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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 orcs 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. 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.  

Healers and Warriors

  Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.   Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.   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.  

Divine Agents

  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.   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 orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince 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.  

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 Gods of the Multiverse section includes lists of many of the gods of the multiverse. 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?  

Quick Build

  You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.

Cleric Table


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32
2nd+2Channel Divinity (1/rest), Divine Domain feature33
3rd+2342
4th+2Ability Score Improvement443
5th+3Destroy Undead (CR 1/2)4432
6th+3Channel Divinity (2/rest), Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332
9th+4443331
10th+4Divine Intervention543332
11th+4Destroy Undead (CR 2)5433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Destroy Undead (CR 3)54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score improvement5433332111
20th+6Divine Intervention improvement5433332211

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 (or 5) + your Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Class Features

Divine Domain

Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.   Domain Spells Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.   If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead Table.  

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.   If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.


Starting Equipment

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

 


Spellcasting

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.   Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.   Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier= your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.


Subclass Options


Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.   Your choice might correspond to a particular sect dedicated to your deity. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.   Each domain’s description gives examples of deities who have influence over that domain.


Alcohol Domain

Where there is society, progress, and a hard day's work to be had, there is alcohol to be consumed and a god's favor to be gained. Clerics of this domain are encouraged to spark discussion over a glass of the finest wine, to inspire rowdy tales being told over a keg of ale, and to spread the words of enjoyment and dedication.


Arcana Domain

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.


Arts Domain

This Domain focuses on the fundamental goodness of art in all its forms from paintings and crafts to poetry and song. There is beauty in art and the protection and curation of that beauty is of paramount importance to the clerics of this Domain. The followers of this Domain are part historians, part curators, and part artists. Where art is persecuted, they protect it. Where art is hidden, they liberate it. Where art is absent, they create it. There is no length these clerics will not go to see that the beauty bestowed on this world is admired and enjoyed.


Balance Domain

Among the gods, there is often the tie-breaker, the traitor, the peace-bringer and the judge. Ma'at, Tefnut, Shamash, Obatala, Rao, Cindor, Nemesis, and Adrestia, as well as other gods of justice, balance, equilibrium, vengeance, and peace may hold sway over the domain of balance. The servants of these gods are often called upon to restore order, peace, and justice to the world - or to bring suffering and despair where none existed. Once they are set upon a path, either to peace or ruin, they do not deviate until their god is satisfied and the balance is restored.


Beauty Domain

Gods of the Beauty Domain manifest in the lovely, charming and beautiful nature of the world, from the qualities of attractiveness to the profound beauty of the natural world. These Gods are patrons of bards, musicians, artists and all who dedicate themselves to instill beauty in the hearts of others. The clerics of gods of beauty excel in inspiring and influencing others to seek beauty in all its forms, bringing joy and hope to the world. They are the beacon of light that reminds us that some things are worth fighting for. The Gods of Beauty and their clerics are patrons and masters of mead halls, brothels, taverns, conservatoires and inspire awe and joy wherever they are championing the pursuit of beauty itself.


Blood Domain

The gods of blood are patrons of all varieties of slaughter— including war, battle, murder, and even hunting—and accept any shedding of blood as an offering to their domain. They are the patrons of warriors, particularly those of a more chaotic disposition. While many clerics that follow a blood deity resemble deranged, blood-thirsty cultists, others are comparable to the followers of particularly violent war deities. Examples of the deities of this domain are Bhaal, the Lord of Murder, and Shezmu, the Lord of Blood

Brawl Domain

The Brawl domain is preached by clerics who value physical strength, athletic skill, and unerring tenacity in contests of all kinds. They balance their theological pursuits with a more primal facet of life, combining the two until a prayer is often found paired with a fist. Popular gods for the Brawl domain are gods of battle, athleticism, pain, and endurance

Builder Domain

Clerics of the Builder domain serve their Gods with their own two hands, be it with the Mason's hammer or the warhammer. While Gods of Architecture aren't a particularly common sight throughout the worlds these clerics inhabit, almost all deities appreciate a temple in their honor. For what is more recognizable as a dedication to a God than its church? Despite their passion for the physical arts of stonework and carpentry, clerics of this domain also often find a place on the battlefield as combat engineers and sappers. Their forts and barricades built at a moments notice might not be pretty, but they'll defend them with blood and steel as if they were crafted by the Gods themselves. And if you think your own walls can protect you from them, you may soon find your world crashing down around you. Gods of craft and knowledge are popular deities for this domain along with Gods of war and strategy.

