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{{Class
 
{{Class
|image = [[Image:4e cleric.jpg|220px]]
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|image = <tabber>
  +
5e = [[File:Cleric PHB5e.jpg|250px|A dwarven cleric]]|-|
|caption = A [[human]] cleric
 
  +
4e = [[Image:4e cleric.jpg|200px|A human cleric]]|-|
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3e = [[File:Cleric Jozan PHB3e.jpg|250px|A human cleric]]|-|
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2e = [[File:Priest Esta-Starchild PGttFR.png|An elven cleric]]|-|
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1e = [[File:Clerics PHB1e.png|Human clerics]]</tabber>
 
|name = Cleric
 
|name = Cleric
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|powers = [[Divine magic|Divine]]
 
|region =
 
|region =
 
|alignment = {{Alignment grid|on|on|on|on|on|on|on|on|on}}
 
|alignment = {{Alignment grid|on|on|on|on|on|on|on|on|on}}
 
|used-by =
 
|used-by =
  +
|variants = [[Cleric#Domain specialization|Domain specialist]]s, [[battle cleric]]s, [[devoted cleric]]s, [[shielding cleric]]s
 
|levels =
 
|levels =
 
}}
 
}}
A '''cleric''' is a divine servant of one or more [[deity|gods]], serving them with martial might and [[divine magic]] fueled by their own strength of faith.<ref name="PHB5e-p56">{{Cite book/Player's Handbook 5th edition|56}}</ref> As agents of a divine authority, clerics are empowered both by ritual training<ref name="PHB4e-p54">{{Cite book/Player's Handbook 4th edition|54}}</ref> and their god's particular favor. Relatively rare, clerics inspired both reverence and terror, depending on their aims and who they serve.<ref name="PHB5e-p56">{{Cite book/Player's Handbook 5th edition|56}}</ref>
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A '''cleric''' was a divine servant of one or more [[deity|gods]], serving them with martial might and [[divine magic]] fueled by their own strength of faith.<ref name="PHB5e-p56">{{Cite book/Player's Handbook 5th edition|56}}</ref> As agents of a divine authority, clerics were empowered both by ritual training<ref name="PHB4e-p54">{{Cite book/Player's Handbook 4th edition|54}}</ref> and their god's particular favor. Relatively rare, clerics inspired both reverence and terror, depending on their aims and who they serve.<ref name="PHB5e-p56">{{Cite book/Player's Handbook 5th edition|56}}</ref>
   
Perhaps the best known — and most infamous — cleric on [[Toril]] was [[Fzoul Chembryl]] before his ascension to [[exarch|god]]hood. Other well-known clerics are [[Cadderly Bonaduce]], a [[Chosen]] of [[Deneir]], and [[Qilue Veladorn]], one of the [[Seven Sisters]] and a cleric of [[Eilistraee]].
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Perhaps the best known — and most infamous — cleric on [[Toril]] was [[Fzoul Chembryl]] before his ascension to [[exarch|god]]hood. Other well-known clerics were [[Cadderly Bonaduce]], a [[Chosen]] of [[Deneir]], and [[Qilue Veladorn]], one of the [[Seven Sisters]] and a cleric of [[Eilistraee]].
   
 
==Culture==
 
==Culture==
   
Religion is deeply important to the majority of people on Toril, who feel that the gods are a very real and active presence in their lives, something that is not very far from the truth. For this reason, serving the gods is something that most people do as just a regular part of their lives.<ref name="FRCS3e-p22-23">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|22-23}}</ref> Clerics are elite agents of gods, empowered beyond the capabilities of regular [[priest]]s<ref name="PHB5e-p56">{{Cite book/Player's Handbook 5th edition|56}}</ref> and sworn to follow and obey the tenets of their religion in ways that the average mortal cannot.<ref name="PHB4e-p61-62">{{Cite book/Player's Handbook 4th edition|61-62}}</ref> Some clerics serve [[primordial]]s or even [[fiend]]s, offering foul sacrifices in exchange for a portion of the fiend's might,<ref name="F&P-p6">{{Cite book/Faiths and Pantheons|6}}</ref><ref name="FRCG-p78-79">{{Cite book/Forgotten Realms Campaign Guide|78-79}}</ref> but the majority remain servants of the truly divine. Clerics must be close to the alignment of their patron, usually within one step of the deity's alignment or less.<ref name="PHB4e-p62">{{Cite book/Player's Handbook 4th edition|62}}</ref>
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Religion was deeply important to the majority of people on Toril, who felt that the gods were a very real and active presence in their lives, something that was not very far from the truth. For this reason, serving the gods was something that most people did as just a regular part of their lives.<ref name="FRCS3e-p22-23">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|22-23}}</ref> Clerics were elite agents of gods, empowered beyond the capabilities of regular priests<ref name="PHB5e-p56">{{Cite book/Player's Handbook 5th edition|56}}</ref> and sworn to follow and obey the tenets of their religion in ways that the average mortal couldn't.<ref name="PHB4e-p61-62">{{Cite book/Player's Handbook 4th edition|61-62}}</ref> Some clerics served [[primordial]]s or even [[fiend]]s, offering foul sacrifices in exchange for a portion of the fiend's might,<ref name="F&P-p6">{{Cite book/Faiths and Pantheons|6}}</ref><ref name="FRCG-p78-79">{{Cite book/Forgotten Realms Campaign Guide|78-79}}</ref> but the majority remained servants of the truly divine. Clerics had to be close to the alignment of their patron, usually within one step of the deity's alignment or less.<ref name="PHB4e-p62">{{Cite book/Player's Handbook 4th edition|62}}</ref>
   
