Cardinals of Valoren

For 250 years, the Adherents of Hun worshipped the gods in equal measure, spreading their influence, paying tribute, and mingling as a conglomerate order of mundane warriors, priests, and wizards, all with equal footing in the eyes of the gods. As the kingdom of Valoren grew into a republic, individuals of influence, particularly ones who were long lived like the High Magister of the Schools of Magic Cyndix, Seraphina, Greatmother, and Valyn, Heartseeker, became respected and had their voices heard in court, by the king of the land.

For many years, the Eldiri cleric of Leah, Galadran, Sunwarden acted as the head of the Adherents, eventually coined the High Cardinal by the Valorean king Korinth II. When Galadran passed, the wizard Cyndix took his place. It was later known that the manipulation of Korinth and Galadran's passing were both orchestrations of Cyndix himself. Using his mind bending magics, Cyndix was positioning himself to conquer all of Valoren before the organization of the Church and the Order of the Sons and his subsequent defeat.

Following these events, it was agreed that the wizards of Valoren would study and worship entirely separately, and the Church would be reorganized into the militant orders of the Sons, and the healing and conversion orders of the Wives. Since then, the sects of the clergy do maintain military might, as all 14 arms of the Church operate independently outside of times of great need, and the High Cardinal of the order is voted by the council of Valoren, and not just its cardinals.

Maintaining their individuality with their traditions is paramount to ensure proper education and the proliferation of their teaching across all of Ahrd. Recruitment mainly comes from these pilgrimages, as well as from reformed criminals, and orphans of the lands. When adherents join the church, they are allowed to choose (or are given) a new name, representing their new life, and then their trials are complete and they are granted the rank of cardinal, they are given a surname: often based on deeds, personality, or prophecy.

## Cleric: Cardinal of Valoren (Domain of the Wives)

**Fidelity Bonus**: Valoren (half-elves or humans) receive Inspiration at the start of every session.

Pilgrimage: You will receive a fee of coins from the Church's coffers for each prospective cleric you send home to Valoren proper.

When you join or are recruited into the Keep of the Seven, you choose (or are sequestered into) one of the Sects of the Seven Wives. Choose one of the below to complete your Domain.

## The Sect of the Falling Snow - Priests of Lunestr

The Sect of the Falling Snow are the foremost peacekeepers of the Church of Valoren. While the Warmongers of Lunestr's son Jaal do so with violence, the priests of the moon goddess do it with quiet adjudication. As is the moon - silent, watchful - so are her adherents. When tasked with violence, it is often at the behest of the King, and nearly always a hunt against the blood curs'd of Ericia. Led by the High Priest Selene, Moonblessed, it is with even levels of shock and awe that outlanders greet a wandering priest of the night and snow - adjudicators with no equal.

Domain Spells
 3rd
 5th
 7th
 9th

**Bonus Cantrip**

When you choose this domain at 1st level, you gain the Message cantrip if you don't already know it. This cantrip doesn’t count against the number of cantrips you know.

**As Silent as Snowfall**

Also at 1st level, your connection to the moon allows a soft telepathic communication with your deity. You can calmly beckon for the power of Lunestr, and no longer need to provide verbal spellcasting components. Your Message cantrip has an unlimited range when used to communicate to other adherents of Lunestr you have met or been contacted by.

**Channel Divinity: Banish the Dark Star**

Starting at 2nd level, you can use your Channel Divinity to shun or banish the curs'd of Ericia. As an action, you present your holy symbol to one creature within 60ft. They, and all other creatures within 10ft, must take a constitution saving throw. A creature takes cold damage equal to 2d10 + your cleric level on a failed saving throw, and half as much on a successful one. A werechanger or wampyr that fails this save is transformed into their humanoid form, and is unable to shift again for 1 hour. During this time, they lose any immunity or resistance to non-silvered or magical weapons.

**Walk in Silence**

Starting at 6th level, your footsteps sound like falling snow when you prowl the wilds. Whenever you are concentrating on a spell, you have a +10 bonus to Dexterity (Stealth) checks and cannot be tracked except by magical means. You leave no tracks or other traces of your passage.

**Moonglass Arsenal**

Starting at 8th level, Lunestr trusts you with your solemn crusade to cleanse the land of her sister's blood curse, and imbues your weapons and armor with gleaming moonlight that cracks and freezes like ice. After you use your Channel Divinity, you can concentrate on the blessings of Lunestr for 1 minute. While concentrating, your AC, melee attack rolls, and melee attack damage is increased by 2. You can choose for any damage your melee weapons do to instead be cold or radiant damage. Additionally, you have resistance against attacks caused by werechangers or wampyr.

