Divine Existance
Although the gods may not walk among mortals in Eberron there is no shortage of faith. Some argue that it is because of this faith that clerics can cast their divine magic, not because of the gods themselves. Further support for this theory comes from clerics of cults or other non-divine lead religions such as the Lord of Blades who find themselves still able to perform the same abilities as those with more divine inspiration at their behest. Whatever supernatural power clerics tap into on Eberron there is no doubt of the force behind this power and its ability to shape Eberron.
Champions and the Code
The champion follows a code, which represents their faith and is the core of their divine power. If a champion knowingly breaks their code, or discovers that they broke it in the past, they lose their abilities as per the Champion's Code. They are still beholden to the ideals of their church. The tenets a champion can select are less black and white in Eberron. While some were developed by a church, for example the Destruction of Evil was developed by the Silver Flame, a champion need not be part of a church to swear by a code of conduct. The tenets found below can be taken instead of the ones found in the Core Rule Book, seen here. Swearing on the tenets of Good or Evil requires you to follow a Good or Evil god respectively. Destruction of Evil
- I will destroy alien evil, such as fiends and aberrations, both malevolent and foreign.
- I will destroy unnatural evil, such as undead and lycanthropes, as they are corrupt.
- I will destroy innate evil, such as medusas, yuan-ti, and hads, as they conflict with the good.
- I will destroy those who choose evil, as they only spread more evil.
- I will destroy the evil within.
Divine Classes and Anathema
A cleric and champion's relation to a church or organization is more important than their relation with a deity. This allows a cleric to be any alignment and replaces the Anathema feature with the following: Abhorrent Special This replaces the Anathema feature for clerics, as well as any mention of Anathema for champions in the Deity and Cause feature. Acts fundamentally opposed by your church's alignment or ideals are abhorrent to them. Learning or casting spells, committing acts, and using items that are abhorrent to them can remove you from their good graces, if they find out. But, if a cleric loses faith in their deity or a champion breaks their code, they can be subject to the original Anathema rules for losing abilities as the source of power is disrupted. Violating the ideals and goals of the church might risk punishment, but a corrupt faction within it will hide the abhorrent actions. In the case of being caught, churches like the Silver Flame and the Sovereign Host will have a cleric perform a ceremonial version of the Atone ritual as a way to determine if the individual is penitent or not. Instead of losing or gaining divine abilities, the result is interpreted by a superior and only effects the political standing of the atoning individual. Clerics may choose to devote themselves to one of the pantheons instead of a single deity. In this case, the cleric may choose any two domains from the deities in the pantheon. The domains can be from different deities.
Church | Alignment | Divine Font | Domains | Favored Weapon | Rarity |
---|---|---|---|---|---|
Church of the Silver Flame | Lawful Good | Heal | Duty, Protection, Zeal | Longbow | |
Arawai, the Sovereign of Life and Love | Neutral Good | Heal | Air, Nature, Water | Morning Star | |
Aureon, the Sovereign of Law and Lore | Lawful Good | Heal | Knowledge, Magic, Truth | Quarterstaff | |
Balinor, the Sovereign of Horn and Hunt | Neutral | Heal | Air, Nature, Earth | Battleaxe | |
Boldrei, the Sovereign of Hall and Hearth | Lawful Good | Heal | Cities, Family, Truth | Spear | |
Dol Arrah, the Sovereign of Honor and Sacrifice | Lawful Good | Heal | Confidence, Destruction, Sun | Halberd | |
Dol Dorn, the Sovereign of Strength and Steel | Chaotic Good | Harm / Heal | Ambition, Duty, Might | Longsword | |
Kol Korran, the Sovereign of World and Wealth | Neutral | Heal | Freedom, Travel, Wealth | Mace | |
Olladra, the Sovereign of Feast and Fortune | Netral Good | Heal | Healing, Indulgence, Luck | Sickle | |
Onatar, the Sovereign of Fire and Forge | Neutral Good | Harm / Heal | Creation, Fire, Toil | Warhammer | |
The Devourer, the Sovereign of Wave and Whelm | Neutral Evil | Harm | Air, Destruction, Water | Trident | |
The Fury, the Sovereign of Rage and Ruin | Neutral Evil | Harm | Delirium, Passion, Tyranny | Rapier | |
The Keeper, the Sovereign of Death and Decay | Neutral Evil | Harm | Death, Decay, Soul, Void | Scythe | |
The Mockery, the Sovereign of Betrayal and Bloodshed | Neutral Evil | Harm | Destruction, Trickery, Tyranny | Kama | |
The Shadow, the Sovereign of Magic and Mayhem | Chaotic Evil | Harm | Change, Darkness, Magic, Void | Quarterstaff | |
The Traveler, the Sovereign of Chaos and Change | Chaotic Neutral | Harm / Heal | Creation, Change, Travel, Trickery | Scimitar | |
The Blood of Vol | Lawful Evil | Harm / Heal | Death, Perfection, Undeath | Dagger | |
The Cults of the Dragon Below | Neutral Evil | Harm | Delirium, Earth, Wyrmkin | Heavy Pick | Uncommon |
The Path of Light | Lawful Neutral | Heal | Dream, Perfection, Protection | Unarmed Strike | Uncommon |
The Path of Inspiration | Lawful Neutral | Heal | Dream, Nightmares, Perfection, Sorrow | Flail | Rare |
The Undying Court | Neutral Good | Heal | Knowledge, Perfection, Undying*, Vigil | Scimitar | Rare |
The Lord of Blades | Lawful Evil | Harm | Ambition, Might, Pain, Zeal | Greatsword | Uncommon |
The Becoming God | Neutral | Heal | Creation, Repose, Soul | Unarmed Strike | Rare |
Pantheon | Alignment | Divine Font | Deities | Favored Weapon | Rarity |
---|---|---|---|---|---|
Sovereign Host | Neutral Good | Heal | Arawai, Aureon, Balinor, Boldrei, Dol Arrah, Dol Dorn, Kol Korran, Olladra, Onatar | Longsword | |
Three Faces of War | Neutral | Harm | Dol Arrah, Dol Dorn, The Mockery | Halberd, Longsword, or Kama (but only one) | |
Restful Watch | Neutral | Harm / Heal | Aureon, The Keeper | Quarterstaff | |
The Dark Six | Neutral Evil | Harm | The Devourer, The Fury, The Keeper, The Mockery, The Shadow, The Traveler | Kama | |
Sacred Spark | Neutral | Harm | Onatar, The Fury | Warhammer or Rapier (but only one) | Uncommon |
Undying Domain
Domain Spell Touch of Undying; Advanced Domain Spell Energetic Sustenance; Your magic carries close ties to the undying, the positive opposite of the undead.
Touch of UndyingFocus 1
clericnecromancypositive
Domain undying
Cast somatic
Range touch; Targets 1 undead creature
Saving Throw Fortitude
You attack the target's negative force with undying energy, dealing 1d6 positive damage. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage, and negative effects heal it only half as much as normal for 1 round.
Critical Failure The target takes double damage, and negative effects heal it only half as much as normal for 1 minute.
Heightened (+1) The damage increases by 1d6.
Energetic SustenanceFocus 4
clericnecromancypositive
Domain undying
Cast somatic, verbal
Range touch; Targets 1 willing undying creature
Saving Throw Fortitude
You embed a seed of positive energy in an undying creature, restoring its unnatural vigor. The target gains fast healing 7.
Heightened (+1) The fast healing increases by 2.
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