Cats Domain

All worlds worth living in have cats. Big cats, small cats, cats with no hair, talking cats - the list goes on. Displaying a near divine attitude of complacency towards almost anything that they don’t want to play with or eat, it is little wonder that civilisations across the multiverse contain gods that claim these ineffable creartures as part of their portfolio. Gods of this domain range from capricious to possessive (much like their feline protoges).


Celebration Domain

Your god is an awesome god, and one who loves to throw excellent parties. Bacchus, Dionysus, Shezu, and any god known for alcohol or other intoxicants, wild behavior, and good cheer could have celebration as one of their domains. While the obvious goals of fun and ensuring everyone can have a good time apply, there's no reason that a god of celebration can't also pursue other ends - bringing peace to a war-torn land, freeing the hearts and minds of others from doubt and distress, and other noble ends that are always met with a good celebration!


Chaos Domain

Manifesting in endless turbulence and perpetual change, gods of chaos can bring both ruin and creation in equal measure. Loki, The Traveler, Set, Eris, Typhon, and other gods of trickery, discord, creation, and destruction may preside over the domain of chaos. Clerics of these deities almost always seek to disrupt order, acting as harbingers of ends and new beginnings.


Civilization Domain

Gods of Civilization —including Amaunator, Erastil, and Athena— concern themselves with the ideals of communities and laws. They oversee the construction of towns, cities, and empires. Devouts of civilization are often leaders of small villages as well as sprawling metropolises. They are pioneers and settlers, taming the wilds in the name of order and society, and they are judges and councilors, bringing the stability and justice of their faith to the heart of civilization. Whether grand cathedrals or humble abbies, the gathering places of followers of these gods tend to be the centers of their communities.  


Courage Domain

The Courage domain focuses on personal heroics, and acts of valor and self-sacrifice. While the Courage domain bears many similarities to the War domain, it is more individualistic and isn’t directly connected to war. Clerics of this domain often take part in smaller conflicts, and focus on personal battles over grandois wars. Many war-like deities can claim influence over this domain, however, including Torm, Heironeous, Kiri-Jolith, Dol Arrah. Gods of endurance and loss, such as Ilmater and Shar, can claim some influence over this domain as well, as they promote courage in the face of hardship. Regardless of their patron deity, clerics of this domain make for heroic warriors, eager to face their fears and fight against the odds to achieve their goals.

Darkness Domain

Gods of darkness and shadow - such as Set, Shar, and the Raven Queen - are not often depicted in the best light, being associated with terror, desolation, and unending night. Dwelling in their gloomy, often lightless realms, these deities don’t tend to attract many followers. So when a cleric chooses to devote their life to the service of one of these gods, they are imbued with great power over the shadows, becoming able to cause fear in the hearts of mortals. These gods teach their followers to think like the forces of evil in order to slay and conquer them, countering dark powers with their own black gifts.   While some clerics of the Darkness Domain are evil fearmongers, most instead make it their mission to rehabilitate the image of their deity through acts of heroism using their shadowy powers, becoming dark champions that bring comfort to innocents in the darkest of nights.

Deep Domain

In every ocean, there is the Deep. A place where no light, no glimmer of sun reaches. A place so dangerous and eldritch that it appears to a newcomer as an alien world. To many, the Deep can seem terrifying, but to those who worship the domain of the Deep it is a serene place of meditation and worship. The gods seek dwellers of these dark waters, urging their followers to master this strange environment and harness its potential.   Clerics of these deities harness the powers of water and darkness, and use them to overcome the dangers of the world around them.


Desert Domain

Gods of the sands and burning sun, deities of cloudless nights and storms of cutting wind, masters of the scorching heat and lords of the desert all call this domain their own. Often as merciless as the lands they claim, many are jealous and generous in equal measure. Clerics of these deities often escort travelers, seek forgotten relics, hunt criminals, and war for peace.


Dragon Domain

Creatures as majestic and powerful as dragons are often revered by mortals. Dragon cults are common-including cults of true dieties like Bahamut, Paladine, Takhisis, Tiamat, and the Dragon Below. These different dragons have little in common, except for the most basic draconic trait of all: the desire to hoard. Whether it be power, knowledge, or riches, all dragons and those who follow them treasure something above everything else. They slowly accumulate it and will defend it with ferocity.


