{"name":"Cleric","overview":"","hitdice":"d8","hitpointsfirstlevel":"8 + Con Mod","hitpointsathigherlevels":"1d8 (or 5) + your Con Mod","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"All simple weapons","tools":"None","savingthrows":"Wis, Cha","skills":"Choose two from History, Insight, Medicine, Persuasion, and Religion","equipment":"[ul]\r\n[li](a) a mace or (b) a warhammer (if proficient)[\/li]\r\n[li](a) scale mail, (b) leather armor, or (c) chain mail (if proficient)[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[li](a) a priest\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[li]A shield and a holy symbol[\/li]\r\n[\/ul]\r\n","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.\r\n\r\n[b]Cantrips[\/b]\r\nAt 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.\r\n\r\n[b]Preparing and Casting Spells[\/b]\r\nThe 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou 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.\r\n\r\nFor 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\u2019t remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nWisdom 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.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b]= your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[b]Spellcasting Focus[\/b]\r\nYou can use a holy symbol as a spellcasting focus for your cleric spells.","features":"[h2]Divine Domain[\/h2]\r\nChoose 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.\r\n\r\n[b]Domain Spells[\/b]\r\nEach domain has a list of spells \u2014 its domain spells \u2014 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\u2019t count against the number of spells you can prepare each day.\r\n\r\nIf you have a domain spell that doesn\u2019t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.\r\n\r\n[h2]Channel Divinity[\/h2]\r\nAt 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.\r\n\r\nWhen 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.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\r\n\r\nBeginning 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.\r\n\r\n[b]Channel Divinity: Turn Undead[\/b]\r\nAs 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.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can\u2019t willingly move to a space within 30 feet of you. It also can\u2019t 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\u2019s nowhere to move, the creature can use the Dodge action.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[h2]Destroy Undead[\/h2]\r\nStarting 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 [blocklink:133009].\r\n\r\n[h2]Divine Intervention[\/h2]\r\nBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\r\n\r\nImploring your deity\u2019s 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.\r\n\r\nIf your deity intervenes, you can\u2019t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\r\n\r\nAt 20th level, your call for intervention succeeds automatically, no roll required.","subclasses":"[hr]\r\n[h3]Divine Domains[\/h3]\r\nIn a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity\u2019s domain. All the domains over which a deity has influence are called the deity\u2019s portfolio. As a cleric, you choose one aspect of your deity\u2019s portfolio to emphasize, and you are granted powers related to that domain.\r\n\r\nYour 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.\r\n\r\nEach domain\u2019s description gives examples of deities who have influence over that domain.\r\n[h1][hr]@[Alcohol Domain](article:7bab0127-9536-4e09-ad1f-62920517bb02)[\/h1]\r\nWhere there is society, progress, and a hard\r\nday's work to be had, there is alcohol to be\r\nconsumed and a god's favor to be gained.\r\nClerics of this domain are encouraged to\r\nspark discussion over a glass of the finest\r\nwine, to inspire rowdy tales being told over\r\na keg of ale, and to spread the words of\r\nenjoyment and dedication.\r\n[h1][hr]@[Arcana Domain](article:035d9766-b39a-4a83-9177-45f0597f33bd)[\/h1]\r\nMagic 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.\r\n[h1][hr]@[Arts Domain](article:230a0a8c-09ff-411e-acf9-55f40d7cf027)[\/h1]\r\nThis 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.\r\nThe 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.