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classe:clerc [2022/03/07 14:50] – ↷ Page moved from clerc to classe:clerc maitregobclasse:clerc [2025/07/09 17:56] (current) – external edit 127.0.0.1
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 +/* À compléter */
 +====== Clerc ======
  
 +{{tag>classes}}
 +
 +The Power of Faith
 +
 +Faith and Force. What does it take to
 +found a temple? What leads a congregation
 +to questioning its beliefs or purpose? The
 +heroic acts of Tira Miron founded the
 +modern Église de la Flamme d'Argent, while
 +the “false Keeper” Melysse Miron nearly
 +destroyed it. As your vestments gather
 +over the pew, join us for an enlightening
 +discussion of religion in the Cinq Nations.
 +
 +—Lady Dara ir’Rael
 +Artium Magister of Religion
 +
 +REL1103: Faith and Force
 +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 Artificiers 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?
 +
 +Gods don’t walk the world in Eberron, nor do
 +their avatars lounge in fortresses across the
 +planes. People believe that they are guided by
 +divine forces—the Voice of the Flamme d'Argent, the
 +intuitive guidance of the Sovereigns—but don’t
 +expect these beings to physically manifest before
 +them. If a thing can’t be seen, is it real? Does
 +the possibility exist that a such a higher purpose
 +might not? These types of questions can create
 +room for doubt, and while there’s no question
 +clerics and adepts wield mystical power, in
 +Eberron it’s possible to be an atheist.
 +Clerics rarely feel the need to prove the truth
 +of their beliefs. As a cleric, you know your faith
 +resides in your heart and that is all the proof you
 +need. Work with your DM to uncover exactly
 +why that is? What is it that has given you such an
 +unshakeable faith in a force you can’t touch? Do
 +you have a direct connection to the divine? Do
 +you believe in the doctrines and traditions of the
 +church or is your faith entirely held within you,
 +personally? What was the first time that a prayer
 +was answered, and divine magic was yours to
 +wield? Did your transcendental moment come
 +from great need or with great sacrifice?
 +
 +Transcendental Moment
 +d6
 +
 +Event
 +
 +1
 +
 +A spontaneous act of healing saved a
 +dying friend. (spare the dying or cure
 +wounds)
 +
 +2
 +
 +A burst of flame struck down a deadly foe.
 +(sacred flame)
 +
 +3
 +
 +A divine presence guided a task thought
 +impossible. (guidance)
 +
 +4
 +
 +Your voice carried across a battlefield,
 +allowing you to rally your allies.
 +(thaumaturgy)
 +
 +5
 +
 +Divine power forced an enemy to do your
 +bidding. (command)
 +
 +6
 +
 +Allies overcame impossible odds by the
 +aid of a divine power. (bless)
 +
 +
 +Background
 +Every cleric has the ability to cast spells and
 +channel divinity, but this is where the similarity
 +from one cleric to another typically ends. To be a
 +cleric, one doesn’t necessarily need to be trained
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +19
 +
 + or ordained priest. A cleric could have familiarity
 +with the testaments of one or more religions,
 +but it is far from a required skill. When creating
 +a character in Eberron, spend time to focus on
 +how your background fleshes out the differences
 +that help your character break the ritual tropes,
 +and separate it from the story of other clergy.
 +
 +
 +
 +
 +20
 +
 +Acolyte. You’re a recognized servant of
 +your faith who can always find shelter
 +and support at a temple. In return, you’re
 +expected to abide by the rules of your
 +church, and its faithful might ask you for
 +advice or aid.
 +
 +Charlatan or Entertainer. You began as a
 +charismatic street preacher, perhaps initially
 +as a scam, until a divine power moved
 +through you. Have you fully embraced your
 +new role, or are you frightened of your
 +power and purpose?
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +
 +
 +Folk Hero. You’re a champion of your
 +faith and use your power to protect the
 +Commun folk, but you have little interest
 +in church doctrine or hierarchy. You might
 +be a peasant guided by divine forces, or a
 +former priest disgusted by corruption in your
 +church.