**The Presence of the Night Queen**

After 17th level, the silence of Lunestr speaks through you. When a creature can see you, you can use your reaction to steal their words from them. The creature must succeed on a Charisma saving throw or speak only to you. You are free to judge these words, and open your mouth to allow them to flow through you. If the creature casts a spell that requires a verbal component, the spell is only cast with this component if you choose to let them, following knowing the words. The creature is otherwise frightened. On a successful save, nothing happens. You can use this feature a number of times equal to half your cleric level, and regain all spent uses on a long rest.

## The Sect of the Wild Hunt - Priests of Gefh

The Sect of the Wild Hunt are predators without peer. Founded first by Eldiri adherents who wished to pass on the techniques of hunting with elven magic, in the hundreds of years since it has grown into a Feared order. Valyn, Heartseeker knows to keep her order sharp for the moment it is needed, and when a target presents itself, she sends rarely but one, to slay their quarry no matter the cost. It is many crises that have been avoided by the honed blades and trained eyes of the priests of Gefh.

Domain Spells
 3rd
 5th
 7th
 9th

**Bonus Cantrip**

When you choose this domain at 1st level, you gain the Guidance cantrip if you don't already know it. This cantrip doesn’t count against the number of cantrips you know.

**Preturnatural Senses**

Also at 1st level, the watchful gaze of Gefh flows through your senses. When you make a skill check, you can use your reaction to cast Guidance on yourself (remember that this includes initiative checks). You must declare the reaction before you roll the dice for the check.

**Channel Divinity: Eyes of the Gefh**

Starting at 2nd level, you can use your Channel Divinity to see as the gods see. You name a number of creatures up to the number of your proficiency bonus. You must be aware of the existence of these creatures. You know the direction of these creatures. When they are within 30 feet, you have truesight when seeing the named creatures. The eyes last until you finish a long rest.

**The Nymph's Swiftness**

Starting at 6th level, you increase your movement speed by 10ft, and cannot be surprised.

**The Heartseeker**

Starting at 8th level, you can use your action to conjure the spirit of the legendary celestial artifact Heartseeker. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 piercing damage and you score a critical hit on a roll of 19 or 20. If you are maintaining a Spiritual Weapon, it can take the form of the Heartseeker and gain these bonuses instead of you. You must choose the form of the weapon when you cast the spell, and it will remain the Heartseeker until you dismiss the spell.

**Immortal Huntress**

After 17th level, the completion of Gefh's great hunts invigorates the priest. When a creature affected by Eyes of Gefh is killed, or if a creature is killed by the Heartseeker, you restore hit points equal to the creature's CR. If you are at maximum hit points, you gain this many temporary hit points as well. You no longer show signs of aging, and cannot be aged by magical means.

## The Sect of Eternal Life- Priests of Leah

The Sect of Eternal Life has taken the call of the goddess of fertility and bounty to the pinnacle of its fruition. High Priest Seraphina, Greatmother personally directs the clerics of Leah to any corner of Ahrd to help with even the smallest request - healing, restoration, farming, birthing. The completion of these tasks often includes the teaching of these tasks to those in need, and has shown incredible success in both the birthrates rates and life expectancy of the Valorean people. This success, combined with the good will and lasting impressions the clerics leave across the land, lead to it being one of the largest and busiest sects that continues to recruit and pull funding from all of Ahrd, and be one of Valoren's greatest assets and faces.

Domain Spells
 3rd
 5th
 7th
 9th

**Bonus Proficiency**

When you choose this domain at 1st level, you gain proficiency with heavy armor.

**The Net of Life**

At 1st level, you are able to connect to and with all good, living things. Whenever you use a spell that restores hit points to a single creature, you can instead choose a number of targets equal to the spells target + a single creature within 5 feet of you (and any familiars you can communicate with) that you (or your familiar) could touch. The spells heals for additional points equal to the number of touched creatures beyond the initial target, and you can divide healing as you choose among all targets.

**Channel Divinity: Wings of the Robin**

Starting at 2nd level, you can use your Channel Divinity to sprout blue, ethereal wings from your back. For 1 minute, you have a fly speed of 60 feet. While the wings are manifested, you can use the wings defensively if you are not in the air. When you are targeted by an attack, you can use your reaction to increase your AC by 2.