\r\n[h1][hr]@[Balance Domain](article:0a1462e0-df26-443e-94df-9260248ceb1b)[\/h1]\r\nAmong the gods, there is often the tie-breaker, the traitor, the\r\npeace-bringer and the judge. Ma'at, Tefnut, Shamash,\r\nObatala, Rao, Cindor, Nemesis, and Adrestia, as well as other\r\ngods of justice, balance, equilibrium, vengeance, and peace\r\nmay hold sway over the domain of balance.\r\nThe servants of these gods are often called upon to restore\r\norder, peace, and justice to the world - or to bring suffering\r\nand despair where none existed. Once they are set upon a\r\npath, either to peace or ruin, they do not deviate until their\r\ngod is satisfied and the balance is restored.\r\n[h1][hr]@[Beauty Domain](article:a028565c-8ab1-4f12-91dd-7117ff38736a)[\/h1]\r\nGods 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.\r\nThese 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.\r\nThe 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.\r\n[h1][hr]@[Blood Domain](article:0fd29f13-0dd9-463c-84fc-20794bd27bf6)[\/h1]\r\nThe gods of blood are patrons of all varieties of slaughter\u2014\r\nincluding war, battle, murder, and even hunting\u2014and accept any\r\nshedding of blood as an offering to their domain. They are the\r\npatrons of warriors, particularly those of a more chaotic\r\ndisposition. While many clerics that follow a blood deity\r\nresemble deranged, blood-thirsty cultists, others are comparable\r\nto the followers of particularly violent war deities. Examples of\r\nthe deities of this domain are Bhaal, the Lord of Murder, and\r\nShezmu, the Lord of Blood\r\n[hr]\r\n[h1]@[Brawl Domain](article:5c42a154-3934-43c7-9817-81d5383d5605)[\/h1]\r\nThe Brawl domain is preached by clerics who value physical\r\nstrength, athletic skill, and unerring tenacity in contests of all\r\nkinds. They balance their theological pursuits with a more\r\nprimal facet of life, combining the two until a prayer is often\r\nfound paired with a fist. Popular gods for the Brawl domain\r\nare gods of battle, athleticism, pain, and endurance\r\n[hr]\r\n[h1]@[Builder Domain](article:801c0c86-ad3a-4d35-83ef-8d923f404aea)[\/h1]\r\nClerics of the Builder domain serve their Gods with their own\r\ntwo hands, be it with the Mason's hammer or the warhammer.\r\nWhile Gods of Architecture aren't a particularly common sight\r\nthroughout the worlds these clerics inhabit, almost all deities\r\nappreciate a temple in their honor. For what is more\r\nrecognizable as a dedication to a God than its church? Despite\r\ntheir passion for the physical arts of stonework and carpentry,\r\nclerics of this domain also often find a place on the battlefield\r\nas combat engineers and sappers. Their forts and barricades\r\nbuilt at a moments notice might not be pretty, but they'll\r\ndefend them with blood and steel as if they were crafted by\r\nthe Gods themselves. And if you think your own walls can\r\nprotect you from them, you may soon find your world crashing\r\ndown around you. Gods of craft and knowledge are popular\r\ndeities for this domain along with Gods of war and strategy.\r\n[hr]\r\n[h1]@[Cats Domain](article:0a48f619-0e7b-487a-ba08-ec2e0caf4179)[\/h1]\r\nAll worlds worth living in have cats. Big cats, small\r\ncats, cats with no hair, talking cats - the list goes on.\r\nDisplaying a near divine attitude of complacency\r\ntowards almost anything that they don\u2019t want to play\r\nwith or eat, it is little wonder that civilisations across\r\nthe multiverse contain gods that claim these ineffable creartures as part of their portfolio. Gods of this\r\ndomain range from capricious to possessive (much\r\nlike their feline protoges).\r\n[h1][hr]@[Celebration Domain](article:18bbbf1e-1d40-4967-bc7b-7c4a000d30b1)[\/h1]\r\nYour god is an awesome god, and one who loves to throw\r\nexcellent parties. Bacchus, Dionysus, Shezu, and any god\r\nknown for alcohol or other intoxicants, wild behavior, and\r\ngood cheer could have celebration as one of their domains.\r\nWhile the obvious goals of fun and ensuring everyone can\r\nhave a good time apply, there's no reason that a god of\r\ncelebration can't also pursue other ends - bringing peace to a\r\nwar-torn land, freeing the hearts and minds of others from\r\ndoubt and distress, and other noble ends that are always met\r\nwith a good celebration!