Difference between revisions of "Eberron Cleric"

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It’s easy to think of a cleric as just another magic user, one with a different knowledge and intent from that of a warlock or a wizard, one whose support is both consistent and focused. While a wizard’s magic takes the form of a science, the mystical abilities of a cleric are a gift from a higher power, earned through faith and devotion to a cause. To call for this aid, a cleric’s prayers to help the fallen need not follow the same repeatable pattern and pacing as those of the arcane arts dabbled in by artificers or wizards. It’s important to understand that in Eberron, not all priests can wield divine energies. A priest provides spiritual guidance to a community and congregation and they don’t need magic to do this. Those that can use magic are usually adepts with the ability to utilize one or more low-level spells, like thaumaturgy, or other ceremonial rituals useful for everyday duties. A rare adept might be able to cast speak with dead or lesser restoration, but this is a great gift. Such a healer or medium is celebrated within the community and may be throughout the region. A cleric is a full-fledged divine champion, and someone who possesses such a powerful connection wouldn’t waste that power on sermons and everyday services. People of faith assume that such power has a purpose. In playing a cleric, do you know your purpose?  Morgrave Miscellany, page 19, gives examples of what playing a Cleric in Eberron might look like.
 
It’s easy to think of a cleric as just another magic user, one with a different knowledge and intent from that of a warlock or a wizard, one whose support is both consistent and focused. While a wizard’s magic takes the form of a science, the mystical abilities of a cleric are a gift from a higher power, earned through faith and devotion to a cause. To call for this aid, a cleric’s prayers to help the fallen need not follow the same repeatable pattern and pacing as those of the arcane arts dabbled in by artificers or wizards. It’s important to understand that in Eberron, not all priests can wield divine energies. A priest provides spiritual guidance to a community and congregation and they don’t need magic to do this. Those that can use magic are usually adepts with the ability to utilize one or more low-level spells, like thaumaturgy, or other ceremonial rituals useful for everyday duties. A rare adept might be able to cast speak with dead or lesser restoration, but this is a great gift. Such a healer or medium is celebrated within the community and may be throughout the region. A cleric is a full-fledged divine champion, and someone who possesses such a powerful connection wouldn’t waste that power on sermons and everyday services. People of faith assume that such power has a purpose. In playing a cleric, do you know your purpose?  Morgrave Miscellany, page 19, gives examples of what playing a Cleric in Eberron might look like.
  
 
In addition to the subclass options presented on dndbeyond, the following Cleric Domains are also available:
 
In addition to the subclass options presented on dndbeyond, the following Cleric Domains are also available:
  
'''Blood Domain:''' The Blood domain asserts that the ultimate divinity does not lie with the gods, but with the blood that sustains all living creatures. Seekers of the divinity within value mortal power above all, work to sustain life and the community, and aim to avoid death at all costs. Acolytes following the principles of this domain often have a complex relationship with the undead; intelligent undead may be pitied or hated for having lost their spark of the divine, or they may be venerated as tragic heroes having made the ultimate sacrifice in the service of the faith. Deities of any alignment are unlikely to claim influence over this subversive domain. Instead, it is typified by anti-theistic faiths such as the Blood of Vol.
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==Aspirant Domain==
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The clerics who follow the Aspirant Domain are a sect of the Godforged that fervently believe that all inanimate objects have the potential to hold the spark of life, and dedicate themselves to discovering and nurturing this nascent life.
 +
 
 +
Aspirant clerics might be found sifting through junk yards, battlefields, or ancient tombs seeking the traces of ancient spirits to rekindle or flickers of life in its first embers to nurture. Seeking out and freeing enslaved constructs is also a priority for the Godforged.
 +
 
 +
Aspirant clerics might be found talking or interacting with seemingly inanimate objects, though whether they are mad or possessed of an insight beyond that of normal beings is anyone’s
 +
guess.
 +
*'''Source:''' Faithful of Eberron, page 30
 +
 
 +
==Blood Domain==
 +
The Blood domain asserts that the ultimate divinity does not lie with the gods, but with the blood that sustains all living creatures. Seekers of the divinity within value mortal power above all, work to sustain life and the community, and aim to avoid death at all costs. Acolytes following the principles of this domain often have a complex relationship with the undead; intelligent undead may be pitied or hated for having lost their spark of the divine, or they may be venerated as tragic heroes having made the ultimate sacrifice in the service of the faith. Deities of any alignment are unlikely to claim influence over this subversive domain. Instead, it is typified by anti-theistic faiths such as the Blood of Vol.
 