**The Burning Empty**

Starting at 6th level, you can channel the empathy of Leah to identify longing and pain of those around you. As an action, you can focus on a humanoid or beast you can see within 30ft. You immediately discover if this creature is hungry, experiencing guilt or loss, as well as any missing hit points and any spells or conditions that are negatively affecting them. If you need to fight the creature at any point before any of these traits change, you receive advantage on attack rolls against the target.

**Greatmother's Blessing**

Starting at 8th level, you are granted a fragment of Seraphina's wisdom, that which connects her to the Maiden and the chaos of life. At the start of any of your turns, you gain a number of temporary hit points equal to your Wisdom modifier.

**Ascension**

After 17th level, the angelic visage of a cleric of Leah becomes powerful and undeniable. The Wings of the Robin become permanent, and can vibrantly change color between a natural robin, robin's egg blue, and a radiant golden light. When you use Wings of the Robin with your Channel Divinity, it increases your fly speed by 60ft and your AC by 2 for the duration. Additionally, when you finish a short or long rest, your Greatmother's Blessing can be applied to a number of creatures within 60ft that is equal to your level.

## The Sect of the Kind Blessing - Priests of Fortuna

    Luck and fortune are fickle, which is the struggle many of the adherents of these gods face when spreading their teachings to greater Valoran and the rest of Ahrd. Behind only the sect of D'kar, the Sect of the Kind Blessing is small, and working fervently on growing their cult and appealing to those that need the blessings of Fortuna. These priests know in their hearts that while no small amount of healing, wealth, or strength is needed to protect yourself, luck is always a factor. While each priest of Fortuna possesses some small amount of sight over the strands of fate, the high priest Cedric, Shadowbane is cursed with near complete knowledge of them. Directing priests to the farthest corners of Ahrd or preforming the simplest of tasks is trusted to mean more than it seems, and the Sects powerful magics of luck and change are accepted when they are shown to be more boon than curse.

Domain Spells
 3rd
 5th
 7th
 9th

**Bonus Proficiency**

When you choose this domain at 1st level, you gain proficiency with heavy armor.

**Fateskein**

At 1st level, you are able to act on the thin threads of luck that your goddess lays out for you. When you roll a die that is smaller than a d20, or whenever a die is rolled for a non-harmful spell effect that you have cast on another creature (i.e. Guidance, Bless, etc), you can choose to have the result become the highest result on the die. You can use this feature a number of times equal to your Wisdom modifier.

**Channel Divinity: Fortune's Favor**

Starting at 2nd level, you can use your Channel Divinity as an action to view yourself from the plane of Fortune, witnessing the outcomes of all of your possible actions before you take them. For the next minute, you can choose to roll an extra d20 whenever you roll one, and choose either this result or the result of the other roll. If during this time an enemy succeeds a saving throw against one of your spells or hits you with an attack, you can force them to roll another d20 and you can choose the result. Once you use 2 of these re-rolls, the sight fades and the effect ends.

**Curse of Luck**

Starting at 6th level, using Channel Divinity: Turn Undead now affects humanoids and fey. When these creature types are turned, they are wracked with visions of obvious oversights and blunders: tripping over untied boots, having their sword on their other hip, forgetting their pouch of gold at their last campsite . When turned, these creature types move instead in a random direction at half speed, and can only dodge as an action if they do not need to escape an effect that prevents it from moving.

**Meant for More**

Starting at 8th level, Fortuna will mark others for greatness that are destined for calamity, marks for a priest of the Kind Blessing to erase. After you finish a long rest, roll a d20 for every friendly creature in your adventuring party. On a 15 or more, they are marked. When a creature that is marked is within 10ft of you, you can take any of the following reactions:

* When the creature takes enough damage to be reduced to 0 hit points, you can interpose yourself, moving 5ft closer to them and taking the damage instead. This damage cannot be resisted (though any reductions on the marked target remain).
* When the creature makes an attack roll, you can push them to make a free additional attack.
* When the creature casts a spell that causes a target to take a saving throw, you can force one of the targets of that spell to have disadvantage on the save.

Once a reaction is used on a marked creature, the mark fades... for now.

**Chosen**

After 17th level, you have mastered seeing the fates through the veil of the real. Your sight is near perfect, and can act out the most favorable paths and protect the most important pieces in the great game. You can cast each divination spell you have memorized once each day without spending a spell slot. Additionally, you can choose a Divination spell for every slot you can cast, and memorize those spells for free. You can exchange these spells when you would memorize spells normally.