\r\n[h1][hr]@[Chaos Domain](article:1976c11b-1851-49fc-9f55-892c28bda57a)[\/h1]\r\nManifesting in endless turbulence and perpetual change,\r\ngods of chaos can bring both ruin and creation in equal\r\nmeasure. Loki, The Traveler, Set, Eris, Typhon, and other\r\ngods of trickery, discord, creation, and destruction may\r\npreside over the domain of chaos. Clerics of these deities\r\nalmost always seek to disrupt order, acting as harbingers of\r\nends and new beginnings.\r\n[h1][hr]@[Civilization Domain](article:1f6697e7-0fbc-488c-9482-165b77fbe4c5)[\/h1]\r\nGods of Civilization \u2014including Amaunator, Erastil,\r\nand Athena\u2014 concern themselves with the ideals of\r\ncommunities and laws. They oversee the construction of\r\ntowns, cities, and empires. Devouts of civilization are often\r\nleaders of small villages as well as sprawling metropolises.\r\nThey are pioneers and settlers, taming the wilds in the\r\nname of order and society, and they are judges and\r\ncouncilors, bringing the stability and justice of their faith\r\nto the heart of civilization. Whether grand cathedrals or\r\nhumble abbies, the gathering places of followers of these\r\ngods tend to be the centers of their communities.\r\n\r\n[h1][hr]@[Courage Domain](article:da5ae515-6d41-4cf7-850c-dcbde18bea2a)[\/h1]\r\nThe Courage domain focuses on personal heroics, and acts of\r\nvalor and self-sacrifice. While the Courage domain bears many\r\nsimilarities to the War domain, it is more individualistic and isn\u2019t\r\ndirectly connected to war. Clerics of this domain often take part in\r\nsmaller conflicts, and focus on personal battles over grandois\r\nwars. Many war-like deities can claim influence over this domain,\r\nhowever, including Torm, Heironeous, Kiri-Jolith, Dol Arrah.\r\nGods of endurance and loss, such as Ilmater and Shar, can claim\r\nsome influence over this domain as well, as they promote courage\r\nin the face of hardship. Regardless of their patron deity, clerics of\r\nthis domain make for heroic warriors, eager to face their fears and\r\nfight against the odds to achieve their goals.\r\n[hr]\r\n[h1]@[Darkness Domain](article:1b69c63f-5365-41ec-a00d-5bfd967f93e7)[\/h1]\r\nGods of darkness and shadow - such as Set, Shar,\r\nand the Raven Queen - are not often depicted in the\r\nbest light, being associated with terror, desolation,\r\nand unending night. Dwelling in their gloomy, often\r\nlightless realms, these deities don\u2019t tend to attract many\r\nfollowers. So when a cleric chooses to devote their life\r\nto the service of one of these gods, they are imbued with\r\ngreat power over the shadows, becoming able to cause\r\nfear in the hearts of mortals. These gods teach their\r\nfollowers to think like the forces of evil in order to slay\r\nand conquer them, countering dark powers with their\r\nown black gifts.\r\n\r\nWhile some clerics of the Darkness Domain are\r\nevil fearmongers, most instead make it their mission\r\nto rehabilitate the image of their deity through acts\r\nof heroism using their shadowy powers, becoming\r\ndark champions that bring comfort to innocents in the\r\ndarkest of nights.\r\n[hr]\r\n[h1]@[Deep Domain](article:a9a73d8d-cb66-4759-a3fa-275978241ade)[\/h1]\r\nIn every ocean, there is the Deep. A place where\r\nno light, no glimmer of sun reaches. A place so\r\ndangerous and eldritch that it appears to a\r\nnewcomer as an alien world. To many, the Deep\r\ncan seem terrifying, but to those who worship the\r\ndomain of the Deep it is a serene place of\r\nmeditation and worship. The gods seek dwellers of\r\nthese dark waters, urging their followers to master\r\nthis strange environment and harness its\r\npotential.\r\n\r\nClerics of these deities harness the powers of\r\nwater and darkness, and use them to overcome the\r\ndangers of the world around them.\r\n[h1][hr]@[Desert Domain](article:2fa88381-caba-45fa-a02a-7c1cbd3e749e)[\/h1]\r\nGods of the sands and burning sun, deities of cloudless\r\nnights and storms of cutting wind, masters of the scorching\r\nheat and lords of the desert all call this domain their own.\r\nOften as merciless as the lands they claim, many are jealous\r\nand generous in equal measure. Clerics of these deities often\r\nescort travelers, seek forgotten relics, hunt criminals, and war\r\nfor peace.\r\n[h1][hr]@[Dragon Domain](article:17584172-57f4-4b2f-8a6e-d4551def3a2d)[\/h1]\r\nCreatures 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.