 +
 +
 +
 +Hermit. You have studied the mysteries of
 +the divine, either as part of a monastic order
 +or in an isolation of your own making. In this
 +time you’ve made a great discovery. Have
 +you discovered a buried teaching, perhaps a
 +truth that others will consider to be heresy?
 +Or is your discovery more practical and
 +personal, a quest you must complete?
 +
 +
 +
 +Noble. You believe that your family’s power
 +is a divine right, and that with that power
 +comes responsibility. Does your family
 +recognize a long tradition of priesthood?
 +Have you been chosen to carry the mantle of
 +your family’s divine duty or was this burden
 +chosen for you to bear alone?
 +
 +
 +
 +Outlander. You come from a wild tradition
 +that diverges from the faiths as they’re
 +practiced in the Cinq Nations. You might be a
 +Demi-orc priest from the Les Désolations Démoniaques used
 +to fighting a daily battle against fiends, or a
 +hobbit shaman from the Plaines de Talenta. Do
 +you respect the priests of the Cinq Nations or
 +are they fools who don’t understand the true
 +nature of the divine?
 +
 +
 +
 +Sage. Perhaps you’re a student of history
 +and prophecy, driven to understand the
 +connection between divine power and
 +the arcane, which you believe unlocks the
 +mysteries of the planes. Familiar with the
 +role religion has played in history, you might
 +have uncovered suppressed or abandoned
 +beliefs formerly labeled as heretical. Do you
 +use your knowledge to guide others on the
 +proper path or bring about greater changel?
 +
 +
 +
 +Soldier. You don’t care much about church
 +politics or intrigues. A champion of faith,
 +you fight a battle against evil and those who
 +would harm your flock. Divine magic is just
 +another arrow in your quiver, and prayer is
 +your bow.
 +
 +
 +
 +Urchin. The divine found you in alleys
 +and sewers. You don’t know much about
 +church or tradition, and your personal
 +
 + beliefs and terminology stray wildly from
 +any established doctrine. All the same, your
 +suffering endured so that others might not.
 +
 +Divine Purpose
 +As a cleric, you don’t have to have a singular
 +purpose to have been given the power to heal the
 +sick and to smite the foul. But, why you, and why
 +now? The general duties of a cleric are to protect
 +the downtrodden and to act in accordance
 +with your beliefs, serving as an example to
 +others as you share your faith. Faithful of Kol
 +Korran wander the roadways to offer aid to
 +travelers. The cardinals of the Flamme d'Argent and
 +priests of Dol Arrah protect the innocent from
 +supernatural threats. Cleric of Aureon search for
 +knowledge to share as wisdom to help others. A
 +general code of conduct can be a broad swath to
 +follow on whatever adventure awaits or it could
 +be particular and finite.
 +It could be that you proselytize and try to
 +convince others to follow your path, or you could
 +feel that you prove the value of your beliefs best
 +through heroic action. On the other hand, your
 +divine gifts might have been given to you to fulfill
 +a specific destiny. Discuss and develop your
 +divine purpose with your DM, and never expect
 +your purpose to drive every adventure. In your
 +travels you can always be searching for ways to
 +pursue your goal and move closer to fulfilling
 +your purpose but, unless the other characters
 +have signed up for a crusade, you’ll need to
 +convince them that your cause is worth fighting
 +at any given juncture.
 +If you do have a divine purpose, how was it
 +revealed to you? Did you have a divine vision
 +
 +Divine Purpose
 +d8
 +
 +Purpose
 +
 +1
 +
 +Cleanse your church of corruption and
 +heresy.
 +
 +2
 +
 +Defeat an epic force of supernatural evil.
 +
 +3
 +
 +Cleanse the Les Terres des Lamentations and prevent a
 +second Mourning.
 +
 +4
 +
 +Recover Perdu relics of your faith.
 +
 +5
 +
 +Overthrow an oppressive leader.
 +
 +6
 +
 +Expose a fiendish conspiracy.
 +
 +7
 +
 +Bring down a cabal of warlocks.
 +
 +8
 +
 +Help victims of the war and unite the
 +divided nations.
 +
 +from a celestial messenger or tasked by a
 +hobbled congregation or a leader of the church?