## The Sect of the Silent Glade - Priests of Auros

    There are few corners of Ahrd that do not fear winter for its many blights, and in this fear they turn to the warmth and hope of Auros. Her priests perform many tasks, and can be seen most commonly at feasts to pray for long summers and short winters. Smaller towns and settlements request blessings of the Silent Glade for protection from the wilderness and for swift growth in their farms, bringing the priests of Auros close to, and friendly with, priests of Leah. Mirabelle, Ever-blooming allows her priests to remain this conduct largely by themselves, and handles the careful allocation of the strong and brave adherents of Auros to frontier or wartime locations who need similar blessings, often accompanying warriors and long pilgrimages around Ahrd.

Domain Spells
 3rd
 5th
 7th
 9th

**Bonus Cantrip**

When you choose this domain at 1st level, you gain the Druidcraft cantrip. This cantrip doesn’t count against the number of cantrips you know.

**Springcaller**

At 1st level, flowers and vines open and close at your passing, recognizing even the smallest presence of their mother, Auros. You ignore any difficult terrain caused by non-magical plants.

**Channel Divinity: Winter's End**

Starting at 2nd level, you can use your Channel Divinity to thaw your surroundings, making way for the embrace of Auros. As an action, you can choose a 60ft circle within 60 feet. Any creatures of your choice become resistant to cold damage for 1 minute. Additionally, the area becomes temperate and comfortable for the next 8 hours, and any creatures that use hit die to restore hit points while within the thaw regain additional hit points equal to 1d6 times your wisdom modifier.

**Life Bloom**

Starting at 6th level, after finishing a long rest, you can conjure a faintly glowing bulb from any natural surface (that has not been built by creatures). Any creature can consume this bulb as an action to gain an effect based on the below chart:

 4
 8
 12

**Protection from Flora and Fauna**

Starting at 8th level, You are able to curb the greater effects of the wild against those you love. One willing creature you touch is protected against certain types of creatures: beasts, dragons, monstrosities, and plants.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

This protection lasts 10 minutes. Once this feature is used, you cannot use it again until you finish a long rest.

**Ahrdshift**

After 17th level, the whims of Ahrd are yours to command; far beyond communing with woodland creatures and flowers. As an action, you can cast Plant Growth, Control Water, Conjure Woodland Beings, and Move Earth all at once. You maintain concentration on all of the spells as if they were a single spell, and you cast them all at their lowest level. You can choose to cast some or all of the spells when you use Ahrdshift. Once you have Ahrdshifted, you cannot use it again until you finish 7 long rests.

## The Sect of the Cleansing Rain - Priests of Wuri

    Though the Church of Hun operates largely as a single entity, it is no secret that the adherents of Wuri seem only connected to the faith by convenience. Between their teachings warning them of the whims of Hun, and their rage being carved into a weapon, the battle prowess of their high priest - Alaric, Hammerhand - is wasted on the constant bureaucracy of answering for the overreach and violence of his priests. More akin to an order of mercenaries or paladins, those that come to pay tithe to the Cleansing Rain know they do so to choose the lesser of evils to rid them of their troubles: and the steady flow of coin helps keep them well fed and armed.

Domain Spells
 3rd
 5th
 7th
 9th

**Bonus Proficiency**

When you choose this domain at 1st level, you gain proficiency with heavy armor.

**Wrath of Wuri**

At 1st level, when you hit a creature with a melee weapon attack, you can expend one spell slot to cast Thunderous Smite with no action and must immediately apply the effect to the attack.

**Channel Divinity: Hurricane**

Starting at 2nd level, you can use your Channel Divinity as an action to roil the winds around you. For the next minute, any creature within 15ft of you must pass a constitution saving throw or take 1d8+half your cleric level as bludgeoning damage. Creatures with a fly speed take this save with disadvantage. Flying through the hurricane counts each 5 feet of movement as 15 feet.

**Living Lightning**

Starting at 6th level, the peak's of the cleric's rage connects them with their deity, channeling raw electricity between the two. As a bonus action, the cleric can sacrifice one spell slot, and creates a pillar of lightning centered on themselves 5 feet wide and reaching infinitely into the heavens. Any creature attacked, shoved, or otherwise touched by the cleric must pass a dexterity saving throw or be hit by the lightning. Any creature that willingly attacks, willingly moves through or over the cleric's space, or is grappled or moved over by the cleric, automatically fails the save. Creatures moving underneath the clerics space are not affected. Creatures that fail the save suffer 1d6 thunder damage and 1d6 lightning damage for each level of the spell slot you sacrificed plus your wisdom modifier, or take half as much on a successful one. This lightning lasts until the beginning of the cleric's next turn. Once you use this feature, you cannot use it again until the cleric finishes a long rest.