Entropy Domain

All things must end. All creatures born into the planes of existence have some awareness of this fact from birth, and it comprises one of the most fundamental truths of reality. As such, some gods hold sway over the notion of entropy as a domain, though rare are those petitioners who would beg for their attention. Gods of this domain are often mad, capricious, or simply cruel.


Fate Domain

Diviners and wizards often attempt to peer at the threads of destiny that bind the lives of mortals, but only deities can truly work upon the loom of fate. Other deities of death, glory, time, judgment, luck and prophecy may call upon their clerics to act as oracles and seers of the future – and to intervene when the time is right. Those who follow benevolent pantheons often guide heroes to their grand destinies, while cruel oracles may lead them astray or attempt to meddle with the future to weave prophecies of ruin, destruction, and endless chaos. Speak the future, invoke the past, and weave fate as a true agent of the divine.


Force Domain

Manipulation of the forces of the world, both seen and unseen, is the domain of the gods themselves. Few mortals can withstand the press of energies upon their minds, but those who do are granted gifts with which to enforce their ideologies upon the multiverse. Philosophical in motive and rigid in belief, clerics of the force domain are wise sages and powerful warriors alike. Deities of time, space, creation, destruction, and knowledge often hold sway over this domain, but those of war, protection, and travel could provide their clerics with these abilities. You have joined this order, called by your deity to wield the power of pure force. Objects dance around your fingertips, moved by thought alone, but you are a true conduit for the divine, and thus can invoke the strength of your deity as a mover and shaper of all things. Your faith is in the one who holds the world, so the world shall be within your hands.


Forge Domain

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 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. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.


Grave Domain

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. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.


Greed Domain

Mercenaries, nobles, merchants, and kings, many are gripped with greed. None more so however then the worshipers of the gods presiding over coin and commerce. Clerics of greed value gold and riches to a degree that they believe to be sacred, but others view to be over valued and lacking of ethics and honor. Nevertheless these clerics use their gods persuasive powers to further their own wealth through both fair and unfair trade when necessary.


Hearth Domain

In a home the hearth is the center of the household, holding the fire which is used for heat, food, and light. It is symbolic of the power to hold the wilds and darkness at bay and the family within. The gods and other beings of hearth are concerned with protection of family and the sanctity of home. These beings are seldom well-known. While there are few stories about them, they hold a small shrine in almost every household. Clerics are rarely called to conflict by gods of hearth, but when they are there is usually something greater at stake than soldiers, heroes, and kings.

Hoarfrost Domain

Frost is frightening to some. Considered a menace by many, it presents itself like an act of defiance against those who would attempt to control nature. Hoarfrost, the crystals of cold that settle on the trees during the early hours of the morning when it is much too frigid to venture outside, that is what this domain seeks to embody. The bone-chilling cold that very few can hope to brave.

Honor Domain

The Honor domain is followed by those who hold a great sense of respect for the arts of magic and war. They are skilled warriors in and off the battlefield, but don't let that lifestyle take over their life. They honor all the world has to offer, and battle in such a way to reflect that.   Deities of this domain hold firm in their beliefs and duty to do what is best for the world. This doesn't mean though that they prohibit acts of war or killing, but that they value an honorable fight between opposing forces.


Hunting Domain

The thrill of the chase, the hiss of the arrow as it flies with unerring accuracy, the bay of the hounds and the smell of blood upon the ground: these are the praises sung to the gods of hunting and predation, archery and wild places. Other gods and ancient powers that hold sway in the deep wilderness may claim the domain of hunting. Clerics of these gods are called for a variety of reasons, such as protecting the wilderness, killing dangerous beasts, safeguarding other hunters, and performing feats of great strength and cunning.

Immortality Domain


Justice Domain

Gods of justice and law—including Tyr, Pholtus, Trithereon, Aureon, Anubis, and Forseti—exemplify order and lawfulness, and the pursuit of just reparations and retributions. Some of these gods are ruthless in their pursuit of justice, and are quick to enact retribution when crimes are committed, while others are more forgiving and open to punishments other than death. Clerics of this domain often act as judges, lawyers, and investigators, and are well respected by their compatriots and hated by their opponents and detractors. They use their divine powers to find truth, root out evil, and bring justice to criminals.

