Cleric: Difference between revisions

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Beginning at 1st level a cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Beginning at 1st level a cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.


=== Divine Domains (Su) ===
=== Divine Faith ===
At character creation, a cleric's deity influences her alignment, what magic she can perform, her values, and how others see her, and this is expressed through Divine Domains.  
Clerics derive their power from the divine blessings of a higher power, typically a deity.  Gods of one or more pantheons bestow power upon their faithful, and clerics, in particular, gain tremendous benefits from their faith.  In addition to granting new spells each morning after a full night's rest, most of the cleric's other class features are granted by the god, goddess, greater spirit, or other powerful entity that the cleric has chosen to follow.


During character creation a cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Choosing a deity to follow is a reflection of the cleric's outlook, goals, or even personality. Each god holds dominion over one or more domains, which can be thought of as Ideals (in the Platonistic sense); expressions of reality in their purest form. Domains run the gamut from such things as "War" to "Artistry" to "Seasons".


Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
What gods, goddesses, greater spirits, or other divine beings are present in your campaign world are up to the GM and your party. Once you have selected a deity that your character worships, try to remember the aspects of the world that the deity is most concerned about, and make sure your character strives to advance their cause, whenever possible.
 
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
 
* [[Divine Domains]]


=== Channel Divinity (Su) ===
=== Channel Divinity (Su) ===

Revision as of 23:00, 1 April 2019