A cleric or holy warrior character may use the standard templates (DF1, p. 6 & 7), representing an ecumenical priest or champion who reveres the Holy members of the pantheon and the Power of Good generally; or may be built using the deity -specific lenses below (and in DF7: Clerics), to create a servant of a specific Faerunian deity. Likewise, evil clerics and unholy warriors may serve the unspecified Forces of Darkness (using the lenses from DF3, p. 23 & 27), or may join the cult of a particular unholy deity; and druids may derive their powers from Nature in General (using the basic template in DF1, p. 7), or may serve a specific nature god. Each deity controls a divine realm, like those from DF7; each description has the following elements:
Alignment: The deity’s cosmic outlook – Holy (“Good”), Nature (“Neutral”), or Unholy (“Evil”).
Elements: For use in creating the deity’s (summonable) Divine Servitors; see DF5: Allies.
Holy Powers: The powers granted to the deity’s servants, including Auras or Power and Imbuements (see New Holy Abilities, below).
Clerics and Holy Warriors: Special notes on creating the deity’s clergy and champions including the most common Higher Purpose or traditional enemies.
Disadvantages: Required disadvantages are those included in the holy orders and vows taken by the deity’s servants; other changes are recommended to the normal cleric/holy warrior list.
Skills: Mundane skills that are common to the deity’s servants (which can replace the likes of Esoteric Medicine, Exorcism, Physiology, or Psychology, or be taken as background skills), including any Weapon(s) favored of the faithful, or symbolically associated with the deity.
Spells: The list of spells available to clerics or druids of the deity.
Deities as Patrons
All deities in Faerun are limited in the amount of direct intervention they can make in the affairs of mortals. Thus, any deity taken as a Patron must have the Limited Intervention modifier (-50%); cost for a divine patron is (6 or less) (29) or (9 or less) (57) for all divine characters. A character with the ecumenical realm for his alignment can take any deity that shares his alignment as a Patron (with GM approval, of course); the deity must be specified when the advantage is purchased.
The standard suite of abilities and spells for the cleric and holy warrior (as given in DF1) comprises the realm of “Ecumenical Holiness;” likewise the standard Druidic (DF1) and Unholy (DF3) abilities and spells make up their own ecumenical realms. A single character may never have more than one of the three ecumenical realms, and may never buy new realms that have a different alignment than his ecumenical realm. (Yes, this makes the various cleric / holy warrior + druid lenses unavailable.)
Using the New Realm power-up (DF11, pp. 22 & 28), a cleric or holy warrior can form a bond with an allied (or at least friendly) deity, and thus gain access to the new deity’s Holiness and Holy Abilities (as well as Power Investiture and spells, for clerics). Each new deity/realm must share the character’s original alignment*, and must, in the GM’s judgment, represent a reasonable combination of faiths. An ecumenical cleric could select any holy deity as a New Realm, for example, while a servant of any holy deity can always buy the realm of Ecumenical Holiness (standard Holy Might and Clerical Spells).
When acquiring a New Realm, a character may need to take a new disadvantage; if he doesn’t have the required disadvantage(s) associated with the new deity, he must take it/them. He does not gain points to spend from this disadvantage, but reduces his overall point total accordingly — such is the price of so much piety.
One can theoretically draw power from any number of deities/realms, but certain “divine rivalries” may prevent some combinations – each new deity/realm that a character wishes to acquire must meet with GM approval, unless the deities are noted as being allies (e.g. the Holy Triad).
*Unless he entirely abandons his old faith to embrace the new one, e.g. “fallen from grace” (holy to unholy) or “sought redemption” (unholy to holy), in which case he should implore his new deity (and the GM) to replace the powers he lost in the conversion.
New Divine Abilities: Auras of Power and Imbuements
Auras of Power (Pyramid 3.19 – Tools of the Trade: Clerics ) and Imbuements (Power-Ups 1: Imbuements and Pyramid 3.4 – Magic of the Battlefield ) are both available as additional (un)holy abilities. Specific Auras or Imbuements available to servants of specific deities are listed with the deity in question; those available as standard (ecumenical) Holy and Unholy Abilities are listed below. Learning Imbuements always requires the Imbue advantage, with the appropriate Power Modifier (Holy or Unholy, -10%).
Holy Might (Ecumenical): Auras: Courage, Vigor, Warding (vs. Unholy); Imbuements: Ghostly Weapon, Healthful Armor, Incendiary Weapon, Restorative Armor, Spiritual Defense, Strike of Negation.
Unholy Might (Ecumenical): Auras: Cowardice, Frailty, Warding (vs. Holy); Imbuements: Annihilating Weapon, Chilling Strike, Ghostly Weapon, Spiritual Defense, Strike of Negation, Vampiric Weapon.
- Ilmater – The Crying God, God Martyrdom and Perseverance
- Torm – The True, God of Duty and Loyalty
- Tyr – The Even-Handed, God of Law and Justice
- Knights of St Vigius – Holy Justiciars of Waterdeep
- Monks of the Broken Order – Mendicant Martial Artists of Ilmater
- Paladins of the Radiant Heart – Pious Crusader Knights of the South
- Gond – Wonder-Bringer, God of Technology and Artifice
- Kelemvor – Guide of the Dead, God of Death and Passage to the Afterlife
- Lathander – Morning-Lord, God of Spring, Morning, and the Sun
- Mystra – Lady of Mysteries, Goddess of Magic and the Weave
- Selune – Lady of Silver, Goddess of the Moon, Stars, and Night Sky
- Tymora – Lady Luck, Goddess of Adventure and Good Fortune
- Knights of the Crescent Moon – Mystic Swordsmen of Mystra and Selune
- Order of the Sun Soul – Sacred Martial Artists of the Sun