\r\nThese 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.\r\n[h1][hr]@[Entropy Domain](article:33be7ebf-fff2-4771-bfa6-4e78a7e3b0eb)[\/h1]\r\nAll things must end. All creatures born into the\r\nplanes of existence have some awareness of this fact\r\nfrom birth, and it comprises one of the most fundamental truths of reality. As such, some gods hold\r\nsway over the notion of entropy as a domain, though\r\nrare are those petitioners who would beg for their\r\nattention. Gods of this domain are often mad, capricious, or simply cruel.\r\n[h1][hr]@[Fate Domain](article:4138cd96-5cda-40b3-ab9c-efc3bcc2c29a)[\/h1]\r\nDiviners and wizards often attempt to peer at the threads\r\nof destiny that bind the lives of mortals, but only deities\r\ncan truly work upon the loom of fate. Other deities of\r\ndeath, glory, time, judgment, luck and prophecy may call\r\nupon their clerics to act as oracles and seers of the future\r\n\u2013 and to intervene when the time is right. Those who\r\nfollow benevolent pantheons often guide heroes to their\r\ngrand destinies, while cruel oracles may lead them astray\r\nor attempt to meddle with the future to weave prophecies\r\nof ruin, destruction, and endless chaos. Speak the future,\r\ninvoke the past, and weave fate as a true agent of the divine.\r\n[h1][hr]@[Force Domain](article:2510ccab-2d5d-4459-8720-60f58a9414dc)[\/h1]\r\nManipulation of the forces of the world, both seen and\r\nunseen, is the domain of the gods themselves. Few mortals\r\ncan withstand the press of energies upon their minds, but\r\nthose who do are granted gifts with which to enforce their\r\nideologies upon the multiverse. Philosophical in motive\r\nand rigid in belief, clerics of the force domain are wise\r\nsages and powerful warriors alike. Deities of time, space,\r\ncreation, destruction, and knowledge often hold sway over\r\nthis domain, but those of war, protection, and travel could\r\nprovide their clerics with these abilities. You have joined\r\nthis order, called by your deity to wield the power of pure\r\nforce. Objects dance around your fingertips, moved by\r\nthought alone, but you are a true conduit for the divine, and\r\nthus can invoke the strength of your deity as a mover and\r\nshaper of all things. Your faith is in the one who holds the\r\nworld, so the world shall be within your hands.\r\n[h1][hr]@[Forge Domain](article:4da2e07f-a87a-42f2-8a69-8b6a17db4784)[\/h1]\r\nThe 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.\r\n[h1][hr]@[Grave Domain](article:5449954d-c126-48b5-accd-704340e0d505)[\/h1]\r\nGods 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.\r\n[h1][hr]@[Greed Domain](article:f93646cf-c72e-490e-84c3-5a1059027bc7)[\/h1]\r\nMercenaries, 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.\r\n[h1][hr]@[Hearth Domain](article:58713247-03bc-482f-b117-8b490121043f)[\/h1]\r\nIn 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.\r\n[hr]\r\n[h1]@[Hoarfrost Domain](article:fdd03b13-b559-4194-ba12-12503a26f3e5)[\/h1]\r\nFrost 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.\r\n[hr]\r\n[h1]@[Honor Domain](article:5972470a-9a0e-47a2-ad81-741bb9373944)[\/h1]\r\nThe Honor domain is followed by those who hold a great\r\nsense of respect for the arts of magic and war. They are\r\nskilled warriors in and off the battlefield, but don't let that\r\nlifestyle take over their life. They honor all the world has to\r\noffer, and battle in such a way to reflect that.\r\n\r\nDeities of this domain hold firm in their beliefs and duty to\r\ndo what is best for the world. This doesn't mean though that\r\nthey prohibit acts of war or killing, but that they value an\r\nhonorable fight between opposing forces.\r\n[h1][hr]@[Hunting Domain](article:607fbf55-9492-4bce-bd27-7772ec373e1f)[\/h1]\r\nThe thrill of the chase, the hiss of the arrow as it flies with\r\nunerring accuracy, the bay of the hounds and the smell of\r\nblood upon the ground: these are the praises sung to the gods\r\nof hunting and predation, archery and wild places. Other gods and ancient powers that hold\r\nsway in the deep wilderness may claim the domain of\r\nhunting. Clerics of these gods are called for a variety of\r\nreasons, such as protecting the wilderness, killing dangerous\r\nbeasts, safeguarding other hunters, and performing feats of\r\ngreat strength and cunning.