Religion & Law

Every god has its priests, every priest their temple. The question is not whether worship is allowed, but which worship is welcome
— Khelben “Blackstaff” Arunsun (archmage of Waterdeep, Harper)

In Faerûn, worship of the gods is not optional — every soul must align with a deity for the afterlife. What varies from city to city is which gods are recognized and how much legal authority their clergy hold.

A religion’s influence in a settlement depends on:

  1. Recognition — Whether the faith is permitted (see Right of Faith in the local Law Block).
  2. Rank within the church — Whether the character is a common worshipper, ordained priest, or high-ranking authority.

Privileges by Rank

  • Common Worshippers
  • Legal Standing: Same as commoners.
  • Benefits: Access to rituals, sanctuary in temples (if wealthy enough), and assurance of afterlife under their god.
  • Restrictions: Do not gain automatic legal rights from their faith.
  • Ordained Clerics & Paladins
  • Legal Standing: Treated as if they hold licenses for Arms and Spellcasting within any settlement that recognizes their faith.
  • Benefits: Can cast divine magic openly (subject to local restrictions), bear arms as servants of their deity, and invoke temple authority in disputes.
  • Restrictions: If their god is not recognized, they lose these rights and may be treated as unlicensed adventurers.
  • High-Ranking Church Officials (bishops, abbots, temple heads, hierophants)
  • Legal Standing: Often treated equivalent to minor nobility within settlements that recognize their faith.
  • Benefits: May sit on councils, influence judgments, or override minor officials.
  • Restrictions: Status vanishes outside regions that honor their god; in hostile territory they may be hunted as subversives.

DM Guidance

  • Recognition First: Always check the settlement’s Right of Faith in its Law Block.
  • If the faith is permitted (U, P, PG, or R), the clergy gain privileges.
  • If not (X or hostile Special), the clergy have no legal protections and may face prosecution.
  • Rank Modifiers:
  • Common Worshipper = no special rights.
  • Cleric/Paladin = Spellcasting + Arms treated as Licensed.
  • High-Ranking Official = treated as Nobility, may affect Right of Status & Justice.
  • Cults: Twisted sects, heresies, or worshippers of outlawed gods never gain privileges, even if their parent faith is recognized.

Example: Waterdeep

  • Faiths must be Registered (R).
  • A cleric of Tyr may openly bear arms and cast spells as though licensed, provided they carry temple papers.
  • A common worshipper of Umberlee may pray at sea but has no rights in court.
  • A high priestess of Mystra is treated as near-nobility, often called to consult with the Lords themselves.

Religion & Law Quick Reference

Rank in FaithIf Religion RecognizedIf Religion Not RecognizedNotes & Benefits
Common WorshipperNo special rights beyond entry into afterlife. May claim sanctuary in temples (if church can afford).No benefits; may face fines or suspicion.Sanctuary depends on temple wealth; does not change Arms/Spellcasting rights.
Cleric / PaladinTreated as if Licensed for Arms & Spellcasting. May openly bear arms and cast spells within local restrictions.Treated as Unlicensed Adventurer; spellcasting and arms use may be prosecuted.Core divine casters automatically gain authority if faith is recognized.
High-Ranking OfficialTreated as Minor Nobility. May sit on councils, influence judgments, or bypass common courts.May be targeted as a subversive or cult leader.Titles: abbot, high priest, bishop, hierophant. Status varies by settlement wealth.

Faith-Based Rights Modifiers (Examples)

  • Waukeen (God of Trade)Right of Trade: Always at least T (Tariffed) for her clergy; few rulers risk offending her temples.
  • Tymora (Lady Luck)Right of Arms: Adventurers in her service often granted relaxed Arms restrictions; she is patron of risk-taking.
  • Umberlee (Queen of the Depths)Right of Faith: Usually proscribed inland, but tolerated in port cities; sailors often gain informal protection when honoring her.
  • Tempus (Lord of Battles)Right of Arms: His clerics may openly wield weapons of war even under Regulated conditions.
  • Mystra (Lady of Mysteries)Right of Spellcasting: Her hierarchy may be granted exemptions from local restrictions, particularly in arcane cities like Waterdeep.
  • Chauntea (Great Mother)Right of Trade: Her temples may move grain and foodstuffs even during monopolies or tariffs, as famine is politically dangerous.
  • Tyr (God of Justice)Right of Status & Justice: His clergy may serve as judges or override common courts, effectively holding Noble privilege.

DM Guidance

  • Start with the local Law Block (Right of Faith determines if the religion is recognized).
  • Apply the rank in the faith (worshipper → no privileges, cleric → licensed, high priest → noble).
  • Then layer on domain-specific modifiers (e.g. Waukeen → Trade, Tyr → Status).

Divine Domains & Rights Influence

DomainLikely Rights InfluencedExamples
Life / NatureTrade (food/livestock), BeastsChauntea may override tariffs on grain (Trade: T). Silvanus may permit druidic companions without license (Beasts: U).
Light / KnowledgeSpellcasting, StatusOghma grants his scribes broad leeway in spell use (Spellcasting: Licensed). Lathander’s high priests often treated as Nobility (Status: N).
WarArms, StatusTempus clergy may bear heavy arms even under restriction (Arms: U). Commanders of holy orders may sit as nobles in council (Status: N).
Trickery / LuckArms, MovementTymora encourages adventurers; her clerics often gain relaxed Arms rights. Mask’s worshippers may bypass curfews with the right bribes (Movement: C → U unofficially).
Forge / CraftTradeGond and his priests often receive exemptions from tariffs on crafted goods (Trade: T).
Grave / DeathFaith, SpellcastingKelemvor clergy may wield necromantic magic under license (Spellcasting: H → L). Myrkul cults never recognized but always lurking.
Order / TyrannyStatus, MovementTyr’s priests often sit as judges (Status: N). Bane’s faithful may impose curfews in lands under his sway (Movement: C/X).
Tempest / SeaFaith, Trade (ports)Umberlee tolerated in ports (Faith: PG/R). Talos cultists may be banned inland but feared at sea.
ArcanaSpellcastingMystra grants her hierarchy Spellcasting privileges even in restrictive cities (Spellcasting: U).

How to Use

  1. Check the settlement’s Right of Faith code.
  2. If the god is recognized, apply baseline clergy benefits:
  3. Worshippers = no extra rights.
  4. Clerics/Paladins = Arms & Spellcasting treated as Licensed.
  5. High priests = treated as Nobility.
  6. If the god’s domain matches a Right, consider giving extra perks:
  7. Trade gods like Waukeen → Trade rights.
  8. War gods like Tempus → Arms rights.
  9. Death gods like Kelemvor → Spellcasting necromancy exceptions.


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