Gods are as varying as people and, as a result, so are their divine agents, such as clerics, who might be good or evil, lawful or chaotic, dependent on who they worship and why. Good clerics heal and protect, helping those in need while evil clerics terrorize and destroy, increasing the power of their deity and themselves. Generally, non-evil clerics are more common, since good or neutral deities tend to attract more worshipers than evil ones do. However, some evil gods, such as [[Bane]], are popular in their own right, with a large legion of followers and clerics willing to do their bidding. Similarly, though many clerics belong to orderly and structured churches, chaotic gods have clerical servants as well.<ref name="PHB3e-p29">{{Cite book/Player's Handbook 3rd edition|29}}</ref>
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Gods were as varying as people and, as a result, so were their divine agents, such as clerics, who might be good or evil, lawful or chaotic, dependent on who they worshiped and why. Good clerics healed and protected, helping those in need while evil clerics terrorized and destroyed, increasing the power of their deity and themselves. Generally, non-evil clerics were more common, since good or neutral deities tended to attract more worshipers than evil ones did. However, some evil gods, such as [[Bane]], were popular in their own right, with a large legion of followers and clerics willing to do their bidding. Similarly, though many clerics belonged to orderly and structured churches, chaotic gods had clerical servants as well.<ref name="PHB3e-p29">{{Cite book/Player's Handbook 3rd edition|29}}</ref>
   
Relatively few priests become wandering clerics, leaving for adventure only if they feel compelled to do so for their god,<ref name="PHB5e-p56-57">{{Cite book/Player's Handbook 5th edition|56-57}}</ref> perhaps out of a desire to spread their deity's works or by order of their superiors and the church hierarchy. A few clerics take on the adventuring lifestyle for more mundane reasons.<ref name="PHB3e-p29">{{Cite book/Player's Handbook 3rd edition|29}}</ref> Regardless of motivation, clerics are 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 put them on agreeable terms with other adventurers.<ref name="PHB3e-p30">{{Cite book/Player's Handbook 3rd edition|30}}</ref>The most active clerics are typically [[human]]s or [[dwarf|dwarves]], though [[half-elf|half-elven]], [[elf|elven]], and [[dragonborn]] clerics are also relatively common.<ref name="PHB4e-p61">{{Cite book/Player's Handbook 4th edition|61}}</ref>
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Relatively few priests became wandering clerics, leaving for adventure only if they felt compelled to do so for their god,<ref name="PHB5e-p56-57">{{Cite book/Player's Handbook 5th edition|56-57}}</ref> perhaps out of a desire to spread their deity's works or by order of their superiors and the church hierarchy. A few clerics took on the adventuring lifestyle for more mundane reasons.<ref name="PHB3e-p29">{{Cite book/Player's Handbook 3rd edition|29}}</ref> Regardless of motivation, clerics were highly valued companions, serving as healers and occasional leaders to their compatriots. Additionally, clerics may have been specialized in ways, based on the deity they worship, that put them on agreeable terms with other adventurers.<ref name="PHB3e-p30">{{Cite book/Player's Handbook 3rd edition|30}}</ref>The most active clerics were typically [[human]]s or [[dwarf|dwarves]], though [[half-elf|half-elven]], [[elf|elven]], and [[dragonborn]] clerics were also relatively common.<ref name="PHB4e-p61">{{Cite book/Player's Handbook 4th edition|61}}</ref>
   
 
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.<ref name="PHB5e-p57">{{Cite book/Player's Handbook 5th edition|57}}</ref> Churches are often, but not always, tied to a specific god and a few gods preside over more than one church at once, some of which war with one another over differing interpretations of their god's (or pantheon's) dogma.<ref name="PHB3e-p30">{{Cite book/Player's Handbook 3rd edition|30}}</ref>
 
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.<ref name="PHB5e-p57">{{Cite book/Player's Handbook 5th edition|57}}</ref> Churches are often, but not always, tied to a specific god and a few gods preside over more than one church at once, some of which war with one another over differing interpretations of their god's (or pantheon's) dogma.<ref name="PHB3e-p30">{{Cite book/Player's Handbook 3rd edition|30}}</ref>
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==Abilities==
 
==Abilities==
   
Clerics commonly use [[light armor|light]] or [[medium armor]], [[shield]]s, simple weapons, and [[divine magic]] as their chief tools while adventuring.<ref name="PHB5e-p57">{{Cite book/Player's Handbook 5th edition|57}}</ref> Many clerics are also skilled in the use of [[heavy armor]].<ref name="PHB3e-p31">{{Cite book/Player's Handbook 3rd edition|31}}</ref> Clerics augment these [[spell]]s, also known as ''prayers'',<ref name="PHB4e-p62">{{Cite book/Player's Handbook 4th edition|62}}</ref> through [[holy symbol]]s of their deity that they wear or carry with them.<ref name="PHB5e-p58">{{Cite book/Player's Handbook 5th edition|58}}</ref> Clerics are also experts in casting [[ritual]]s, enhanced spells that require an incredible amount of time and preparation to use but which often have dramatic effects.<ref name="PHB5e-p58">{{Cite book/Player's Handbook 5th edition|58}}</ref> Others might instead choose to be trained in preparing [[alchemy|alchemical]] recipes.<ref name="AV-p21">{{Cite book/Adventurer's Vault|21}}</ref>
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Clerics commonly used [[light armor|light]] or [[medium armor]], [[shield]]s, simple weapons, and [[divine magic]] as their chief tools while adventuring.<ref name="PHB5e-p57">{{Cite book/Player's Handbook 5th edition|57}}</ref> Many clerics were also skilled in the use of [[heavy armor]].<ref name="PHB3e-p31">{{Cite book/Player's Handbook 3rd edition|31}}</ref> Clerics augmented these [[spell]]s, also known as "prayers,"<ref name="PHB4e-p62">{{Cite book/Player's Handbook 4th edition|62}}</ref> through [[holy symbol]]s of their deity that they wore or carried with them.<ref name="PHB5e-p58">{{Cite book/Player's Handbook 5th edition|58}}</ref> Clerics were also experts in casting [[ritual]]s, enhanced spells that require an incredible amount of time and preparation to use but which often had dramatic effects.<ref name="PHB5e-p58">{{Cite book/Player's Handbook 5th edition|58}}</ref> Others might instead choose to be trained in preparing [[alchemy|alchemical]] recipes.<ref name="AV-p21">{{Cite book/Adventurer's Vault|21}}</ref>
   