Karma Domain

The Karma domain focuses on balance and justice, making sure that the scales of a person's deeds are equal and fixing it if it is not. These clerics take up arms to help punish the wrongs and reward the rights of the world, making sure all who walk the land earns what they deserve and pay their dues. Clerics who follow this domain most find themselves worshiping the idea of karma and the universe fixing the balance. However, this domain can be granted to those who follow deities of justice or vengeance.


Knowledge Domain

The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — 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. 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, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.


Life Domain

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. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).


Light Domain

Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — 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. Clerics 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.


Love Domain

  The gods of love value the bonds of love both platonic and romantic. It is these bonds of love that hold people together, and it is the role of the followers of these gods to nurture and preserve these bonds. Through their worship, followers gain the ability to understand the emotions of others, and through a person's feelings, a good cleric hopes to inspire positive unions. Yet, a less than good cleric may use these powers to instill turmoil, to turn love into competition, and to divide rather than unify.  


Luck Domain

The deties of luck are patrons of those who embrace chance. All those who leave their lives in the hands of fate all garner favor from such gods. Clerics that belong to this domain barely resemble clerics at all, and their holy symbols are often pieces of gaming sets or lucky charms. When you embrace the ways of the luck domain, gambling with your life brings you great joy; the bigger the risk, the better the thril. As a representative of the forces of chance you encourage rash decisions and actions everywhere you go.


Lunar Domain

An object of endless cycles of light and shadow that pull upon the ocean tides, the moon rises even when it is unseen. Many pantheons have gods of the moon, although those associated with magic, cycles, fate, trickery, shadow, light, and nature could hold sway over the lunar domain. Followers of these gods often operate in secrecy, using their abilities to contain the evils that only emerge when the sun has hidden its face.


Madness Domain

Gods and Saints of Madness are rare, inscrutable, and dangerous. Some seek to break the minds of mortals, while others seek to bring succor to those suffering from such afflictions, but the domain of madness is like a living thing and even the gods are not immune to its insidious claws. Clerics in service to Mad gods, hoping to bring healing or strife, are inevitably warped by the crawling whispers of their domain's murmuring will.


Metal Domain

There's music, and then there's metal. In the beginning, there was a single, massive beat, and from it came every sound that followed. Metal is an extension of that original cosmic pulse, simmering with wicked guitars and thrashing drums, while the clerics of the gods of metal cry out for blood, battle, conquest, despair, triumph, and victory. Their instruments sing the praises of their gods, and the gods answer with fire, fury, steel, and thunderous power. Metal is more than music. Metal is the sound of life and death.

Murder Domain

Murder. Most of us try to avoid it, either end of the knife, the continued existence of gods dedicated to this domain across the multiverse suggests that more of us harbor deadly grudges than we would care to think about. Some priests who exercise this domain are the chosen killers of their gods, and others take on contracts from the people around them in acts of worship.


Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids 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 clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics 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.


Night Domain

The night is not something to be feared. Many who ill-understand the nature of the night consider it to be a time of darkness and horror, but the night’s sky is full of illuminated wonders. The night is a time of rest for mortals, bringing with it solace from the day’s toils, and a comforting shadow in which the cares of the waking world drift away into nothing.


Ocean Domain

Standing upon the shore and staring into an endless expanse of water for the first time can be a religious experience for some, and certainly is for those who are called to service by a god of the sea. Serving gods like Lir, Ahti, Poseidon, Oceanus, Sedna, Susanoo, Nammu, Ran, Njord, Neptune, Salacia, Umberlee, Habbakuk, Zeboim, Deep Sashelas, and Erado, these clerics pursue a wide variety of goals; from calming the waves so that fishermen may survive to summoning terrible monsters from the deep.


Pain Domain

Pain. All creatures know pain, and all pay homage to it with their tears, and their whispered pleas that they be spared it. Pain is not just physical - in fact, the adherents of gods who grant this portfolio understand that physical pain is perhaps the least dangerous of its brothers and sisters. Priests who exercise this domain use it with precision to achieve their goals, bring the world a catharsis which it has long been denied.


Peace Domain

Violence and suffering have many gods and even more worshippers, but those who dedicate themselves to the noble gods of peace find serenity and joy in their service. Clerics of these gods seek to end wars and conflicts, reform criminals, and halt the work of foul fiends and the living dead who disturb the peace of the world by their very nature.


Plague Domain

  Mortals have long viewed plague and disease as instruments of the gods, a means for them to enact their will upon the material plane. While some gods of this domain represent the death and suffering a plague can bring, others are gods of healing that treat the sick and heal them of their afflictions. Some gods embody both aspects simultaneously and are known to inflict or cure disease as they see fit. Clerics of the Plague domain embrace this duality, as notorious for stemming disease as they are for spreading it. They can be a great blessing in times of pestilence, or a terrible curse in the wake of their deity's wrath.  

Portals Domain

In a multiverse of infinite worlds, portals between planes are scattered everywhere, allowing denizens from all planes of existence to cross into new lands and seek out new stories. Some gods watch over these passages from place to place, holding dominion over the concept of a doorway as a liminal point from once state of being to the next. Gods of this domain often also hold powers relating to time or travel.

Prophecy Domain

Clerics of the prophecy domain may worship any god or no god at all. Their oracular burden isn’t tied to the portfolio of a specific deity. Instead their faith in the divine order of the universe manifests as prophetic vision. This blessing is intertwined with a curse. All oracles and prophets labor under an affliction that debilitates them physically in some way even as it empowers them spiritually.


Punishment Domain

The wicked and sinful must pay for their crimes against your faith, and your deity is one that tolerates no wrongdoing. Gods of law, order, justice, knowledge, war, despair and vengeance such as Zeus, Nemesis, Osiris, Anubis, Torm, and many others may all have punishment as one of their domains. Clerics of this domain are sometimes known as inquisitors, but all are resolute in their hunt for apostates, heathens, fiends and heretics.


Retribution Domain

Vengeance is a noble cause to the gods who hold retribution as one of their domains, and seeking to strike back against those who disturb the peace and tranquility of the world is a righteous goal indeed. Gods of war and peace, justice and balance, judgement and wrath could all hold retribution as a domain. Their worshippers hunt those who harm others, strike back against the wicked, and hold grudges till their dying day.

Revelry Domain

The gods of revelry rule over celebrations, festivals, wakes, and passionate congregations of almost any kind. They include gods of wine or alcohol, ritual madness, love, fertility, life, and many others. They're patrons of entertainers, those who engage in debauchery, and hosts of parties. Clerics of this domain are popular at festivals and perform many ceremonies in the hopes of bringing joy and mirth to the world. They spread the minor madness of their Gods to assist their allies, distracting foes with the divine music of their mandate that fills their every jaunty step.


Sacrifice Domain

The gods of sacrifice are apocalypses waiting to happen, requiring constant tributes of the highest caliber in order to be appeased. Clerics of these dieties search for worthy creatures to sacrifice in the name of these gods, believing there is no higher honor than to die so that the world to continue existing. For these clerics, divination is essential before taking any action. They use the practice to learn about upcoming natural events, predict battle outcomes, and ask for retibution against enemies


Scorn Domain

While some gods are friendly, hopeful, and generous, others show disdain and disgust at the pitiful wretchedness that they survey. Momus, of the Greek pantheon, was thrown from the heavens for mocking the other gods, while deities of other pantheons that rule over strife, war, chaos, law, and conflict of any kind could potentially include scorn as one of their domains. Often, these gods are vengeful and petty, willing to grant power to mortals that please them in exchange for unwavering service and loyalty. Followers of these gods lead armies and theocracies with an iron fist, seek to tear down the temples of false gods, or desire terrible revenge for a perceived slight to their esteemed personage.

Seismic Domain

The seismic domain is rooted in the natural forces of the earth, such earthquakes, fault lines, or volcanoes. Deities of this domain usually hold dominion over aspects of the earth or the elemental plane of earth, such as Urogalan, Grumbar, or Segojan Earthcaller. Their followers hold strong as the earth itself and control the power of seismic forces to protect the earth.


Sky Domain

The gods that govern the sky are held in high regard by many religions. Deities of the sky include Zeus and Tyr, among various others. Followers of these deities often travel far to sate their wanderlust and feel the beauty of the open sky


Spirits Domain

Though there are gods who oversee spirits, clerics of the Spirits domain often do not focus their attention on any one god. Instead, they revere the many spirits that inhabit the world, which take many forms. Spirits of the natural world, the spirits of the dead, spirits of ancestors long past, and a host of other varieties of spiritual entities. Clerics of this domain respect these spirits, and seek to cooperate and honor them, or in the case of restless or evil spirits, to put them to rest.