*'''Source:''' Korranberg Chronicle, page 59
 
*'''Source:''' Korranberg Chronicle, page 59
  
'''Corruption Domain:''' Gods and faiths of corruption—including Tharizdun, the Shadow, and Cults of the Dragon Below, exist to warp and debase all around them in mind or body, or both. While usually evil, clerics of corruption often believe they are improving those whose lives they touch, and sometimes amass cults that willingly submit to the change they bring about.
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 +
 
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==Creation Domain==
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Gods of creation — including Hephaestus, Gond, Onatar, and The Traveler — embody ideals of innovation, craftsmanship, skill. Clerics of creation see beauty in craftsmanship of many kinds, and most believe any creative endeavor is worthwhile. These clerics specifically look to constructs as perfect examples of achievements in ingenuity.
 
*'''Source:''' Korranberg Chronicle, page 60
 
*'''Source:''' Korranberg Chronicle, page 60
  
'''Creation Domain:''' Gods of creation — including Hephaestus, Gond, Onatar, and The Traveler — embody ideals of innovation, craftsmanship, skill. Clerics of creation see beauty in craftsmanship of many kinds, and most believe any creative endeavor is worthwhile. These clerics specifically look to constructs as perfect examples of achievements in ingenuity.
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==Dream Domain==
*'''Source:''' Korranberg Chronicle, page 60
+
On Eberron, the Dream domain belongs to those that follow the Quor Tarai of Dal Quor. The Dreaming Dark draw upon its influence to spread fear and dread, while the Kalashtar and other followers of the Path of Light look to use the influence of dreams to cause a change in the Quor Tarai that will see it transformed into a spirit of light as a new age dawns.
 +
*'''Source:''' Faithful of Eberron, page 26
  
'''Greed Domain:''' Gods of greed — including Tiamat, Hiddukel, and the Keeper — are gods concerned with the amassing and hoarding of wealth. Clerics of greed are typically willing to employ unfair trade practices, legal loopholes, and outright deception to ensure they come out on top of any transaction. Additionally, they tend toward the paranoid, constantly worried about the security of their vaults, worried that their ill-gotten gains may be ill-gotten by others in turn.
+
==Greed Domain==
 +
Gods of greed — including Tiamat, Hiddukel, and the Keeper — are gods concerned with the amassing and hoarding of wealth. Clerics of greed are typically willing to employ unfair trade practices, legal loopholes, and outright deception to ensure they come out on top of any transaction. Additionally, they tend toward the paranoid, constantly worried about the security of their vaults, worried that their ill-gotten gains may be ill-gotten by others in turn.
 
*'''Source:''' Korranberg Chronicle, page 61
 
*'''Source:''' Korranberg Chronicle, page 61
  
'''Trade Domain:''' Gods of trade — including Tymora, Erathis, and Kol Korran — are gods concerned with the growth of commerce and balanced economies. Clerics of trade encourage fair business practices so society as a whole prospers. Well protected roads and other means of travel are also important to faiths that promote trade, as engaging in an integrated economy with one’s neighbors elevates the standard of living for all.
+
==Hearth Domain==
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Among the Sovereign Host, Boldrei is the goddess of hall and hearth, and most of the clerics who bear this domain are devoted to her. Yet any spirit or deity worshipped among less civilized tribes may grant this domain as well, for their daily lives are more dependent upon the fires of hearth and home than those of civilized folk. Deities of the hearth are patrons of mothers and children (and those who protect them), and confer special blessings on the meeting places of those who govern communities.
 +
 