Clerics can also learn to directly access the power of their deity through their body in a prayer known as ''[[Channel Divinity]]''.<ref name="PHB5e-p58-59">{{Cite book/Player's Handbook 5th edition|58-59}}</ref> This power may manifest it in several ways, the most common which being the ability to [[turn undead]], repelling or even destroying the [[undead]].<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|58-59}}</ref> A few clerics learn instead to control the undead, particularly those of an evil nature.<ref name="PHB3e-p31">{{Cite book/Player's Handbook 3rd edition|31}}</ref> A cleric may also gain an individual variant of ''Channel Divinity'' based on their [[divine domain|domain]] specialization<ref name="PHB5e-p58">{{Cite book/Player's Handbook 5th edition|58}}</ref> or the nature of deity they worship.<ref name="PHB4e-p193-199">{{Cite book/Player's Handbook 4th edition|193-199}}</ref> Clerics of [[Mielikki]] and [[Shar]], for example, having access to a wildly different variant of ''Channel Divinity''.<ref name="FRPG-p132-137">{{Cite book/Forgotten Realms Player's Guide|132-137}}</ref>
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Clerics could also learn to directly access the power of their deity through their body in an ability known as [[Channel Divinity]].<ref name="PHB5e-p58-59">{{Cite book/Player's Handbook 5th edition|58-59}}</ref> This power manifested it in several ways, the most common of which was the ability to [[turn undead]], repelling or even destroying the [[undead]].<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|58-59}}</ref> A few clerics learned instead to control the undead, particularly those of an evil nature.<ref name="PHB3e-p31">{{Cite book/Player's Handbook 3rd edition|31}}</ref> A cleric might have also gained an individual variant of Channel Divinity based on their [[divine domain|domain]] specialization<ref name="PHB5e-p58">{{Cite book/Player's Handbook 5th edition|58}}</ref> or the nature of deity they worshiped.<ref name="PHB4e-p193-199">{{Cite book/Player's Handbook 4th edition|193-199}}</ref> Clerics of [[Mielikki]] and [[Sune]], for example, had access to wildly different variants of Channel Divinity.<ref name="FRPG-p132-137">{{Cite book/Forgotten Realms Player's Guide|132-137}}</ref>
   
Sufficiently experienced clerics can even invoke their deity's intervention directly, without using ''Channel Divinity''. If successfully petitioned, the deity's aid may come in one of several forms, from a spell to something more unusual. Such calls for aid, however, are difficult to make and the gods are disinclined to respond much more than once a [[tenday]].<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref>
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Sufficiently experienced clerics could even invoke their deity's intervention directly, without using Channel Divinity. If successfully petitioned, the deity's aid could come in one of several forms, from a spell to something more unusual. Such calls for aid, however, were difficult to make and the gods were disinclined to respond much more often than once a [[tenday]].<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref>
   
Clerics are powerful healers thanks to special training and the blessings of their gods, both of which increase the potency of the curative prayers available to them. Many clerics are capable of casting the ''[[healing word]]'' prayer, while more experienced clerics are often capable of much more.<ref name="PHB4e-p61-72">{{Cite book/Player's Handbook 4th edition|61-72}}</ref> Some clerics are also trained in transforming other prayers into powers of healing or, if the cleric worships a non-good god, into spells of [[necromancy|necrotic]] power.{{fact}}
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Clerics were powerful healers thanks to special training and the blessings of their gods, both of which increased the potency of the curative prayers available to them. Many clerics were capable of casting the ''[[healing word]]'' prayer, while more experienced clerics were often capable of much more.<ref name="PHB4e-p61-72">{{Cite book/Player's Handbook 4th edition|61-72}}</ref> Some clerics were also trained in transforming other prayers into powers of healing or, if the cleric worshiped a non-good god, into spells of [[necromancy|necrotic]] power.{{fact}}
   
Some clerics have additional abilities less common among their compatriots. Several clerics have learned, in addition to the ''[[gentle repose]]'' ritual known to many of them, the ritual of ''[[Simbul's conversion]]'', which allows a cleric to convert their prayers into healing energy. A fewer number of clerics, generally evil in alignment, have learned instead to convert this stored energy into [[Negative Energy plane|negative energy]] for the purpose of harming enemies.<ref name="PHB3e-p32">{{Cite book/Player's Handbook 3rd edition|32}}</ref>
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Some clerics had additional abilities less common among their compatriots. Several clerics learned, in addition to the ''[[gentle repose]]'' ritual known to many of them, the ritual of ''[[Simbul's conversion]]'', which allowed a cleric to convert their prayers into healing energy. A fewer number of clerics, generally evil in alignment, learned instead to convert this stored energy into [[negative energy]] for the purpose of harming enemies.<ref name="PHB3e-p32">{{Cite book/Player's Handbook 3rd edition|32}}</ref>
   
Many clerics are also fluent in [[Supernal]] or [[Abyssal language|Abyssal]] and their related dialects.<ref name="PHB3e-p32">{{Cite book/Player's Handbook 3rd edition|32}}</ref>
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Many clerics were also fluent in [[Supernal]] or [[Abyssal language|Abyssal]] and their related dialects.<ref name="PHB3e-p32">{{Cite book/Player's Handbook 3rd edition|32}}</ref>
   
 
==Domain specialization==
 
==Domain specialization==
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{{main|Divine domain}}
 
{{main|Divine domain}}
   
In addition to the abilities common to all clerics, clerics also access a number of powers through aspects of their god's portfolio known as [[divine domain]]s. At the beginning of their career, a cleric chooses one<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref> - or occasionally two<ref name="PHB3e-p31-32">{{Cite book/Player's Handbook 3rd edition|31-32}}</ref> - of the domains associated with their patron deity, giving them access to a number of unique prayers and abilities. These domains allow clerics to prepare [[:Category:Spells by domain|domain prayers]] each day from a list particular to that domain, in addition to their more general prayers.<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref>
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In addition to the abilities common to all clerics, clerics also could access a number of powers through aspects of their god's portfolio known as [[divine domain]]s. At the beginning of their career, a cleric chose one<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref> - or occasionally two<ref name="PHB3e-p31-32">{{Cite book/Player's Handbook 3rd edition|31-32}}</ref> - of the domains associated with their patron deity, giving them access to a number of unique prayers and abilities. These domains allowed clerics to prepare [[:Category:Spells by domain|domain prayers]] each day from a list particular to that domain, in addition to their more general prayers.<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref>
   