 +Is it something you can reveal to others or kept
 +secret from all but your closest allies? Is this
 +the work that requires a lifetime to fulfill or is it
 +something that must be accomplished quickly?
 +
 +Drama Divine
 +The themes that define the acquisition of power
 +for a cleric and warlock are similar in principle.
 +In practice, there’s rarely mystery to the source
 +of a cleric’s magic. Your faith is part of your
 +story, not some bargain for power that might
 +demand forfeit of your spellcasting abilities if the
 +principles of your blind association of faith are
 +violated.
 +If you and your DM agree, you could choose
 +to add a little more uncertainty to your
 +magic, furthering the idea that your powers
 +aren’t scientific or reliable, and exploring the
 +connection to a higher power you don’t fully
 +understand. Before choosing to walk this path,
 +bear in mind that you have to accept the good
 +with the bad, and the possibility of disadvantage
 +along with any benefit of advantage. This
 +is a way to make clerics feel different from
 +other classes but isn’t intended to make them
 +better. With this notion, the DM is the absolute
 +arbiter of any divine effect, and your faith in
 +the DM must be similar to your faith in the
 +connection between your character and deity.
 +Even if chosen, this path isn’t something that
 +should create an expectation of power at given
 +milestones, even if you believe you are being as
 +devout as possible. In fact, the point of this idea
 +is that divine gifts aren’t reliable, and that higher
 +powers work in mysterious ways. If player and
 +DM want to explore this idea, consider these
 +paths.
 +
 +Divine Visions
 +For most people the voice of the divine is simply
 +instinct and conscience and even most priests
 +don’t have direct visions or celestial visitations.
 +In Eberron, characters aren’t most people, and
 +you are a cleric imbued with divine power and
 +purpose. Often, a divine vision is unquestionable
 +and cryptic. Rarely does one carry on a
 +conversation with a deity or ask for clarification.
 +When you arrive in a village, you could have a
 +vision of a golden crown floating over the head of
 +Chapter 1 | CLASSES IN EBERRON
 +
 +21
 +
 + a beggar. Could it mean that you’re supposed to
 +place the beggar on the throne, that the beggar is
 +a prince among men, or simply that you should
 +do what the beggar requests? Alternately, a
 +celestial guide in the form of a couatl tied to the
 +Flamme d'Argent, an angel devoted to a Sovereign,
 +or even a manifestation of your own Divinity
 +Within for the Le Sang Divin might make an
 +appearance. This spirit may not take kindly to
 +being questioned by mortals and, of course, once
 +voices and visions guide you, there’s always the
 +risk of being misled. It’s always possible that
 +your dream was crafted by a clever quori and
 +who is to say if an angel is truly a servant of
 +Boldrei and not an agent of the Seigneurs Des Cendres?
 +Divine visions provide the DM with a
 +somewhat subtle way to drive a story forward,
 +adding a sense of mystery for a cleric and
 +depth to the divine. At the same time, reliance
 +on divine visions shouldn’t take choice away
 +from characters or force them down a path.
 +These types of visions are best when enigmatic,
 +presenting a cleric with clues or new mysteries
 +to explore as opposed to simply being demands.
 +
 +Mysterious Magic
 +The magic of a wizard is entirely predictable
 +and reliable, because it’s a form of science in
 +Eberron. Meanwhile, the spells of a cleric are
 +a divine gift, but as it stands they are just as
 +predictable and reliable as any other form of
 +magic. Presently, there is nothing mysterious
 +about the divine power a cleric wields, no reward
 +for using appropriately and no punishment for
 +acting against the principles of your religion.
 +If both DM and player agree, a DM can add
 +a little more uncertainty to divine magic. The
 +simplest answer is for a divine spell to be more
 +effective when it is used in a way that is truly
 +aligned to the character’s faith. An attack roll
 +could have advantage, or a target could suffer
 +disadvantage on a saving throw. Conversely,
 +when divine magic is used in a way that violates
 +the principles of the faith, the spell might require
 +a roll to succeed or simply be denied.