\r\n[hr]\r\n[h1]@[Immortality Domain](article:4bf9d358-5c0d-4788-84a9-bcd85a9ef989)[\/h1]\r\n[h1][hr]@[Justice Domain](article:09138a7c-ddfa-42e8-aebb-930c64cca06b)[\/h1]\r\nGods of justice and law\u2014including Tyr, Pholtus, Trithereon,\r\nAureon, Anubis, and Forseti\u2014exemplify order and lawfulness,\r\nand the pursuit of just reparations and retributions. Some of these\r\ngods are ruthless in their pursuit of justice, and are quick to enact\r\nretribution when crimes are committed, while others are more\r\nforgiving and open to punishments other than death. Clerics of\r\nthis domain often act as judges, lawyers, and investigators, and\r\nare well respected by their compatriots and hated by their\r\nopponents and detractors. They use their divine powers to find\r\ntruth, root out evil, and bring justice to criminals.\r\n[hr]\r\n[h1]@[Karma Domain](article:54049946-655a-431b-8400-66f85a4b2a58)[\/h1]\r\nThe 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.\r\n[h1][hr]@[Knowledge Domain](article:69d948c2-9214-411e-ad15-655e2ea3f9f8)[\/h1]\r\nThe gods of knowledge \u2014 including Oghma, Boccob, Gilean, Aureon, and Thoth \u2014 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.\r\n[h1][hr]@[Life Domain](article:703e7ce7-8356-4c6d-bf24-9921afc2e81a)[\/h1]\r\nThe Life domain focuses on the vibrant positive energy \u2014 one of the fundamental forces of the universe \u2014 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).\r\n[h1][hr]@[Light Domain](article:70db0370-8fbe-401b-ab91-d59e9e394417)[\/h1]\r\nGods of light \u2014 including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty \u2014 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\u2019s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods\u2019 discerning vision, charged with chasing away lies and burning away darkness.\r\n[h1][hr]@[Love Domain](article:78c10da4-d13e-4bfc-bde3-4f2be76d3075)[\/h1]\r\n\r\nThe gods of love value the bonds of love both platonic and\r\nromantic. It is these bonds of love that hold people together,\r\nand it is the role of the followers of these gods to nurture and\r\npreserve these bonds. Through their worship, followers gain\r\nthe ability to understand the emotions of others, and through\r\na person's feelings, a good cleric hopes to inspire positive\r\nunions. Yet, a less than good cleric may use these powers to\r\ninstill turmoil, to turn love into competition, and to divide\r\nrather than unify.\r\n\r\n[h1][hr]@[Luck Domain](article:4172527b-fcfa-4d34-8c33-f8beace0479e)[\/h1]\r\nThe 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.\r\nWhen 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.\r\n[h1][hr]@[Lunar Domain](article:851252aa-8e2d-4264-9009-16c4c3de94a3)[\/h1]\r\nAn object of endless cycles of light and shadow that pull upon\r\nthe ocean tides, the moon rises even when it is unseen. Many\r\npantheons have gods of the moon, although those associated\r\nwith magic, cycles, fate, trickery, shadow, light, and nature\r\ncould hold sway over the lunar domain. Followers of these\r\ngods often operate in secrecy, using their abilities to contain\r\nthe evils that only emerge when the sun has hidden its face.\r\n[h1][hr]@[Madness Domain](article:8901dbab-1cbf-48e0-8913-f83a749cb4f1)[\/h1]\r\nGods and Saints of Madness are rare, inscrutable, and dangerous. Some\r\nseek to break the minds of mortals, while others seek to bring\r\nsuccor to those suffering from such afflictions, but the domain\r\nof madness is like a living thing and even the gods are not\r\nimmune to its insidious claws. Clerics in service to Mad gods,\r\nhoping to bring healing or strife, are inevitably warped by the\r\ncrawling whispers of their domain's murmuring will.\r\n[h1][hr]@[Metal Domain](article:dc5fbd39-2e6b-4b0c-918b-504204ff259f)[\/h1]\r\nThere's music, and then there's metal. In the beginning, there\r\nwas a single, massive beat, and from it came every sound that\r\nfollowed. Metal is an extension of that original cosmic pulse,\r\nsimmering with wicked guitars and thrashing drums, while\r\nthe clerics of the gods of metal cry out for blood, battle,\r\nconquest, despair, triumph, and victory. Their instruments\r\nsing the praises of their gods, and the gods answer with fire,\r\nfury, steel, and thunderous power. Metal is more than music.