.   But to cover each existing domain until now:   Knowledge Domain: A domain aligned with the gaining and keeping of knowledge, as you can probably read from it's name. This gives a lot of spells from the Winds of Magic of the Sea, including spells like Command, Speak with Dead or Legend Lore. All these spells are spells which help the caster gain or use information.   Life Domain: A domain which puts it's efforts into controlling life and the way it passes. This Domain is pretty much your healing domain, and it's sole purpose is turning a cleric, which would be an awesome semi-healer, into a full on healer, which pretty much defies the purpose of a cleric as a whole, but hey, who cares, it's another domain! As you can probably expect, all the spells are healing spells, and they include stuff like Cure Wounds and Mass Cure Wounds. They even get their only bonuses for healing other players. Well, I guess they never miss huh.   Light Domain: A domain which has, shockingly, not much to do with it's name. Literally, if I'd see it's spells I would never be able to guess it would be a domain of light. Okay, you could argue that 'they do have something to do with spells', but oh boy do I know a much better name for it; the fire domain. Literally, every single spell has something to do with fire, from Burning Hands to Fireball to Flame Strike. There is literally only one spell that doesn't have fire in it's name, and even that one implies to fire, being Scrying. So, pretty much the Fire Domain. I think I might even change the name in this list, even though then it probably would get even more confusing, but that is a task for another day.   Nature Domain: A domain that, as you can probably expect, has a lot to do with nature. Both with plants and beasts, this Domain let's you fit right into them both. With spells like Animal Friendship, Dominate Animal and Insect Plague, you control the wilds of the forest, while using spells like Barkskin, Plant Growth and Tree Stride you become the forest. The Nature Domain is a domain that speaks for itself in every single way, which allows it to be a straight forward pick for any character who likes the woods.   Tempest Domain: A domain that, if you know what tempest means, is pretty easy to understand. For anyone like me who don't know what tempest means, well, it takes a little longer, but not too long, seeing recognizable things like 'Thor' and a common use of spells that have to do with the weather. To be fair, even now I wouldn't be able to explain to you what Tempest means, but I can at least explain the Tempest Domain. It is a domain which allows you to control the weather, or at least in a small radius. This usage of The Winds of Magic of the Sea is often granted by gods that have a lot to do with the weather, like the here fore mentioned 'Thor', even though 'Thor' technically isn't a part of The Reach, it is still a worthwhile comparison. This controlling of the weather can blatantly be seen in spells like Fog Cloud, Call Lightning and Ice Storm.   Trickery Domain: A domain which really just speaks for itself, just no questions needed to be asked. They have a lot of spells a common trickster would need to use to cover up their schemes, or to make them happen. Examples of this are Disguise Self, Polymorph or Pass Without Trace. Clerics of the Trickery domain are often tricksters or gangsters which have grown up on the street, gaining this knowledge to help them in their daily life. Still, of course, if you want to be of the Trickery Domain and you're not some half broken grown up on the bottom of the food chain, well that would also be fine by me.   War Domain: A domain which is often used or gained in war, and is used for increases in power during battles. If you expect a future with a lot of combat, this is probably your best bet, but remember that flaws are always better than having the best character you can get in the books. Still, this can be a good bet chosen at any time, seeing how it has some tide-changing spells like Divine Favor, Magic Weapon or Hold Monster. This is a pretty golden bet for a campaign like mine, but a pretty terrible one for in a campaign with almost no combat like one where I was in as my first group. There, even if we were in combat, we always had to rely on non-combat solutions, and I've actually never heard the DM ask for initiative.

Career

Qualifications

To become a cleric, all you have to do is believe in a god really hard and try to communicate with them. Then you'd need to convince them to grant you with their magic power, almost like a warlock would from an otherworldly being. Except Clerics often have gods that stride for good, while Warlocks often have Patrons who stride for evil. Of course you'd also need a holy symbol of the god to turn into your arcanic focus, but beside that it's not too hard.

Perception

Purpose

It fills it's role in society as a protector of the church and of it's god. It strides to make the power of the church, and especially his god bigger, and Clerics form an important role in most religious groups. But also in war Clerics are often used thanks to their high versatility between both fighting and healing, AKA the ideal soldier.

Social Status

Clerics are often very respected, and they are seen as higher and better people than any average person, but not much better. Even though this is the idea with most clerics, as a cleric you can't always go around everywhere expecting everyone will respect you throughout, because there will always be people who won't. Clerics also have a high difference in social status, depending on which deity they have. Most of them which have respected deities are respected, but there are many deities who aren't respected in many places. Especially in places where no-one thinks of your deity as a god, or in places where they even think your god is an otherworldly demon. Well, see how you will convince them otherwise while also holding your respect and especially respecting your god, both during your conversation and afterwards. Well; Good luck to you!
Type
Arcane

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