/* 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}}