\r\nMetal is the sound of life and death.\r\n[hr]\r\n[h1]@[Murder Domain](article:f4097d27-b624-4f25-9c67-2ca307bf4ca5)[\/h1]\r\nMurder. Most of us try to avoid it, either end of the\r\nknife, the continued existence of gods dedicated\r\nto this domain across the multiverse suggests that\r\nmore of us harbor deadly grudges than we would\r\ncare to think about. Some priests who exercise this\r\ndomain are the chosen killers of their gods, and others take on contracts from the people around them\r\nin acts of worship.\r\n[h1][hr]@[Nature Domain](article:8c25e6da-c99e-4fb7-9b43-24e68e85333e)[\/h1]\r\nGods 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.\r\n[h1][hr]@[Night Domain](article:8f21d6ed-f862-4f80-9ec6-7fc573f5bff2)[\/h1]\r\nThe night is not something to be feared. Many who\r\nill-understand the nature of the night consider it to\r\nbe a time of darkness and horror, but the night\u2019s sky\r\nis full of illuminated wonders. The night is a time\r\nof rest for mortals, bringing with it solace from the\r\nday\u2019s toils, and a comforting shadow in which the\r\ncares of the waking world drift away into nothing.\r\n[h1][hr]@[Ocean Domain](article:91db10be-ce66-45d4-bff7-7bf49ef4e141)[\/h1]\r\nStanding upon the shore and staring into an endless expanse\r\nof water for the first time can be a religious experience for\r\nsome, and certainly is for those who are called to service by a\r\ngod of the sea. Serving gods like Lir, Ahti, Poseidon,\r\nOceanus, Sedna, Susanoo, Nammu, Ran, Njord, Neptune,\r\nSalacia, Umberlee, Habbakuk, Zeboim, Deep Sashelas, and\r\nErado, these clerics pursue a wide variety of goals; from\r\ncalming the waves so that fishermen may survive to\r\nsummoning terrible monsters from the deep.\r\n[h1][hr]@[Pain Domain](article:921b60ff-5ab1-4434-bef7-5c5c1d0ff4b3)[\/h1]\r\nPain. All creatures know pain, and all pay homage\r\nto it with their tears, and their whispered pleas\r\nthat they be spared it. Pain is not just physical - in\r\nfact, the adherents of gods who grant this portfolio\r\nunderstand that physical pain is perhaps the least\r\ndangerous of its brothers and sisters. Priests who\r\nexercise this domain use it with precision to achieve\r\ntheir goals, bring the world a catharsis which it has\r\nlong been denied.\r\n[h1][hr]@[Peace Domain](article:945cb81f-b096-482d-aa6b-8cc8d9d7f6ba)[\/h1]\r\nViolence and suffering have many gods and even more\r\nworshippers, but those who dedicate themselves to the\r\nnoble gods of peace find serenity and joy in their service.\r\nClerics of these gods seek to end wars and conflicts, reform\r\ncriminals, and halt the work of foul fiends and the living\r\ndead who disturb the peace of the world by their very nature.\r\n[h1][hr]@[Plague Domain](article:f68d73f0-3912-4635-8f46-7176efdf8d82)[\/h1]\r\n\r\nMortals 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.\r\nClerics 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.\r\n\r\n[hr]\r\n[h1]@[Portals Domain](article:41e56e0f-7542-4698-8107-cff40eab53cf)[\/h1]\r\nIn a multiverse of infinite worlds, portals between\r\nplanes are scattered everywhere, allowing denizens\r\nfrom all planes of existence to cross into new lands\r\nand seek out new stories. Some gods watch over\r\nthese passages from place to place, holding dominion over the concept of a doorway as a liminal point\r\nfrom once state of being to the next. Gods of this\r\ndomain often also hold powers relating to time or\r\ntravel.\r\n[hr]\r\n[h1]@[Prophecy Domain](article:74901167-031c-4868-8ea6-19af58c39e3f)[\/h1]\r\nClerics of the prophecy domain may worship any god\r\nor no god at all. Their oracular burden isn\u2019t tied to the\r\nportfolio of a specific deity. Instead their faith in the\r\ndivine order of the universe manifests as prophetic\r\nvision. This blessing is intertwined with a curse. All\r\noracles and prophets labor under an affliction that\r\ndebilitates them physically in some way even as it\r\nempowers them spiritually.\r\n[h1][hr]@[Punishment Domain](article:9fba1a83-32be-4dc0-af21-84b8e311b8de)[\/h1]\r\nThe wicked and sinful must pay for their crimes against your\r\nfaith, and your deity is one that tolerates no wrongdoing.