Each domain also has a number of other benefits associated with it. For example, the [[Tempest domain]] allows its clerics to return an enemy attack with thunderous or electrical power. increase their strength for one round per day by a number equal to their cleric level.<ref name="PHB5e-p62">{{Cite book/Player's Handbook 5th edition|62}}</ref> Similarly, the [[Life domain]] makes clerics more adept at casting healing prayers.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref>
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Each domain also had a number of other benefits associated with it. For example, the [[Tempest domain]] allowed its clerics to return an enemy attack with thunderous or electrical power.<ref name="PHB5e-p62">{{Cite book/Player's Handbook 5th edition|62}}</ref> Similarly, the [[Life domain]] made clerics more adept at casting healing prayers.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref>
   
While not every cleric specializes in a particular domain, most do.<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref> Some of the most commonly accessed domains are listed below.
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While not every cleric specialized in a particular domain, most did.<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref> Some of the most commonly accessed domains are listed below.
   
 
===Knowledge domain===
 
===Knowledge domain===
 
{{main|Knowledge domain}}
 
{{main|Knowledge domain}}
   
Used commonly by worshipers of scholarly deities such [[Oghma]]<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref> or [[Mystra (Midnight)|Mystra]]<ref name="PHB5e-p294">{{Cite book/Player's Handbook 5th edition|294}}</ref>, the Knowledge domain attracts those who believe learning is an end unto itself. 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. Other gods, like [[Gond]], are more interested in the practical application of knowledge, rather than its research and discovery.<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref>
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Used commonly by worshipers of scholarly deities such [[Oghma]]<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref> or [[Mystra (Midnight)|Mystra]]<ref name="PHB5e-p294">{{Cite book/Player's Handbook 5th edition|294}}</ref>, the [[Knowledge domain]] attracted those who believed learning was an end unto itself. Some deities presiding over the Knowledge domain were secretive and jealously guarded what they and their followers knew, while others promoted the spread of knowledge through the construction of libraries and universities. Other gods, like [[Gond]], were more interested in the practical application of knowledge, rather than its research and discovery.<ref name="PHB5e-p59">{{Cite book/Player's Handbook 5th edition|59}}</ref>
   
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, to discover the details of its recent past.<ref name="PHB5e-p59-60">{{Cite book/Player's Handbook 5th edition|59-60}}</ref>
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Clerics adhering to the Knowledge domain gained a number of abilities from their training. Some of these new skills were relatively mundane, such as learning another language or two. Others were considerably more powerful though, such as the ability to mentally "read" an object - to discover the details of its recent past.<ref name="PHB5e-p59-60">{{Cite book/Player's Handbook 5th edition|59-60}}</ref>
   
 
===Life domain===
 
===Life domain===
 
{{main|Life domain}}
 
{{main|Life domain}}
   
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 such as [[Chauntea]] to the sun god [[Lathander]] to deities of healing like [[Ilmater]]. The Life domain, which encompasses both healing and radiant-powered prayers, is fueled by the power of [[positive energy]], found in the [[Positive Energy Plane]]. As a general rule, non-evil deities prefer this domain to evil ones.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref>
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The favorite of healers or those active in the fight against undeath, the Life domain was presided over by a number of diverse powers, from agricultural deities such as [[Chauntea]] to the sun god [[Lathander]] to deities of healing like [[Ilmater]]. The Life domain, which encompassed both healing and radiant-powered prayers, was fueled by the power of [[positive energy]], found in the [[Positive Energy Plane]]. As a general rule, non-evil deities preferred this domain to evil ones.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref>
   
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 ''Channel 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 from the Positive Energy Plane.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref>
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The Life domain provided a number of unique abilities to its practitioners, encompassing both manifestations of positive energy. Among the healing abilities gained by Life domain clerics was the ''[[preserve life]]'' ability, a form of Channel Divinity that allowed the caster to restore a severely wounded creature up to roughly half of its peak potential. In addition, experienced Life domain clerics obtained the ability to infuse their weapons with radiant energy drawn from the Positive Energy Plane.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref>
   
 
===Light domain===
 
===Light domain===
 
{{main|Light domain}}
 
{{main|Light domain}}
   
Gods of light such as [[Helm]] or [[Lathander]] preside over this domain, which represents ideals such as renewal, truth, vigilance, and beauty.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref> Some Light domain gods like [[Milil]]<ref name="PHB5e-p294">{{Cite book/Player's Handbook 5th edition|294}}</ref> are patrons of the arts, while others, such as [[Helm]] are stalwarts of duty, devoted to the expulsion of lies and the banishment of darkness.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref> The Light domain is generally favored by non-evil deities.<ref name="PHB5e-p294">{{Cite book/Player's Handbook 5th edition|294}}</ref>
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Gods of light such as [[Helm]] or [[Lathander]] presided over this domain, which represented ideals such as renewal, truth, vigilance, and beauty.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref> Some [[Light domain]] gods like [[Milil]]<ref name="PHB5e-p294">{{Cite book/Player's Handbook 5th edition|294}}</ref> were patrons of the arts, while others, such as [[Helm]] were stalwarts of duty, devoted to the expulsion of lies and the banishment of darkness.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref> The Light domain was generally favored by non-evil deities.<ref name="PHB5e-p294">{{Cite book/Player's Handbook 5th edition|294}}</ref>
   
The abilities of Light domain clerics are 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 lasts for up to a minute, shining into a space of up to 90 feet in radius as well as enhancing any spells cast in the area using fire or radiant power.<ref name="PHB5e-p60">{{Cite book/Player's Handbook 5th edition|60}}</ref>
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The abilities of Light domain clerics were generally light or fire-flavored. Among the most basic of these skills gathered was the ''[[light]]'' [[cantrip]]. Additionally, extremely experienced clerics specializing in the Light domain could generate an aura of bright light that lasted for up to a minute, shining into a space of up to 90 feet in radius as well as enhancing any spells cast in the area using fire or radiant power.<ref name="PHB5e-p61">{{Cite book/Player's Handbook 5th edition|61}}</ref>
   
