The

Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Who is the Cleric?

Called Healers, Warriors, and Divine Agents, Clerics are conduits for Divine magic. As the name suggests, it is the power of the gods, flowing from them into the world. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

((Last updated:  3.25.2024))

The Cleric in Numbers

 

Casting Attribute: Wisdom
Saving Throws: Wisdom, Charisma
Armour Proficiency: Light Armour, Medium Armour, Shields Proficiency
Weapon Proficiency: Simple Weapons
Skill Proficiency:  You gain a +2 to Insight, Religion
Base Hit Points: 104
Base Spell Pool: 56
Channel Divinity: 2

Cleric Mastery Bonuses

 

8th & 9th Level Spells
Attribute Increase:  +1 to 2 attributes of your choice
HP: +32
Spell Pool: +20
Channel Divinity: +1

Rituals

Level 1
Level 9 - Mastery Only

On Mastery & Subclasses 

Subclasses in on the Old Guard server work like specializations of your class and enable players to customize their general class into something more fitting their RP and general play style. While it’s not mandatory, it’s highly recommended to chose a subclass from character creation onwards, since a player needs to earn the subclass from a fitting IC trainer (aka another player) to master it.

That said it’s not crucial to choose a subclass during character creation just to have one, especially if you cannot decide for one, or have the feeling that it just does not fit the backstory of them (e.g. if they’re young and just starting their adventurer’s career). 

 Changing the subclass (or the class on that account) is also possible that way, as the only thing you need is another player who trains you ICly. All on class, subclass and mastery training can be found here.

All Boons, Banes, Spells, Abilities and Cantrips you find in the specific subclasses sections come on top of everything you see under the basic class above.So you’ll lose nothing by chosing a subclass from the list at any point of time.

Death

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Myrkul are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis and Bhaal), pain (Loviatar), disease or poison (Talona), and the underworld (Hades and Hel).

Additional Proficiencies:  
Weapon Proficiency:  Martial Weapons

Spells & Abilities

Level 1
Level 3
Level 4
Level 9 - Mastery Only

Forge

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Moradin, Hephaestus, and Goibhniu.

Additional Proficiencies:  
Armour Proficiency:  Heavy Armour

Spells & Abilities

Level 2
Level 5
Level 7
Level 9 - Mastery Only

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Apollo, and Diancecht), and gods of home and community (such as Hestia and Hathor).

Additional Proficiencies:
Armour Proficiency:   Heavy Armour

Spells & Abilities

Level 4
Level 9 - Mastery Only

Tempest

Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, the gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Additional Proficiencies:  
Armour Proficiency:
Heavy Armour
Weapon Proficiency:
Martial Weapons

Spells & Abilities

Level 3
Level 5
Level 6
Level 9 - Mastery Only

Twilight

The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities -examples of which appear on the Twilight Deities table- bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Additional Proficiencies:  
Armour Proficiency:
Heavy Armour
Weapon Proficiency:
Martial Weapons

Spells & Abilities

Level 1
Level 8 - Mastery Only

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm) as well as gods of destruction and pillage (such as the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

Additional Proficiencies:  
Armour Proficiency:
Heavy Armour
Weapon Proficiency:
Martial Weapons

Spells & Abilities

Level 1
Level 3
Level 4
Level 5
Level 7
Level 8 - Mastery Only