Cleric

= Cleric  = Clerics may very well be the meat of the world of Armeya. They are the servants of the gods, after all. The priest of Asch dressed in all his glorious robes, preaching the word of his lord to the loyal Imperial flock is a cleric. The Brother of Night's Raiment who shrouds himself in darkness for fear of Shul's fiery retribution when he dares to ask for divine blessings is a cleric. The peaceful and joyful servant of Vo, on pilgrimage into the lands of the Empire, who takes care to practice his beliefs as he chooses while not damaging the well-being of others, is a cleric. Clerics are everywhere in the world, and just as the gods differ greatly from one another, so too do their devout. Clerics in Armeya are found in nearly every civilization.


 * Special Notes on Clerics:** Clerics must adhere to devout worship of a deity to gain access to spells. It is the decision of the gods to bless their disciples with magic, and so it should come at no surprise that sometimes the gods simply say "No." For example, petitioning a god to resurrect someone is almost always denied. Typically, the higher level of the spell, the more likely it will be declined. This is because granting spells is not a simple task for a god; it requires a significant expenditure of effort. The gods, of course, have a large pool of effort available to them, but split between thousands of worshipers thins the magic available to all. Furthermore, clerics do not have Turn/Rebuke Undead, as Undead as a whole are exceedingly rare (see Magic for more details). An enterprising player may, however, still utilize a cleric's Turn/Rebuke Undead ability for the purposes of trading it for alternative class features (see below). Clerics must be within one alignment step of their chosen deity on either axis.


 * Special Notes on Magic:** Armeya RPG treats magic in this setting a fair bit differently. To read on how magic functions in this setting, go to this page. To check the allowed spell lists for your character's class, go here.

Worshiping the Gods
Below is a table giving appropriate mechanical information for playing a Cleric devoted to a particular deity.
 * **God** || **Alignment** || **Favored Weapon** || **Domains** || **Mechanical Notes for Playing as a Cleric of the God** || **Aura** ||
 * Asch Ment || Lawful Good || * Scimitar
 * Longsword
 * Bolas || Good, Law, Strength, Glory*, Community*, Competition*, Nobility*, Pride* || Clerics of Asch prepare their spells in late morning through solemn rituals involving extolling the praises of their god, remarking on his honor and glory, and promising service to add to the might of the Empire. || Lawful Good ||
 * Vo Q'fimby || Chaotic Good || * Unarmed Strike
 * Sap
 * Boomerang || Air, Animal, Chaos, Good, Travel, Liberation*, Courage*, Mysticism* || Clerics of Vo prepare their spells in the early morning through singing joyful songs as tribute to their god. These songs are always loud and long and sure to draw attention. Clerics of Vo oftentimes sleep outdoors even in dangerous locales as a test of faith. || Chaotic Good ||
 * Ta Rak Ra || Lawful Evil || * Sickle
 * Scythe
 * War-sledge || Destruction, Earth, Evil, Law, Plant, War, Darkness*, Tyranny* || Clerics of Ta Rak Ra prepare their spells at night, outdoors, through a chanting prayer and clutching a handful of soil. Priests of the Revenant are a rare find; the more common devotees of Ta Rak Ra are the Shamanic Coven of Druids. || Lawful Evil ||
 * Shul || Neutral Evil || * Greatsword
 * Kukri
 * Whip || Death, Evil, Fire, Sun, Purification*, Hatred*, Suffering*, Wrath* || Clerics of Shul ask for their spells at night in preparation for the next day, in total darkness and indoors to be safe from the wrath of their goddess. This requires a small sacrifice of blood (it need not be the cleric's own). || Neutral Evil ||
 * Naneid || Neutral Good || * Hookspear
 * Longbow
 * Shortsword, Broadblade || Good, Healing, Protection, Water, Family*, Lust*, Ocean*, Renewal* || Clerics of Naneid prepare spells at Shulrise as symbolic of their deity's protection against the evil goddess. When clerics of Naneid prepare their spells, they must be within reach of at least a small pool of water as part of their worship rites. || Neutral Good ||
 * L'Orielan || Lawful Neutral || * Dagger
 * Crossbow, Light
 * Sling-bow || Knowledge, Law, Luck, Magic, Trickery, Inquisition*, Mind*, Spell* || A cleric of L'Orielan prepares spells at night by reading aloud from a text of their choice by candlelight and inscribing their name on parchment which is burned by the candle. Clerics of L'Orielan may apply to the Loredelver prestige class. || Lawful Neutral ||
 * Council || True Neutral || * Quarterstaff
 * Javelin, Spinning
 * Harpoon || Chaos, Evil, Good, Law, Balance*, Fate*, Mentalism*, Planning* || Clerics of the Council prepare spells at exactly noon or midnight. Once this choice is made, it cannot be revised. Clerics of the Council prepare spells through a ritual of holding two different objects of equal weight, one in each hand, as they make a plea to the god. || All Alignments Simultaneously ||
 * //Domains listed above which are marked by an asterisk (*) are available only to Clerics of the exact alignment as their deity. These domains are all found in Spell Compendium, starting on p271. //

Alternative Class Features

 * Note**: Some alternative class features may be altered from as they appear in the source material. When there is a discrepancy, use what is listed here in place of what is listed in the source material. Changes in the list below will be noted in bold. Remember that you may only choose one alternative class feature.
 * Cloistered Cleric (UA, p 50): d6 hitdice, poor BAB, only light armor. Modified skill list. Receives knowledge as a bonus domain, 'bardic' lore, and extra spells on spell list.
 * Divine Magician (CM, p 33): lose one of your domains, instead pick spells known for wizard list in the schools: abjuration, divination, or necromancy. **Requires devotion to L'Orielan and background in the University.**
 * Divine Restoration (DS, p 9): Lose a domain granted power. Gain the ability to spontaneously cast restoration spells.
 * Pool of Healing (CC, p 47): lose 4th level spell slot, gain a pool of healing to use at will (equal to 5 times your divine caster level +1). **Requires devotion to Naneid.**
 * Spontaneous Domain Casting (PHB 2, p 37): Lose the ability to spontaneously cast cure spells, cast domain spells instead.
 * True Daylight (ECR, p 207): Lose one domain granted power. Spend a turn attempt to channel positive energy into a daylight spell that you cast. **Requires devotion to Shul.**