 +
Hearth clerics eschew large temples for smaller shrines and sanctuaries, often within larger homes or strongholds. They defend and unite communities, preside over the quotidian rituals of daily life, and see to proper rites.
 +
*'''Source:''' Faithful of Eberron, page 9
 +
 
 +
==Silver Flame Exorcist (Exorcism Domain)==
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The Silver Flame is a purifying force for Good in a world plagued by monsters. Exorcists of the Silver Flame channel the fire within to excoriatecreatures of darkness, driving them back to Khyber or onwards towards the final death. Exorcists are unflinching in the face of evil, relying on their abjurations, purgatives and holy flame to carve a path to victory.
 +
*'''Source:''' Faithful of Eberron, page 23
 +
 
 +
==Sovereign Domain==
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Be it war, storm, death itself, faith has more than one bastion, and these individual aspects create the maelstrom of existence. Rather than limiting devotion to a single deity, a vicar of the Sovereign Host embraces an entire pantheon of gods and goddesses. When blades are drawn, the Sovereign cleric calls on war gods Dol Dorn and Dol Arrah. When it’s time to for negotiation, the priest looks to Kol Korran for inspiration. While some realms overlap slightly, one who specializes in the omnitheism knows the right Sovereign dominion for each occasion.
 +
 
 +
As a representative of many gods, a Sovereign priest can draw on a wide selection of spells. However, this also means that the common people will call on the cleric with a wide variety of problems. Marauding bandits? A cursed forge? A wedding ceremony? The Sovereign cleric can handle all of these.
 +
*'''Source:'''Morgrave Miscellany, page 23
 +
 
 +
==Trade Domain==
 +
Gods of trade — including Tymora, Erathis, and Kol Korran — are gods concerned with the growth of commerce and balanced economies. Clerics of trade encourage fair business practices so society as a whole prospers. Well protected roads and other means of travel are also important to faiths that promote trade, as engaging in an integrated economy with one’s neighbors elevates the standard of living for all.
 
*'''Source:''' Korranberg Chronicle, page 63
 
*'''Source:''' Korranberg Chronicle, page 63

Latest revision as of 14:19, 16 July 2019

It’s easy to think of a cleric as just another magic user, one with a different knowledge and intent from that of a warlock or a wizard, one whose support is both consistent and focused. While a wizard’s magic takes the form of a science, the mystical abilities of a cleric are a gift from a higher power, earned through faith and devotion to a cause. To call for this aid, a cleric’s prayers to help the fallen need not follow the same repeatable pattern and pacing as those of the arcane arts dabbled in by artificers or wizards. It’s important to understand that in Eberron, not all priests can wield divine energies. A priest provides spiritual guidance to a community and congregation and they don’t need magic to do this. Those that can use magic are usually adepts with the ability to utilize one or more low-level spells, like thaumaturgy, or other ceremonial rituals useful for everyday duties. A rare adept might be able to cast speak with dead or lesser restoration, but this is a great gift. Such a healer or medium is celebrated within the community and may be throughout the region. A cleric is a full-fledged divine champion, and someone who possesses such a powerful connection wouldn’t waste that power on sermons and everyday services. People of faith assume that such power has a purpose. In playing a cleric, do you know your purpose? Morgrave Miscellany, page 19, gives examples of what playing a Cleric in Eberron might look like.

In addition to the subclass options presented on dndbeyond, the following Cleric Domains are also available:

Aspirant Domain

The clerics who follow the Aspirant Domain are a sect of the Godforged that fervently believe that all inanimate objects have the potential to hold the spark of life, and dedicate themselves to discovering and nurturing this nascent life.

Aspirant clerics might be found sifting through junk yards, battlefields, or ancient tombs seeking the traces of ancient spirits to rekindle or flickers of life in its first embers to nurture. Seeking out and freeing enslaved constructs is also a priority for the Godforged.

Aspirant clerics might be found talking or interacting with seemingly inanimate objects, though whether they are mad or possessed of an insight beyond that of normal beings is anyone’s guess.