\r\nGods of law, order, justice, knowledge, war, despair and\r\nvengeance such as Zeus, Nemesis, Osiris, Anubis, Torm, and\r\nmany others may all have punishment as one of their\r\ndomains. Clerics of this domain are sometimes known as\r\ninquisitors, but all are resolute in their hunt for apostates,\r\nheathens, fiends and heretics.\r\n[h1][hr]@[Retribution Domain](article:a06c851b-9a1d-4cfa-bea5-74f1b735c933)[\/h1]\r\nVengeance is a noble cause to the gods who hold retribution\r\nas one of their domains, and seeking to strike back against\r\nthose who disturb the peace and tranquility of the world is a\r\nrighteous goal indeed. Gods of war and peace, justice and\r\nbalance, judgement and wrath could all hold retribution as a\r\ndomain. Their worshippers hunt those who harm others,\r\nstrike back against the wicked, and hold grudges till their\r\ndying day.\r\n[hr]\r\n[h1]@[Revelry Domain](article:fe5b7e80-231d-449c-9348-0a9eb2977074)[\/h1]\r\nThe gods of revelry rule over celebrations, festivals, wakes,\r\nand passionate congregations of almost any kind. They\r\ninclude gods of wine or alcohol, ritual madness, love, fertility,\r\nlife, and many others. They're patrons of entertainers, those\r\nwho engage in debauchery, and hosts of parties. Clerics of this\r\ndomain are popular at festivals and perform many\r\nceremonies in the hopes of bringing joy and mirth to the\r\nworld. They spread the minor madness of their Gods to assist\r\ntheir allies, distracting foes with the divine music of their\r\nmandate that fills their every jaunty step.\r\n[h1][hr]@[Sacrifice Domain ](article:1f5a2a10-c085-443c-b87e-948a335d46cb)[\/h1]\r\nThe 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\r\n[h1][hr]@[Scorn Domain](article:61ce1d39-38dc-45d9-b0e8-019fe2d556fd)[\/h1]\r\nWhile some gods are friendly, hopeful, and generous, others\r\nshow disdain and disgust at the pitiful wretchedness that they\r\nsurvey. Momus, of the Greek pantheon, was thrown from the\r\nheavens for mocking the other gods, while deities of other\r\npantheons that rule over strife, war, chaos, law, and conflict of\r\nany kind could potentially include scorn as one of their\r\ndomains. Often, these gods are vengeful and petty, willing to\r\ngrant power to mortals that please them in exchange for\r\nunwavering service and loyalty. Followers of these gods lead\r\narmies and theocracies with an iron fist, seek to tear down\r\nthe temples of false gods, or desire terrible revenge for a\r\nperceived slight to their esteemed personage.\r\n[hr]\r\n[h1]@[Seismic Domain](article:1c8ca4a2-e3e9-422d-8db4-b23af761c04d)[\/h1]\r\nThe seismic domain is rooted in the natural forces of the\r\nearth, such earthquakes, fault lines, or volcanoes. Deities of\r\nthis domain usually hold dominion over aspects of the earth\r\nor the elemental plane of earth, such as Urogalan, Grumbar,\r\nor Segojan Earthcaller. Their followers hold strong as the\r\nearth itself and control the power of seismic forces to protect\r\nthe earth.\r\n[h1][hr]@[Sky Domain](article:9f988e06-7b59-40f5-91d0-da29fe6edcaa)[\/h1]\r\nThe gods that govern the sky are held in high regard by many\r\nreligions. Deities of the sky include Zeus and Tyr, among\r\nvarious others. Followers of these deities often travel far to\r\nsate their wanderlust and feel the beauty of the open sky\r\n[h1][hr]@[Spirits Domain](article:b30088fb-35cf-4335-8e57-1637fc832b73)[\/h1]\r\nThough there are gods who oversee spirits, clerics of the\r\nSpirits domain often do not focus their attention on any\r\none god. Instead, they revere the many spirits that inhabit\r\nthe world, which take many forms. Spirits of the natural\r\nworld, the spirits of the dead, spirits of ancestors long past,\r\nand a host of other varieties of spiritual entities. Clerics of\r\nthis domain respect these spirits, and seek to cooperate\r\nand honor them, or in the case of restless or evil spirits, to\r\nput them to rest.\r\n[h1][hr]@[Stone Domain](article:b58d52b5-4047-4619-8ad3-cc5bc2b4f5b8)[\/h1]\r\nGods 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.\r\nClerics 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.\r\n\r\n[h1][hr]@[Story Domain](article:274c98fc-2275-4a47-a659-d2a99d0bc502)[\/h1]\r\nEither 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.\r\n[h1][hr]@[Tempest Domain](article:c654ef96-fbd0-48e6-8c3b-8821422e0a02)[\/h1]\r\nGods 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.