Stone Domain

Gods of the Stone Domain represent hills, mountains, and sometimes even the world itself. Tarsellis Meunniduin, Segojan Earthcaller, Urogalan, Dunatis, and Skadi are all examples of gods who can lay claim to the stone domain. Other stone domain gods are those focused on mining, stone carving, and gemstones. Examples of such gods are Ulaa, Dumathoin, Callarduran Smoothhands, and Kurtulmak. Clerics of the stone domain are as durable as the mountains their gods represent, capable of withstanding blows that would leave many reeling. In battle, they can command the very earth under their feet, manipulating the shape and terrain of the battlefield to their liking.  


Story Domain

Either from teacher to student, speaker to audience, parent to child, or friend to friend, stories are what people tell one another to convey what nothing else ever could. These clerics value stories above all else, investing themselves as deeply as possible in all means of history and fiction, heroes and villains, legends and tales, and any other sort of narrative, absorbing their most critical and culturally important themes to better themselves and those who they choose to share their stories with.


Tempest Domain

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 some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics 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.


Thievery Domain

Many thieves find themselves praying for a long and fruitful career at some point in their life of burglary. Some go further, practicing prayer as much as pilferage. These priests devote themselves to the gods of thievery, channeling their god to filch things mortals cannot.


Time Domain

Chronos, Cyndor, Pelor. These are just three of the gods of the realms who preside over one of the most arcane and fascinate domains, that of time. The ability to look backwards to an endless path, and ahead to an infinite future, to travel freely down the river of time, these abilities have been sought after by scholars for eons. Clerics of the time domain emphasize the progression and inevitability of time. That pain will fade, that history will come and go. Often these clerics will try to make sure that they are there at pivotal moments in history in order to allow their gods a conduit to observe the event. These gods in turn grant their devotees the powers to go forwards, backwards, and even eventually to stop time.

Travel Domain

The worlds of the multiverse are vast places connected by networks of roads, trade routes, and teleportation circles. These networks allow for the flow of goods, information, and culture between distant parts of the world. Good clerics of this domain believe that this flow improves the lives of all. Evil clerics know that whoever controls this network controls what people know, what they can obtain, and the relationships between far-flung regional powers.


Trickery Domain

Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — 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 clerics 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.  

Twilight Domain

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.

Valour Domain

Valour is shown when bravery is observed and heroic acts are made in the face of evil and certain death. Clerics of the valour domain embody this ideology, protecting their allies in the heat of battle and bolstering their resolve against the strongest of adversaries. They hold courage and resilience as their strongest values, always determined to continue when the path seems dark.   Gods of valour include the archangel's Rykiel, Sariel, and Varia, and the Archdemon of Casaldius. These are usually beings who hold firm to their beliefs of protection, honour, integrity, and hold their own values in high regard. Valour domain deities believe in the power of courage and bravery no matter the situation.


Void Domain

The Void consists of all the dark and forgotten places deep within the transitive planes. Deities who lay claim over the Void and its secrets - including Sardior, the Raven Queen, Ghaunadaur, Shar, Selûne, and Hecate — are few and far between. Clerics of the Void often serve the very essence of the transitive planes; however, some clerics are unknowingly granted powers from mysterious entities forgotten by time. The Void is suffused with chaos: reality shifts and twists, madness lurks within, and gravity provides no bearing. As such, clerics of the Void tend to have sound, analytical minds and an unquenchable thirst for discovery. Clerics of this domain may seek to uncover hidden secrets, explore uncharted territories, or manipulate gravity and reality itself.


Wanderlust Domain

The gods of wanderlust encourage their faithful to see as much of the world as possible, savoring everything life has to offer: good or bad, pleasant or painful, love or hardship, loss or gain, the clerics of the gods of wanderlust know no boundaries, and constantly seek new lands, new experiences and forgotten knowledge to dedicate to their god.


War Domain

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 clerics 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 (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.


Witchcraft Domain

Not all gods of magic are pure and devoted only to the arcane arts. Hecate, Hel, Circe, Ereshkigal, Nerull, Vecna, Afflux, Doresain, Incabulos, Lolth, Asmodeous, and other entities of terrible and unearthly power may hold sway over the domain of witchcraft and other dark magic. Followers of these powers are not always evil, but often use more wicked methods than most would find palatable. While some act with generous intent and seek to destroy greater or opposing evils, they are rare by comparison. Clerics of this domain are often known as witches, holding power over the arcane powers and natural world alike. Those who are called by their deities to act often are found seeking lost artifacts, performing rites and rituals, causing and curing plague, and summoning creatures of accursed power.


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