==Cleric variants==
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===Nature domain===
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{{main|Nature domain}}
  +
  +
While many priests who served nature deities like [[Silvanus]] or [[Eldath]] are [[druid]]s, clerics were also numbered among their servants. Many clerics who did venerate the gods of the wilderness made use of the [[Nature domain]], which granted them some semblance of control over wild animals and plants alike. Whereas their druid compatriots were secretive and reclusive by inclination, clerics in the service of nature took a more active role, championing the cause of their gods by hunting evil monsters, blessing harvests, or bringing a famine upon their enemies.<ref name="PHB5e-p61">{{Cite book/Player's Handbook 5th edition|61}}</ref>
  +
  +
Clerics specializing in the Nature domain had a number of abilities to claim as their own. One such ability was 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 could learn even to control such creatures, commanding them to do as they wish.<ref name="PHB5e-p62">{{Cite book/Player's Handbook 5th edition|62}}</ref>
  +
  +
===Tempest domain===
  +
{{main|Tempest domain}}
  +
  +
The Tempest domain was the abode of a diverse array of gods, from storm gods like [[Talos]] to ocean gods like [[Umberlee]]. What all of these gods held in common was a violent temperament and a penchant for inspiring fear. Clerics who served these gods were much the same, wielding their powers to strike terror into the faithful, either to force the wicked back to righteousness or in order to compel ritual offerings in exchange for safety.<ref name="PHB5e-p62">{{Cite book/Player's Handbook 5th edition|62}}</ref>
  +
  +
The abilities granted by Tempest domain deities to their clerics were destructive by their very nature. One such boon was the ''[[destructive wrath]]'' variation of Channel Divinity, which increased the deadliness of electrical or sonic attacks cast by the cleric. In addition to such deadly powers, the most experienced Tempest domain clerics were also capable of flying, so long as they were neither indoors or underground.<ref name="PHB5e-p62">{{Cite book/Player's Handbook 5th edition|62}}</ref>
  +
  +
===Trickery domain===
  +
{{main|Trickery domain}}
  +
  +
Not all clerics were inclined to seriousness or self-righteous zeal. The clerics who served gods of the [[Trickery domain]] - a lot which includes [[Tymora]], [[Beshaba]], and [[Garl Glittergold]] - were mischievous troublemakers by their very nature, more akin to a [[rogue]] than a [[paladin]] by temperament. Clerics of this domain mocked the powerful and defied tradition, disrupting "polite society" wherever they went. Some were freedom-fighters, some were criminals, and others were just pranksters. Whatever their specific method, these clerics preferred to challenge, rather than accept, the conventional order of things.<ref name="PHB5e-p62-63">{{Cite book/Player's Handbook 5th edition|62-63}}</ref>
  +
  +
Because Trickery domain clerics were more inclined to deception and misdirection than direct conflict, their abilities similarly diverged from some of the more martial characteristics of other priests. For example, many of the spells wielded by such clerics were [[illusion]]s or [[enchantment]]s, rather than direct attacks. Likewise, Trickery domain clerics could use a form of Channel Divinity known as ''[[invoke duplicity]]'', which allowed them to create one or more phantasmal copies of themselves, for the purpose of distraction or remote spellcasting.<ref name="PHB5e-p63">{{Cite book/Player's Handbook 5th edition|63}}</ref>
  +
  +
===War domain===
  +
{{main|War domain}}
  +
  +
War was a common part of mortal life and so it should come as little surprise that there were many clerics who devoted themselves to the gods of war. The nature of such gods varied somewhat, from champions of honor like [[Torm]] to pillars of destruction like [[Gruumsh]], but they all held in common an interest in the act of fighting, watching over those in battle who offered them tribute. Clerics specializing in the [[War domain]] served these deities.<ref name="PHB5e-p63">{{Cite book/Player's Handbook 5th edition|63}}</ref>
  +
  +
As might be expected, the abilities of War domain clerics enhanced such priests' ability to fight on the front-line. Early on, War domain clerics were 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 could also use ''[[guided strike]]'', a variant of Channel Divinity that allowed them to attack with foes with an uncanny degree of precision.<ref name="PHB5e-p63">{{Cite book/Player's Handbook 5th edition|63}}</ref>
  +
  +
==Cleric variants (4th Edition)==
 
[[File:Shielding cleric - Layne Johnson.png|thumb|left|148px|''A shielding cleric.'']]
 
[[File:Shielding cleric - Layne Johnson.png|thumb|left|148px|''A shielding cleric.'']]
   
In addition to (or instead of) specializing a domain, several clerics specialize to some small degree by focusing their training in a certain way. These different forms of cleric training often determine the specific abilities and approaches taken towards clerics in their careers. Most clerics belong to one of the following practices.
+
In addition to (or instead of) specializing in a domain, several clerics differentiated themselves to some small degree by focusing their training in a certain way. These different forms of cleric training often determined the specific abilities and approaches taken by clerics in their careers. Most clerics belonged to one of the following practices.
   
 
===Battle cleric===
 
===Battle cleric===
   
Instead of focusing simply on their role as healers and inspirational icons of their deity, battle clerics prefer to get into the thick of a fight, leading the charge of the faithful. These clerics are almost always physically well-built, building their muscles and fortitude to make them effective melee combatants in their god's service. These clerics still put an emphasis on strong judgment and awareness of both others and oneself, but this is de-emphasized in favor of physical power, as is leadership ability and strength of personality.<ref name="PHB4e-p61">{{Cite book/Player's Handbook 4th edition|61}}</ref>
+
Instead of focusing simply on their role as healers and inspirational icons of their deity, battle clerics preferred to get into the thick of a fight, leading the charge of the faithful. These clerics were almost always physically well-built, building their muscles and fortitude to make them effective melee combatants in their god's service. These clerics still put an emphasis on strong judgment and awareness of both others and oneself, but an additional priority was put on physical power, as was leadership ability and strength of personality.<ref name="PHB4e-p61">{{Cite book/Player's Handbook 4th edition|61}}</ref>
   
