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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.
  The tenant of destroy innate evil is the most contentious category on the list, and it is the idea of monsters—that there are creatures native to Eberron who are evil by nature. In the past, the church has placed medusas, harpies, trolls, and similar creatures into this category, asserting that through no fault of their own, these creatures are vessels for supernatural evil and pose a threat to the innocent.   Special If you follow the Church of the Silver Flame, you must follow this tenet.  

 

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
  * Undying domain is found below.  
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 Undying
Focus 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 Sustenance
Focus 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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