Cleric

A Dwarven cleric, short of stature but mighty in strength, ready for battle.

“
*Son, if you're going to come into my church and threaten me, you'd best be able to back it up.*
”
— Mzinchaft Stormhand, Tempest Cleric.
**Clerics** are powerful spellcasters and conduits of divine power and energy. Serving as intermediaries between the mortal realms and the distant Divines, clerics are as varied as the deities they serve. Nonetheless, all clerics strive to advance the agenda of their deity: whether that be spreading bountiful healing energies, protecting nature, or defending the honor of the dead.

Clerics are a step above mere priests and acolytes, imbued with powerful divine magic. Wielding immense healing powers and abilities, their presence in adventuring groups is almost always guaranteed to increase their resilience and survivability.

## Abilities

Clerics are full spellcasters. Unlike bards, wizards, and sorcerers, clerics' spells are rites and incantations prepared through reflection, prayer, and meditation; in this regard, they are similar to monks. Cleric spells require such precise focus and locutions that, despite their formulaic and well-studied nature, they require substantial study and training in order to cast in reliable and controlled fashions.

Spells cast by clerics are often referred to as Miracles.

In this setting, clerics are far more autonomous than they are as described in the Player's Handbook. This is because, in Vosel, the spellcasting and martial prowess of clerics is almost entirely a result of their training and skill. A cleric's deity does contribute to a cleric's power via the *Channel Divinity* and *Divine Intervention* powers: However, everything else a cleric does is predicated upon the cleric's own abilities. Clerics are *very* distinct from warlocks, and very similar to druids in this regard.

Additionally, clerics may make Wisdom (Religion) checks, and, depending on their deity and domain, may also make Wisdom (Nature) and Wisdom (History) checks.

## History

### Pre-Godfall

In the First Age and Second Age, a great portion of the power channeled by clerics was of divine origin. The gods themselves offered a significant sum of their own strength to ful the power of the clerics who represented them throughout the universe.

### Post-Godfall

Post-Godfall, the gods, cognizant of their vulnerability, accepted self-imposed exile to the Outer Planes. From this place, the power they grant to clerics is significantly reduced. Thus, in the present, clerics derive much of their power from their own agency rather than the divine: their spellcasting prowess, their attunement to a virtuous life, and their practice of the same.

## Organizations

There are nearly as many organizations related with clerics than there are clerics themselves. That said, a number of them are considerably more widespread and powerful than the others.

### The Divine Concord

*Main article: Divine Concord*
The Divine Concord is the lasting legacy left by the Divines before their exile. Through it, the adoration and worship of the gods is regulated and practiced in due accord. As would be expected, the vast majority of the members of the Concord are Clerics, and a significant number of the totality of the Clerics in this world are members of the Concord.

The Concord traces a difficult path between good and evil and law and chaos. This means that everyone is a little unhappy: those who are good believe the Concord does not do enough for the poor, while those who are evil believe that too many of the Concord's resources are wasted in charity; those who are lawful resent the laissez-faire rulings of the Pontiff and the Conclave, while those who are chaotic resent their rule altogether. Some argue that everyone leaving unhappy is a sign of a successful compromise; however, in the case of the Concord, this unhappiness appears to be rapidly festering into dangerous and schismatic thoughts.

With this climate hanging about the once-powerful and united Concord, many Clerics who are members of it have abandoned the Concord, with the Concord being too consumed in internal squabbles to be able to do much about it.

### The Primeval Circle

*Main article: Primeval Circle*
Many Clerics of Nature belong to the Primeval Circle. These Clerics are, occasionally, also connected to the Concord; however, the growing strength of the Circle, and the diminishing power of the Concord, has seen many nature clerics seek to ally the Circle instead. The Circle largely allows their members to act independently, with the largely-Druidic leaders of the same giving Clerics free reign to act in accord with their principles, as well as the principles of the Divines they revere.

## Subclasses

Cleric subclasses are known as divine domains, representing the purview of the gods they serve and the virtues they follow.

### Arcana Domain

Clerics in this domain revere Sinvariol, the deceased mother of Magic, and her descendants, the other deities of the Arcane.

### Death Domain

Clerics in this domain are the evil leaders of dark and malevolent cults. Necromancers liches and vampires alike are included in this category.

### Forge Domain

The gods of the forge are patrons of all who work with metal, and their clerics fight for their cause. These clerics search for lost artifacts, protect mines and mining towns, and search for rare and precious minerals to fabricate unique artifacts and items.

### Grave Domain

The gods of this domain carefully watch over the transition from life to death, ensuring that sacrilegious acts, such as necromancy, are punished. These clerics put wandering spirits to rest, destroy undead, and ease the pain of the dying. Death is not something to be feared, but respected.

### Knowledge Domain

The gods of the knowledge domain value learning and understanding. Clerics in this domain argue that knowledge should be collected and shared via libraries and other institutions; meanwhile, they promote practical crafts like weaving and farming to illiterate folk. That said, there are some who believe that knowledge, or certain elements within, should be locked away and forgotten.

### Life Domain

The life domain champions all that is living, with healing and care being furnished for all who are sick and wounded. These clerics are the enemy of the forces of death and undeath, and are able to mete out radiant and divine punishment against necromancers in equal measure that they heal their fellow adventurers.

### Nature Domain

Clerics in the nature domain revere the deities of nature, occasionally working closely with Druids and Rangers. That said, clerics in the nature domain are frindly towards civilization, especially to those caught in the fringe between civilization and the wild: farmers, hunters, gatherers, and fishermen of little means.

### Trickery Domain

The trickery domain includes trickster gods who prefer indirect meddling to confrontation. Clerics in this domain act similarly.

## Notable Clerics

* Izchend Ferunn, High Priest of the Forge.
* Linqual Sinenvalendenien, High Priest of Knowledge
* Mzinchaft Stormhand, High Priest of the Tempest, and servant of the Dwarven god of lightning and thunder, Khordin, residing in Tzand, in Mzundelft.
* **Redmond de Lauvac**, Hellborn Cleric of Death and worshipper of Neftis, participating in the Lost Mines of Colmanth campaign.
* Sinvariol Serevanien, High Priest of Nerevariol, the Elven god of Arcana.
* **Sofiel Astier**, Heavenborn Cleric of Life and worshipper of Dalos, participating in the Lost Mines of Colmanth campaign.
* Tayaris Rufflespark, High Priest of , Gnome god of Trickery.

## Appendix

Classes
Artificer • Barbarian • Bard • **Cleric** • Druid • Fighter • Monk
Paladin • Ranger • Rogue • Sorcerer • Warlock • Wizard