 
===Devoted cleric===
 
===Devoted cleric===
   
Devoted clerics take the opposite philosophy of battle clerics and put all of their efforts into becoming the very best ministers of the faithful that their god has to offer. Wholeheartedly loyal to their god and his or her followers, devoted clerics train primarily in prayers that enable or heal their allies. For this reason, devoted clerics feel that wisdom and charisma are of far greater importance than physical strength, though they do not wholly abandon its fruition.<ref name="PHB4e-p61">{{Cite book/Player's Handbook 4th edition|61}}</ref>
+
Devoted clerics took the opposite philosophy of battle clerics and put all of their efforts into becoming the very best ministers of the faithful that their god had to offer. Wholeheartedly loyal to their god and his or her followers, devoted clerics trained primarily in prayers that enabled or healed their allies. For this reason, devoted clerics felt that wisdom and charisma were of far greater importance than physical strength, though they did not wholly abandon its usage.<ref name="PHB4e-p61">{{Cite book/Player's Handbook 4th edition|61}}</ref>
   
 
===Shielding cleric===
 
===Shielding cleric===
   
Shielding clerics, like devoted clerics, believe that it is more important to protect and shield allies rather than to fight directly. While other clerics often use prayers to both deal damage and inspire their allies, shielding clerics hang back, using their divine gifts to heal and protect others rather to deal attacks. When shielding clerics do strike, it is often from afar, rather than in a melee. For instance, unlike battle clerics and devoted clerics, shielding clerics don't have the ability to use the ''turn undead'' prayer. Instead, a shielding clerics channel their deities' divine power through the ''[[healer's mercy]]'' prayer. Shielding clerics also put a higher emphasis on wisdom and charisma than strength, similar to devoted clerics.<ref name="DP-p30">{{Cite book/Divine Power|30}}</ref>
+
Shielding clerics, like devoted clerics, believed that it was more important to protect and shield allies rather than to fight directly. While other clerics often used prayers to both deal damage and inspire their allies, shielding clerics hung back, using their divine gifts to heal and protect others rather to deal attacks. When shielding clerics did strike, it was often from afar, rather than in a melee. For instance, unlike battle clerics and devoted clerics, shielding clerics didn't have the ability to use the ''turn undead'' prayer. Instead, shielding clerics channeled their deities' divine power through the ''[[healer's mercy]]'' prayer. Shielding clerics also put a higher emphasis on wisdom and charisma than strength, similar to devoted clerics.<ref name="DP-p30">{{Cite book/Divine Power|30}}</ref>
   
==References==
+
==Appendix==
  +
===References===
 
{{refs}}
 
{{refs}}
   
 
==External Links==
 
==External Links==
  +
* {{EW}}
* [http://www.systemreferencedocuments.org/35/sovelior_sage/cleric.html SRD 3.5 Edition Cleric Class]
 
   
  +
===Connections===
 
{{Classes}}
 
{{Classes}}
 
{{Priests}}
 
{{Priests}}
 
 
[[de:Kleriker]]
 
[[de:Kleriker]]
[[Category:Clerics| ]]
 
 
[[Category:Classes]]
 
[[Category:Classes]]
 
[[Category:Divine spellcasters]]
 
[[Category:Divine spellcasters]]
[[Category:Priests]]
 

Revision as of 05:27, 25 October 2019

A cleric was a divine servant of one or more gods, serving them with martial might and divine magic fueled by their own strength of faith.[1] As agents of a divine authority, clerics were empowered both by ritual training[2] and their god's particular favor. Relatively rare, clerics inspired both reverence and terror, depending on their aims and who they serve.[1]

Perhaps the best known — and most infamous — cleric on Toril was Fzoul Chembryl before his ascension to godhood. Other well-known clerics were Cadderly Bonaduce, a Chosen of Deneir, and Qilue Veladorn, one of the Seven Sisters and a cleric of Eilistraee.

Culture

Religion was deeply important to the majority of people on Toril, who felt that the gods were a very real and active presence in their lives, something that was not very far from the truth. For this reason, serving the gods was something that most people did as just a regular part of their lives.[3] Clerics were elite agents of gods, empowered beyond the capabilities of regular priests[1] and sworn to follow and obey the tenets of their religion in ways that the average mortal couldn't.[4] Some clerics served primordials or even fiends, offering foul sacrifices in exchange for a portion of the fiend's might,[5][6] but the majority remained servants of the truly divine. Clerics had to be close to the alignment of their patron, usually within one step of the deity's alignment or less.[7]

Gods were as varying as people and, as a result, so were their divine agents, such as clerics, who might be good or evil, lawful or chaotic, dependent on who they worshiped and why. Good clerics healed and protected, helping those in need while evil clerics terrorized and destroyed, increasing the power of their deity and themselves. Generally, non-evil clerics were more common, since good or neutral deities tended to attract more worshipers than evil ones did. However, some evil gods, such as Bane, were popular in their own right, with a large legion of followers and clerics willing to do their bidding. Similarly, though many clerics belonged to orderly and structured churches, chaotic gods had clerical servants as well.[8]

Relatively few priests became wandering clerics, leaving for adventure only if they felt compelled to do so for their god,[9] perhaps out of a desire to spread their deity's works or by order of their superiors and the church hierarchy. A few clerics took on the adventuring lifestyle for more mundane reasons.[8] Regardless of motivation, clerics were highly valued companions, serving as healers and occasional leaders to their compatriots. Additionally, clerics may have been specialized in ways, based on the deity they worship, that put them on agreeable terms with other adventurers.[10]The most active clerics were typically humans or dwarves, though half-elven, elven, and dragonborn clerics were also relatively common.[11]

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.[12] Churches are often, but not always, tied to a specific god and a few gods preside over more than one church at once, some of which war with one another over differing interpretations of their god's (or pantheon's) dogma.[10]

Abilities

Clerics commonly used light or medium armor, shields, simple weapons, and divine magic as their chief tools while adventuring.[12] Many clerics were also skilled in the use of heavy armor.[13] Clerics augmented these spells, also known as "prayers,"[7] through holy symbols of their deity that they wore or carried with them.[14] Clerics were also experts in casting rituals, enhanced spells that require an incredible amount of time and preparation to use but which often had dramatic effects.[14] Others might instead choose to be trained in preparing alchemical recipes.[15]

