Page 127 - D&D - Player's Handbook
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CLERICS
                 The gods are most active through their chosen clerics,
                 who carry out the gods' work on the Material Plane. A
                 typical cleric in Faerun serves a single divine patron,
                 but some individuals feel called to serve a group, such
            I
                 as the elemental gods Akadi, Grumbar, Kossuth, and
                 Istishia, while others serve deities that are intertwined
                 gods, such as the elves' Angharradh.
                  Some clerics in Faerun belong to an established
                 religious hierarchy, but many do not. The gods choose
                 whomever they will, and sometimes a devoted wor-
                 shiper is blessed with all the abilities of a cleric, despite
                 not being a priest of any kind. That cleric might be a
                 contemplative hermit, a wandering prophet, or simply                                         I
                 a devout peasant. Religious orders often try to recruit
                 such clerics and bring them into the fold, but not all of
                 those clerics wish to be bound to a hierarchy.
                   Conversely,  not everyone who pursues a religious vo-
                 cation is a true cleric. Some acolytes discover a different
                 path for their lives than the path of the cleric. They serve
                 their faiths in other roles, such as priests, scholars, or
                 artisans, while some go on to vocations that have noth-
                 ing to do with religion. A few souls who are denied the
                 path of the cleric become embittered and seek favor with
                 sinister or forbidden gods or forge pacts with other pow-
                 erful entities. Religious scholars in the Realms debate
                 whether divine rejection led such a person to embrace a
                 dark path or whether the person was rejected because
                 the gods foresaw the potential for darkness in the per-
                 son's future. The gods remain silent on the matter.
                   Some clerics are homebodies who serve a particular
                 community of the faithful, but adventuring clerics tend
                 to have a certain crusading zeal to do their deity's work
                 in the wider world. This work may include ministering
                 to far-flung communities, as well as seeking out and de-
                 feating threats to the civilized world.           ARCANA  DOMAIN  SPELLS
                                                                     Cleric Level   Spells
                 DIVINE DOMAIN
                                                                        l st    detect magic, magic missile
                 Clerics in the Forgotten Realms have the following     3rd     magic weapon,  Nystul's magic aura
                 Divine Domain option, in addition to those in the Play-
                                                                        5th     dispel magic,  magic circle
                 er's Handbook.
                                                                        7th     arcane eye,  Leomund's  secret chest
                                                                        9th     planar binding, teleportation circle
                 ARCANA DOMAIN
                 Magic is an energy that suffuses the multiverse and   ARCANE INITIATE
                 that fuels both destruction and creation. Gods of the   When you choose this domain at 1st level, you gain pro-
                 Arcana domain know the secrets and potential of magic
                                                                   ficiency in the Arcana skill, and you gain two cantrips
                 intimately. For some of these gods, magical knowl-  of your choice from the wizard spell list. For you, these
                 edge is a great responsibility that comes with a special   cantrips count as cleric cantrips.
                 understanding of the nature of reality. Other gods of
                 Arcana see magic as pure power, to be used as its   CHANNEL DIVINITY: ARCANE ABJURATION
                 wielder sees fit.                                 Starting at 2nd level, you can use your Channel Divinity
                   The gods of this domain are often associated with   to abjure otherworldly creatures.
                 knowledge, as learning and arcane power tend to go   As an action, you present your holy symbol, and one
                 hand-in-hand. In the Realms, deities of this domain in-  celestial, elemental, fey,  or fiend of your choice that
                 clude Azuth and Mystra, as well as Corellon Larethian   is within 30 feet of you must make a Wisdom saving
                 of the elven pantheon. In other worlds, this domain   throw, provided that the creature can see or hear you. If
                 includes Hecate, Math Mathonwy, and Isis; the triple   the creature fails its saving throw, it is turned for  1 min-
                 moon gods of Solinari, Lunitari, and Nuitari of Krynn;   ute or until it takes any damage.
                 and Boccob, Vecna, and WeeJas of Greyhawk.




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