The Pope is dead, long live the Pope! As cardinals don their ceremonial robes and enter the Vatican to hold a conclave and elect the new ruler of Christendom, I gather my notes and dice and sourcebooks and jump in the newest Blog Bandwagon: The Blogclave!
So, we're talking about clerics today. Very important role in rpgs: they are part of the Big Four OG Roles along with the fighter, the wizard and the rogue, and they have a very defined set of skills that cement their role as the Main Support of the party:
CLERICS ARE HEALERS
The most important role of the cleric is to cast all sorts of healing spells. Through prayer and faith, they ask their deity to keep their companions healthy and safe from all the dangers found in the deepest and darkest dungeons. Without reliable healing sources, long expeditions in hostile environments are way hard, almost impossible.
And although clerics can protecc, they can also attacc, for they have yet another skill that may prove crucial when delving in ancient ruins:
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| "Begone, foul Lich! My clerical powers cast thee out!" |
CLERICS ARE EXORCISTS
Repelling, expelling and eventually destroying undead creatures is the other famous basic skill of the cleric. Though their usual spell list may also include means to fence off other kinds of creatures, like demons or "monsters of Evil alignment", whatever that means in the sourcebook of your choice, the truth is that clerics seem to specialize in dealing with the undead. Ironically, higher level clerics are usually the only ones that can cast resurrection spells, which might spark some debate about life, undeath and why their exorcism only applies to skeletons and zombies and not the fighter who was dead five minutes ago and his flesh is still regenerating. But that is beyond the scope of this post.
My problem with clerics comes from the fact that they are good healers and good exorcists... but they have a tremendous flaw of design:
CLERICS ARE NOT CLERICS
There are many types of clerics (monks, religious leaders, knights...), but let's talk about religious leaders because most of the time that seems the thing rpgs are basing their clerics on: real-life clerics can perform ceremonies (marriages, funerals...) that most ttrpgs don't even consider. For me, that's a big issue, so let's talk about some ways to introduce some of these rituals in your games. But first, some ground rules:
1. Rituals are generic. Although the specifics vary, things like sermons, marriages, funerals and baptisms are commonplace ceremonies throughout most religions. I was raised catholic and live in a catholic country, so I'm biased towards the ceremonies I know, but I'll try to keep the descriptions as generic as possible. The effects are also generic, but that's so you can easily adapt them to the specific mechanics of your game of choice.
2. Every cleric can perform these. Since these rituals are very basic, I'd say a level 1 cleric should be able to perform them without a problem. If you need specific limits, let's say these rituals take 1 hour to perform and you can perform them once a day each.
3. A note on polyteism. Since good ol' D&D is technically polyteistic, with gods holding power over specific domains, feel free to tie these rituals to specific gods if needed, but keep in mind that every cleric, no matter the god, can perform them (they either have a different version of the ritual, or simply worship various gods depending on the task at hand).
BAPTISM
The introduction of a new individual into the religion. Usually performed on a newborn at request from the parents, but it can also be taken by adults. Baptizing a character into a new faith helps them receive blessings from the gods: clerics that perform beneficial spells on characters of the same faith do so with advantage, or the effects of said spells are doubled.
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| The cleric welcoming an unsuspecting NPC into his faith, while his god watches from above. |
MARRIAGE
The union of two souls witnessed, approved and blessed by the gods. Spells cast on one of the partners affect the other partner in the same way. Married partners may also be able to find each other and communicate in their dreams, if the gods see fit.
FUNERAL
The final farewell to a fallen companion or a dear friend. A proper funeral prevents the corpse from turning into an undead, and repels other undead creatures that may be attracted to it. If the funeral is performed for a fallen PC, the party may also distribute the departed's remaining XP points among themselves, in equal parts.
SERMON
The cleric talks to the faithful about the lives, teachings and gifts of the gods, and the importance of upholding the religious principles of the faith. Characters listening to the sermon gain inspiration for the day or advantage in their next roll.
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| The cleric every morning, giving the party free Inspiration. |
FORGIVENESS
When the laws of the faith have been broken, a cleric can forgive the transgressor in the name of the gods, if they show repentance. Going against the faith negates the effects of Baptism and Sermon, and beneficial cleric spells from the offended faith are performed at disadvantage (or their effects halved). Characters seeking forgiveness must show they truly repent for their actions, so clerics usually task them with performing certain acts or quests to show their devotion. Clerics that break the laws of the faith cannot forgive themselves, and must seek forgiveness from a higher authority (a superior cleric, or the gods themselves). They won't be able to cast spells, or will do so less effectively, until they are forgiven.