Clerics could also learn to directly access the power of their deity through their body in an ability known as Channel Divinity.[16] This power manifested it in several ways, the most common of which was the ability to turn undead, repelling or even destroying the undead.[17] A few clerics learned instead to control the undead, particularly those of an evil nature.[13] A cleric might have also gained an individual variant of Channel Divinity based on their domain specialization[14] or the nature of deity they worshiped.[18] Clerics of Mielikki and Sune, for example, had access to wildly different variants of Channel Divinity.[19]

Sufficiently experienced clerics could even invoke their deity's intervention directly, without using Channel Divinity. If successfully petitioned, the deity's aid could come in one of several forms, from a spell to something more unusual. Such calls for aid, however, were difficult to make and the gods were disinclined to respond much more often than once a tenday.[17]

Clerics were powerful healers thanks to special training and the blessings of their gods, both of which increased the potency of the curative prayers available to them. Many clerics were capable of casting the healing word prayer, while more experienced clerics were often capable of much more.[20] Some clerics were also trained in transforming other prayers into powers of healing or, if the cleric worshiped a non-good god, into spells of necrotic power.[citation needed]

Some clerics had additional abilities less common among their compatriots. Several clerics learned, in addition to the gentle repose ritual known to many of them, the ritual of Simbul's conversion, which allowed a cleric to convert their prayers into healing energy. A fewer number of clerics, generally evil in alignment, learned instead to convert this stored energy into negative energy for the purpose of harming enemies.[21]

Many clerics were also fluent in Supernal or Abyssal and their related dialects.[21]

Domain specialization

Clerics

Clerics of Mystra, Bane, Selûne, Shar, Torm and Talos, each with differing traditions and abilities.

Main article: Divine domain

In addition to the abilities common to all clerics, clerics also could access a number of powers through aspects of their god's portfolio known as divine domains. At the beginning of their career, a cleric chose one[17] - or occasionally two[22] - of the domains associated with their patron deity, giving them access to a number of unique prayers and abilities. These domains allowed clerics to prepare domain prayers each day from a list particular to that domain, in addition to their more general prayers.[17]

Each domain also had a number of other benefits associated with it. For example, the Tempest domain allowed its clerics to return an enemy attack with thunderous or electrical power.[23] Similarly, the Life domain made clerics more adept at casting healing prayers.[24]

While not every cleric specialized in a particular domain, most did.[17] Some of the most commonly accessed domains are listed below.

Knowledge domain

Main article: Knowledge domain

Used commonly by worshipers of scholarly deities such Oghma[17] or Mystra[25], the Knowledge domain attracted those who believed learning was an end unto itself. Some deities presiding over the Knowledge domain were secretive and jealously guarded what they and their followers knew, while others promoted the spread of knowledge through the construction of libraries and universities. Other gods, like Gond, were more interested in the practical application of knowledge, rather than its research and discovery.[17]

Clerics adhering to the Knowledge domain gained a number of abilities from their training. Some of these new skills were relatively mundane, such as learning another language or two. Others were considerably more powerful though, such as the ability to mentally "read" an object - to discover the details of its recent past.[26]

Life domain

Main article: Life domain

The favorite of healers or those active in the fight against undeath, the Life domain was presided over by a number of diverse powers, from agricultural deities such as Chauntea to the sun god Lathander to deities of healing like Ilmater. The Life domain, which encompassed both healing and radiant-powered prayers, was fueled by the power of positive energy, found in the Positive Energy Plane. As a general rule, non-evil deities preferred this domain to evil ones.[24]

The Life domain provided a number of unique abilities to its practitioners, encompassing both manifestations of positive energy. Among the healing abilities gained by Life domain clerics was the preserve life ability, a form of Channel Divinity that allowed the caster to restore a severely wounded creature up to roughly half of its peak potential. In addition, experienced Life domain clerics obtained the ability to infuse their weapons with radiant energy drawn from the Positive Energy Plane.[24]

Light domain

Main article: Light domain

Gods of light such as Helm or Lathander presided over this domain, which represented ideals such as renewal, truth, vigilance, and beauty.[24] Some Light domain gods like Milil[25] were patrons of the arts, while others, such as Helm were stalwarts of duty, devoted to the expulsion of lies and the banishment of darkness.[24] The Light domain was generally favored by non-evil deities.[25]

The abilities of Light domain clerics were generally light or fire-flavored. Among the most basic of these skills gathered was the light cantrip. Additionally, extremely experienced clerics specializing in the Light domain could generate an aura of bright light that lasted for up to a minute, shining into a space of up to 90 feet in radius as well as enhancing any spells cast in the area using fire or radiant power.[27]

Nature domain

Main article: Nature domain

While many priests who served nature deities like Silvanus or Eldath are druids, clerics were also numbered among their servants. Many clerics who did venerate the gods of the wilderness made use of the Nature domain, which granted them some semblance of control over wild animals and plants alike. Whereas their druid compatriots were secretive and reclusive by inclination, clerics in the service of nature took a more active role, championing the cause of their gods by hunting evil monsters, blessing harvests, or bringing a famine upon their enemies.[27]

Clerics specializing in the Nature domain had a number of abilities to claim as their own. One such ability was 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 could learn even to control such creatures, commanding them to do as they wish.[23]

Tempest domain

Main article: Tempest domain

The Tempest domain was the abode of a diverse array of gods, from storm gods like Talos to ocean gods like Umberlee. What all of these gods held in common was a violent temperament and a penchant for inspiring fear. Clerics who served these gods were much the same, wielding their powers to strike terror into the faithful, either to force the wicked back to righteousness or in order to compel ritual offerings in exchange for safety.[23]

The abilities granted by Tempest domain deities to their clerics were destructive by their very nature. One such boon was the destructive wrath variation of Channel Divinity, which increased the deadliness of electrical or sonic attacks cast by the cleric. In addition to such deadly powers, the most experienced Tempest domain clerics were also capable of flying, so long as they were neither indoors or underground.[23]

Trickery domain

Main article: Trickery domain

Not all clerics were inclined to seriousness or self-righteous zeal. The clerics who served gods of the Trickery domain - a lot which includes Tymora, Beshaba, and Garl Glittergold - were mischievous troublemakers by their very nature, more akin to a rogue than a paladin by temperament. Clerics of this domain mocked the powerful and defied tradition, disrupting "polite society" wherever they went. Some were freedom-fighters, some were criminals, and others were just pranksters. Whatever their specific method, these clerics preferred to challenge, rather than accept, the conventional order of things.[28]