**Rage of the Divine**

Starting at 8th level, when you use Hurricane or Living Lightning you gain resistance to slashing, piercing, and bludgeoning damage and immunity to lightning and thunder damage, and advantage on Strength and Wisdom checks and saving throws for the next minute. This rage ends early if you are knocked unconscious or if your turn ends and you haven't attacked or damaged a hostile creature since your last turn or taken damage since then. If you are able to cast spells, you can't cast them or concentrate on them while raging. You can also end your rage on your turn as a bonus action.

**Cycle of Turmoil**

After 17th level, Wuri communicates her long list of wrongs for you, her great servant, to scratch off. When you roll for initiative, Wuri whispers to you which creature has the most hit points, and which (if any) have spell slots or legendary actions. You must choose one of these as your quarry. You get a free turn before combat starts, and can only use your action to Dash, Dodge, Hurricane, or cast a spell that does Lightning or Thunder damage. You must use your Move (and your Dash if you take one) in the shortest path towards the quarry. If you cast a damaging spell, your quarry must be one of the targets.

If damage you deal reduces your quarry to 0 hit points, if any other eligible quarry was whispered, you can declare them as your new quarry. You can immediately take a free turn with the same limitations as above, and continue until there is no quarry left.

## The Sect of the Twisted Plot - Priests of Yaga

    Though nearly excluded from the Church all together, in the time of Vincian XIII the sect of the Twisted Plot has grown beyond anyone's knowledge or design. Focussing on the loosest aspects of Yaga that could benefit a benevolent order, these adherents are taught the arts of deception, infiltration, and sabotage - often bordering on (or completely participating) high crimes and heresies to gain trust or access to whatever targets are needed. High Priest Lysandra, Splittongue works as the of Master of Whispers for the crown during the reign of Vincian XIII, knowing everything there is to know and squelching threats before they arise. Since his father's death, Vincian XIII has attempted to add some oversight to the doings of the Sect, but their powers are great, and hiding and manipulation are their trade.

Domain Spells
 3rd
 5th
 7th
 9th

**Bonus Cantrip**

When you choose this domain at 1st level, you gain the Minor Illusion cantrip if you don't already know it. This cantrip doesn’t count against the number of cantrips you know.

**Rats in a Maze**

At 1st level, you have been set out from your cloister to sew deceit and panic from an unassuming position, surrounded by enemies. When you cast a spell that uses verbal or somatic components on a creature and they fail their saving throw, they forget that they noticed you casting the spell (unless they were already aware or fighting you).

**Channel Divinity: A Crone of Many Plots**

Starting at 2nd level, you can use your Channel Divinity to cast a Domain spell you know that does not cause damage. This spell does not require any components, and does not take a spell slot to use. You can use this Channel Divinity a number of levels of spell up to your proficiency bonus before it is spent.

**Web of Whispers**

Starting at 6th level, you can sow discord by channeling the gab of Yaga. If you spread a rumor by spending 1 minute or using a deception or persuasion check against a target, they will receive disadvantage on the first saving throw they make against you. If you eventually fight the target, they will always count as surprised. This effect lasts until you are found to be untrustworthy, and can also spread to other targets from the initial target.

**A Poisoned Cup**

Starting at 8th level, you are adept at weaponizing the trust others have in you. When a creature is injured, you can convince it you mean to provide it healing and force them to succeed in an Insight check against your spell save DC. On a success, you are not discovered by waved away. If they fail, you are able to use a spell that restores hit points on the creature. They lose the same number of hit points you would normally restore. Targets that are not aware you are a cleric take the check with advantage.

**The Faceless Nun**

After 17th level, your words and disguises will be supernaturally convincing, allowing you to erase the thought of your own discovery from the minds of those that experienced it. You can cast Disguise Self without using a spell slot. You can use Disguise Self as a reaction when you are discovered doing something illegal or otherwise giving away your motives to erase the last 6 seconds from the discoverer's memory. Additionally, you can use Disguise Self in combat to become functionally invisible to humanoid targets. They will recall seeing you, and fighting you, and may even push aside your new character in search of the nun who wronged them. The disguise will break when you attack or cast a spell. You can use this feature a number of times equal to your Wisdom modifier, and regain all spent uses after a long rest.