\r\n[h1][hr]@[Thievery Domain](article:c2dda249-2857-4068-8523-9970c15392e5)[\/h1]\r\nMany 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.\r\n[h1][hr]@[Time Domain](article:c9b3c65b-3df3-46fb-a957-2ca0faec326c)[\/h1]\r\nChronos, Cyndor, Pelor. These are just three of the gods of\r\nthe realms who preside over one of the most arcane and\r\nfascinate domains, that of time. The ability to look backwards\r\nto an endless path, and ahead to an infinite future, to travel\r\nfreely down the river of time, these abilities have been sought\r\nafter by scholars for eons.\r\nClerics of the time domain emphasize the progression and\r\ninevitability of time. That pain will fade, that history will\r\ncome and go. Often these clerics will try to make sure that\r\nthey are there at pivotal moments in history in order to allow\r\ntheir gods a conduit to observe the event. These gods in turn\r\ngrant their devotees the powers to go forwards, backwards,\r\nand even eventually to stop time.\r\n[hr]\r\n[h1]@[Travel Domain](article:a5e12e69-699a-42a8-9426-e9eda28c6070)[\/h1]\r\nThe worlds of the multiverse are vast places\r\nconnected by networks of roads, trade routes, and\r\nteleportation circles. These networks allow for the flow of\r\ngoods, information, and culture between distant parts of\r\nthe world. Good clerics of this domain believe that this flow\r\nimproves the lives of all. Evil clerics know that whoever\r\ncontrols this network controls what people know, what\r\nthey can obtain, and the relationships between far-flung\r\nregional powers.\r\n[h1][hr]@[Trickery Domain](article:eb6d3201-170d-48fe-b63d-115e7e9d406f)[\/h1]\r\nGods of trickery \u2014 such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki \u2014 are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They\u2019re 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.\r\n\r\n[hr][h1]@[Twilight Domain](article:df594de5-fe38-40c5-8d64-0b0336a21781)[\/h1]\r\nThe twilit transition from light into darkness often brings calm and even joy, as the day\u2019s 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.\r\n\r\nClerics 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.\r\n[hr]\r\n[h1]@[Valour Domain](article:ebee7c7a-2b57-4152-8fd6-a61099022a05)[\/h1]\r\nValour 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.\r\n\r\nGods 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.\r\n[h1][hr]@[Void Domain ](article:355886f8-9c66-4497-87e8-5c3187d29126)[\/h1]\r\nThe 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, Sel\u00fbne, and Hecate \u2014 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.\r\nThe 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.\r\n[h1][hr]@[Wanderlust Domain](article:c4afd087-e20e-453d-b82c-b82d9ecba046)[\/h1]\r\nThe gods of wanderlust encourage their faithful to see as\r\nmuch of the world as possible, savoring everything life\r\nhas to offer: good or bad, pleasant or painful, love or\r\nhardship, loss or gain, the clerics of the gods of\r\nwanderlust know no boundaries, and constantly seek\r\nnew lands, new experiences and forgotten knowledge to\r\ndedicate to their god.\r\n[h1][hr]@[War Domain](article:f0f4e4bd-c35b-46ed-93e0-a73e820a2902)[\/h1]\r\nWar 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.\r\n[h1][hr]@[Witchcraft Domain](article:eebefd84-9024-4e43-9592-73b0664f74d0)[\/h1]\r\nNot all gods of magic are pure and devoted only to the arcane\r\narts. Hecate, Hel, Circe, Ereshkigal, Nerull, Vecna, Afflux,\r\nDoresain, Incabulos, Lolth, Asmodeous, and other entities of\r\nterrible and unearthly power may hold sway over the domain\r\nof witchcraft and other dark magic. Followers of these\r\npowers are not always evil, but often use more wicked\r\nmethods than most would find palatable. While some act\r\nwith generous intent and seek to destroy greater or opposing\r\nevils, they are rare by comparison. Clerics of this domain are\r\noften known as witches, holding power over the arcane\r\npowers and natural world alike. Those who are called by their\r\ndeities to act often are found seeking lost artifacts,\r\nperforming rites and rituals, causing and curing plague, and\r\nsummoning creatures of accursed power.","tabledata":"","tags":"Cleric,Classes","isShared":"on","templateId":"25","blockId":"105516","world":"5f6f92f6-d12b-4dad-9ea7-eabcd38bb19c","folder":""}