Because Trickery domain clerics were more inclined to deception and misdirection than direct conflict, their abilities similarly diverged from some of the more martial characteristics of other priests. For example, many of the spells wielded by such clerics were illusions or enchantments, rather than direct attacks. Likewise, Trickery domain clerics could use a form of Channel Divinity known as invoke duplicity, which allowed them to create one or more phantasmal copies of themselves, for the purpose of distraction or remote spellcasting.[29]

War domain

Main article: War domain

War was a common part of mortal life and so it should come as little surprise that there were many clerics who devoted themselves to the gods of war. The nature of such gods varied somewhat, from champions of honor like Torm to pillars of destruction like Gruumsh, but they all held in common an interest in the act of fighting, watching over those in battle who offered them tribute. Clerics specializing in the War domain served these deities.[29]

As might be expected, the abilities of War domain clerics enhanced such priests' ability to fight on the front-line. Early on, War domain clerics were 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 could also use guided strike, a variant of Channel Divinity that allowed them to attack with foes with an uncanny degree of precision.[29]

Cleric variants (4th Edition)

Shielding cleric - Layne Johnson

A shielding cleric.

In addition to (or instead of) specializing in a domain, several clerics differentiated themselves to some small degree by focusing their training in a certain way. These different forms of cleric training often determined the specific abilities and approaches taken by clerics in their careers. Most clerics belonged to one of the following practices.

Battle cleric

Instead of focusing simply on their role as healers and inspirational icons of their deity, battle clerics preferred to get into the thick of a fight, leading the charge of the faithful. These clerics were almost always physically well-built, building their muscles and fortitude to make them effective melee combatants in their god's service. These clerics still put an emphasis on strong judgment and awareness of both others and oneself, but an additional priority was put on physical power, as was leadership ability and strength of personality.[11]

Devoted cleric

Devoted clerics took the opposite philosophy of battle clerics and put all of their efforts into becoming the very best ministers of the faithful that their god had to offer. Wholeheartedly loyal to their god and his or her followers, devoted clerics trained primarily in prayers that enabled or healed their allies. For this reason, devoted clerics felt that wisdom and charisma were of far greater importance than physical strength, though they did not wholly abandon its usage.[11]

Shielding cleric

Shielding clerics, like devoted clerics, believed that it was more important to protect and shield allies rather than to fight directly. While other clerics often used prayers to both deal damage and inspire their allies, shielding clerics hung back, using their divine gifts to heal and protect others rather to deal attacks. When shielding clerics did strike, it was often from afar, rather than in a melee. For instance, unlike battle clerics and devoted clerics, shielding clerics didn't have the ability to use the turn undead prayer. Instead, shielding clerics channeled their deities' divine power through the healer's mercy prayer. Shielding clerics also put a higher emphasis on wisdom and charisma than strength, similar to devoted clerics.[30]

Appendix

References

  1. 1.0 1.1 1.2 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 56. ISBN 978-0-7869-6560-1.
  2. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 54. ISBN 0-7869-4867-1.
  3. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 22–23. ISBN 0-7869-1836-5.
  4. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), pp. 61–62. ISBN 0-7869-4867-1.
  5. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 6. ISBN 0-7869-2759-3.
  6. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), pp. 78–79. ISBN 978-0-7869-4924-3.
  7. 7.0 7.1 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 62. ISBN 0-7869-4867-1.
  8. 8.0 8.1 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 29. ISBN 0-7869-1551-4.
  9. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 56–57. ISBN 978-0-7869-6560-1.
  10. 10.0 10.1 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 30. ISBN 0-7869-1551-4.
  11. 11.0 11.1 11.2 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 61. ISBN 0-7869-4867-1.
  12. 12.0 12.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 57. ISBN 978-0-7869-6560-1.
  13. 13.0 13.1 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 31. ISBN 0-7869-1551-4.
  14. 14.0 14.1 14.2 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 58. ISBN 978-0-7869-6560-1.
  15. Logan Bonner, Eytan Bernstein, & Chris Sims (September 2008). Adventurer's Vault: Arms and Equipment for All Character Classes. (Wizards of the Coast), p. 21. ISBN 978-07869-4978-6.
  16. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 58–59. ISBN 978-0-7869-6560-1.
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 58–59. ISBN 978-0-7869-6560-1. Cite error: Invalid <ref> tag; name "PHB5e-p59" defined multiple times with different content Cite error: Invalid <ref> tag; name "PHB5e-p59" defined multiple times with different content Cite error: Invalid <ref> tag; name "PHB5e-p59" defined multiple times with different content Cite error: Invalid <ref> tag; name "PHB5e-p59" defined multiple times with different content Cite error: Invalid <ref> tag; name "PHB5e-p59" defined multiple times with different content Cite error: Invalid <ref> tag; name "PHB5e-p59" defined multiple times with different content
  18. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), pp. 193–199. ISBN 0-7869-4867-1.
  19. Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), pp. 132–137. ISBN 978-0-7869-4929-8.
  20. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), pp. 61–72. ISBN 0-7869-4867-1.
  21. 21.0 21.1 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 32. ISBN 0-7869-1551-4.
  22. Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), pp. 31–32. ISBN 0-7869-1551-4.
  23. 23.0 23.1 23.2 23.3 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 62. ISBN 978-0-7869-6560-1.
  24. 24.0 24.1 24.2 24.3 24.4 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 60. ISBN 978-0-7869-6560-1.
  25. 25.0 25.1 25.2 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 294. ISBN 978-0-7869-6560-1.
  26. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 59–60. ISBN 978-0-7869-6560-1.
  27. 27.0 27.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 61. ISBN 978-0-7869-6560-1.
  28. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 62–63. ISBN 978-0-7869-6560-1.
  29. 29.0 29.1 29.2 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 63. ISBN 978-0-7869-6560-1.
  30. Rob Heinsoo, Richard Baker, Logan Bonner, Robert J. Schwalb (July 2009). Divine Power. (Wizards of the Coast), p. 30. ISBN 978-0-7869-4982-3.

External Links

Connections

Core Classes
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