  • Source: Faithful of Eberron, page 30

Blood Domain

The Blood domain asserts that the ultimate divinity does not lie with the gods, but with the blood that sustains all living creatures. Seekers of the divinity within value mortal power above all, work to sustain life and the community, and aim to avoid death at all costs. Acolytes following the principles of this domain often have a complex relationship with the undead; intelligent undead may be pitied or hated for having lost their spark of the divine, or they may be venerated as tragic heroes having made the ultimate sacrifice in the service of the faith. Deities of any alignment are unlikely to claim influence over this subversive domain. Instead, it is typified by anti-theistic faiths such as the Blood of Vol.

  • Source: Korranberg Chronicle, page 59


Creation Domain

Gods of creation — including Hephaestus, Gond, Onatar, and The Traveler — embody ideals of innovation, craftsmanship, skill. Clerics of creation see beauty in craftsmanship of many kinds, and most believe any creative endeavor is worthwhile. These clerics specifically look to constructs as perfect examples of achievements in ingenuity.

  • Source: Korranberg Chronicle, page 60

Dream Domain

On Eberron, the Dream domain belongs to those that follow the Quor Tarai of Dal Quor. The Dreaming Dark draw upon its influence to spread fear and dread, while the Kalashtar and other followers of the Path of Light look to use the influence of dreams to cause a change in the Quor Tarai that will see it transformed into a spirit of light as a new age dawns.

  • Source: Faithful of Eberron, page 26

Greed Domain

Gods of greed — including Tiamat, Hiddukel, and the Keeper — are gods concerned with the amassing and hoarding of wealth. Clerics of greed are typically willing to employ unfair trade practices, legal loopholes, and outright deception to ensure they come out on top of any transaction. Additionally, they tend toward the paranoid, constantly worried about the security of their vaults, worried that their ill-gotten gains may be ill-gotten by others in turn.

  • Source: Korranberg Chronicle, page 61

Hearth Domain

Among the Sovereign Host, Boldrei is the goddess of hall and hearth, and most of the clerics who bear this domain are devoted to her. Yet any spirit or deity worshipped among less civilized tribes may grant this domain as well, for their daily lives are more dependent upon the fires of hearth and home than those of civilized folk. Deities of the hearth are patrons of mothers and children (and those who protect them), and confer special blessings on the meeting places of those who govern communities.

Hearth clerics eschew large temples for smaller shrines and sanctuaries, often within larger homes or strongholds. They defend and unite communities, preside over the quotidian rituals of daily life, and see to proper rites.

  • Source: Faithful of Eberron, page 9

Silver Flame Exorcist (Exorcism Domain)

The Silver Flame is a purifying force for Good in a world plagued by monsters. Exorcists of the Silver Flame channel the fire within to excoriatecreatures of darkness, driving them back to Khyber or onwards towards the final death. Exorcists are unflinching in the face of evil, relying on their abjurations, purgatives and holy flame to carve a path to victory.

  • Source: Faithful of Eberron, page 23

Sovereign Domain

Be it war, storm, death itself, faith has more than one bastion, and these individual aspects create the maelstrom of existence. Rather than limiting devotion to a single deity, a vicar of the Sovereign Host embraces an entire pantheon of gods and goddesses. When blades are drawn, the Sovereign cleric calls on war gods Dol Dorn and Dol Arrah. When it’s time to for negotiation, the priest looks to Kol Korran for inspiration. While some realms overlap slightly, one who specializes in the omnitheism knows the right Sovereign dominion for each occasion.

As a representative of many gods, a Sovereign priest can draw on a wide selection of spells. However, this also means that the common people will call on the cleric with a wide variety of problems. Marauding bandits? A cursed forge? A wedding ceremony? The Sovereign cleric can handle all of these.

  • Source:Morgrave Miscellany, page 23

Trade Domain

Gods of trade — including Tymora, Erathis, and Kol Korran — are gods concerned with the growth of commerce and balanced economies. Clerics of trade encourage fair business practices so society as a whole prospers. Well protected roads and other means of travel are also important to faiths that promote trade, as engaging in an integrated economy with one’s neighbors elevates the standard of living for all.

  • Source: Korranberg Chronicle, page 63