 +These benefits and penalties shouldn’t become
 +Commun or trivial. Simply attacking an evil
 +
 +22
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +creature doesn’t justify a bonus for a cleric of the
 +Flamme d'Argent, but if they are putting themselves
 +at risk to protect an innocent, there by sacrificing
 +a spell that could be more useful later because
 +it’s the right thing to do now, might be the sort
 +of thing that receives favor. Even then, this favor
 +might be limited to once an adventure, rather
 +than over and over. Again, the purpose of this
 +isn’t to make a cleric stronger or weaker than
 +any other enigmatic class but to add the feeling
 +that the cleric’s powers aren’t entirely under
 +their command and to encourage dramatic
 +action in the name of such faith.
 +
 +Doubt or Heresy
 +While the Flamme d'Argent definitely exists as the
 +force that holds the fiendish Maîtres Démoniaques at bay,
 +there is no certainty in the faiths of Eberron,
 +and an orc cleric of Kalok Shash would have
 +a very different opinion from the cardinal of
 +Fort-de-la-Flamme about the proper way to follow its
 +path. As an example, the Flamme d'Argent has many
 +divisions that all retain the core convictions
 +pertaining to protecting the innocent, regardless
 +of their beliefs and on fighting supernatural evil.
 +There are many different interpretations of the
 +Légion Souveraine and Sombres Six, including cults
 +that unite them together, and there are unusual
 +practices that the faithful of any religion will
 +need to consider at some point in their journey.
 +
 +
 +The Église de l'ascension du Wyrm is an
 +offshoot of the Légion Souveraine that asserts
 +that the Sovereigns are ascended dragons.
 +This sect reveres dragons as divine beings,
 +and also maintains that it is possible for any
 +mortal to ascend through faith, devotion,
 +and remarkable achievements in life.
 +
 +
 +
 +la Griffe d'Émeraude is an extremist sect of the
 +Le Sang Divin, and most followers of the faith
 +don’t support their violent actions. Within
 +the Le Sang Divin, two core beliefs surround
 +the Divinity Within and can be stated simply
 +as a path to sElfee-discovery or the assertion
 +that mortality is a curse laid upon the world
 +by the Sovereigns, thereby ensuring mortals
 +never ascend to threaten their dominion.
 +Those who follow this path search for a
 +way to bring down the cruel gods and end
 +the tyranny of death. Such an abstract and
 +distant goal, to be sure, but it can create
 +direct tension between the Vassaux and other
 +faithful of the Légion Souveraine.
 +
 +
 +
 +The Ghaash’kala of the Les Désolations Démoniaques
 +consider life to be an endless war against
 +hidden Démon and beings who have been
 +possessed or tainted by foul forces, and now
 +act as the physical manifestation of evil. The
 +Pure Flame is an extremist sect of the Silver
 +Flame that believes in rooting out mortal evil
 +through harsh action and deter future evils
 +by similarly flagrant example. Even within
 +the main body of the church, there is a
 +growing division between those who support
 +the theocracy of Thrane and those who
 +believe that involving the church in politics is
 +a distraction and invitation of corruption.
 +
 +
 +
 +The Trois Visages de la Guerre is a cult found
 +among the armies of the Cinq Nations.
 +Members pay homage to the three
 +Sovereigns of War: Dol Dorn, patron of
 +strength and courage; Dol Arrah, the
 +embodiment of strategy and honor; and Dol
 +Azur, who favors cunning and victory at any
 +cost. Dol Azur is more Communly known
 +as Le Narquois, a member of the Sombres Six
 +who remains despised by most followers of
 +the Host. Yet, those who follow the Three
 +Faces believe that they each have their place
 +on the battlefield, and each one should
 +be shown proper respect, lest the hardest
 +warrior fall to their irreverence.
 +
 +In creating a cleric, you can choose to follow
 +one of these paths, or come up with a heresy
 +of your own. Whether you are content to walk
 +the path alone or if you want to spread beliefs
 +that could bring you into direct opposition with
 +an established populous, you can find your own
 +unique approach to religion, even as a cleric of
 +one of the known faiths.
 +{{url>http://vps265505.vps.ovh.ca/5eTools/classes.html#cleric_phb,hideclassfs:true,showfluff:true 100%,800 noborder}}