Difference between revisions of "Cleric (5E)"
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Revision as of 19:06, 31 July 2018
Contents
Character Options
- Xanathar’s Guide to Everything
Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity’s power.
The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one’s deity, thereby attracting the god’s favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn’t matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.
If you’re playing a cleric character, the following sections offer ways to add some detail to that character’s history and personality.
Temple
Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.
Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?
| d6 | Temple |
|---|---|
| 1 | Your temple is said to be the oldest surviving structure built to honor your god. |
| 2 | Acolytes of several like—minded deities all received instruction together in your temple. |
| 3 | You come from a temple famed for the brewery it operates. Some say you smell like one of its ales. |
| 4 | Your temple is a fortress and a proving ground that trains warrior-priests. |
| 5 | Yourtemple is a peaceful, humble place, filled with vegetable gardens and simple priests. |
| 6 | You served in a temple in the Outer Planes. |
Keepsake
Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.
| d6 | Keepsake |
|---|---|
| l | The finger bone of a saint |
| 2 | A metal-bound book that tells how to hunt and destroy infernal creatures |
| 3 | A pig’s whistle that reminds you of your humble and beloved mentor |
| 4 | A braid of hair woven from the tail of a unicorn |
| 5 | A scroll that describes how best to rid the world of necromancers |
| 6 | A runestone said to be blessed by your god |
Secret
No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one’s deity.
If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.
| d6 | Secret |
|---|---|
| 1 | An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful. |
| 2 | You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures. |
| 3 | You acknowledge the power ofthe gods, but you think that most events are dictated by pure chance. |
| 4 | Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself. |
| 5 | You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression. |
| 6 | In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness. |
Serving a pantheon, philosophy, or force
The typical cleric is an ordained servant ofa particular god and chooses a Divine Domain associated with that deity. The cleric’s magic flows from the god or the god’s sacred realm, and often the cleric bears a holy symbol that represents that divinity.
Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one ofthe nine alignments. Chapter 1 ofthe Dungeon Master’s Guide explores options like these, in the section “Gods of your World.”
Talk with your DM about the divine options available in your campaign, whether they’re gods, pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is appropriate for it, and ifit doesn’t have a holy symbol, work with your DM to design one.
The cleric’s class features often refer to your deity. lf you are devoted to a pantheon, cosmic force, or philosophy, your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic.