Summary

  • Clerics in D&D have diverse roles based on their chosen Domain tied to a deity, each offering unique gameplay and roleplay opportunities.
  • Deities like Oghma, Lathander, and Bahamut provide interesting possibilities for players seeking moral alignments and diverse gameplay experiences.
  • Selûne, Mask, and Moradin are other notable deities offering a range of roleplaying options for players interested in exploring different Cleric playstyles.

In the world of Dungeons and Dragons, a Cleric is a holy servant, a devout follower of one of the many deities that are worshipped in the Forgotten Realms. They often serve as the party's healer, but depending on their chosen subclass, they can be far more than that. Life Domain Clerics are indeed excellent healers, but War Domain Clerics, for example, are great in a fight, while Trickery Domain Clerics excel in stealth and subterfuge. There are tons of different builds to explore, and plenty of different roles a Cleric can fulfill.

A character's chosen Domain is often tied closely to the deity they worship. Different gods grant their followers different powers based on their portfolios, and characters have different ideals and methods based on their god's moral alignment. For players who are interested in exploring the Cleric's many opportunities for both gameplay and roleplay, the following deities provide some of the most interesting possibilities.

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Oghma

The God of Knowledge, Invention, & Inspiration

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  • Alignment: Neutral
  • Domains: Knowledge

Worshipped by bards, scholars, writers, and inventors, Oghma is one of the greater deities of the Faerûnian pantheon. He is known as the Wise God, and is typically of an affable, cheerful nature, demonstrated in his legendary singing voice and persuasive power of speech. Oghma has dominion over all knowledge in the universe and is responsible for determining what knowledge remains in the world, and what fades away with time.

Though Oghma himself is a neutral god, his clerics can be of nearly any alignment. His followers come from all races and all walks of life, and dedicate themselves to the preservation of knowledge in all its forms. The church of Oghma holds that ideas are the most powerful thing in the world, and that knowledge in itself is neither good nor evil — only the way it is used. Oghma and his followers believe that knowledge is not something to be hoarded by the elite, but shared by all. Thus, they dedicate themselves to the dissemination of knowledge and the cleansing of lies and misinformation.

Lathander

The God of the Dawn, Birth, & Renewal

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  • Alignment: Neutral Good
  • Domains: Life, Light

The Morninglord is characterized by his determination, joviality, and eternal youthful optimism. He seeks to honor life in all its forms, and witness the creation of new life wherever it is to be found. This extends into nature, as he is the lover of the harvest goddess Chauntea. Though Lathander can sometimes be vain or headstrong, his doctrine is ultimately one of celebrating life and creating a brighter future.

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As he is the god of new beginnings, Lathander's worshippers are dedicated to bettering life across Faerûn. They help cultivate fertile lands, drive off forces of evil, and perform all sorts of services for people across the continent. For someone who wants to play an optimistic, eager Cleric, Lathander is a great choice for a character who wants to do good in the world.

Umberlee

The Goddess of the Sea

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  • Alignment: Chaotic Evil
  • Domains: Tempest

The Queen of the Depths represents the raging sea, the waves that break ships upon the rocks and drag sailors to watery graves. Most who pray to her do so out of fear, in the hope of protecting themselves from her wrath. She is not only malicious and power-hungry, but petty and greedy, often toying with her victims and her worshippers.

The Church of Umberlee is widely disorganized, as chaotic as the ocean itself. This gives Cleric of Umberlee players very little restriction in terms of their backstory and how they practice their faith, making her a great choice for someone who wants to explore an evil alignment within the Cleric class. There is only one main creed that they follow: to spread the fear of Umberlee's wrath to all who would dare to travel the sea.

Bahamut

The Dragon God of Justice

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  • Alignment: Lawful Good
  • Domains: Life, War, Order

The Platinum Dragon's following is composed mostly of good-aligned dragons, but many dragonborn venerate him as well, and some belonging to other races. However, temples to him are rare in Faerûn, as Bahamut prefers to see his followers prove themselves through deeds and action. He is a stern but compassionate god, with little tolerance for evil and boundless empathy for those who suffer. He is the antithesis and eternal rival of his sister Tiamat, the evil dragon goddess.

Bahamut and his followers avoid battle when possible, preferring instead the art of diplomacy when dealing with foes. Even when combat is inevitable, Bahamut tries to avoid killing his foes; logically, his followers likely do the same. Clerics of Bahamut allow players to try out a character who lives by a strict code, which always presents interesting roleplay opportunities.

Corellon Larethian

The Elven God of Art and Magic

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  • Alignment: Chaotic Good
  • Domains: Light, Arcana

The primary god of the elven pantheon, known as the Seldarine, Corellon is known as the Creator of Elves. The elves who worship him view him as their guide towards their ultimate goal of perfection. Corellon pursues knowledge and beauty, and serves as a general protector for all elves.

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As one of the most important deities of the elven races, Corellon Larethian has many ties to the lore of Faerûn. He is the former husband of Lolth, the spider-goddess of the drow; thus, a Cleric of Corellon could be an interesting character to play in a campaign featuring drow as an antagonistic force. His many different aspects and wide-reaching influence make him a versatile deity for a first-time Cleric player.

Kelemvor

The God of the Dead

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  • Alignment: Lawful Neutral
  • Domains: Death, Grave

NPCs in D&D campaigns, or video games like Baldur's Gate 3, sometimes speak of the City of Judgment, where their souls will go to be weighed upon their death. This is where Kelemvor resides, among other Faerûnian gods of death, to judge souls and guide them into the afterlife. Unlike the gods of death that came before him (such as Myrkul and Cyric), Kelemvor did not hold the threat of death over mortals as a thing to be feared. He is distant and reserved, but fair-minded, holding that death is a natural part of life.

Kelemvor's worshippers are responsible for tending the dead and dying, honoring the last wishes of mortals, and most importantly, eradicating necromancy wherever it may be found. To Kelemvor and his followers, death is a sacred thing. It should not be defiled by rousing the dead from their rest, or by allowing others to go to the grave too soon.

Selûne

The Goddess of the Moon

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  • Alignment: Chaotic Good
  • Domains: Twilight, Life, Knowledge

Those who came to D&D from Baldur's Gate 3 will be fairly familiar with the Moonmaiden, thanks to Isobel and Aylin's storyline. Selûne is the goddess of not only the moon, but the stars, navigation, and wanderers. Selûne herself is ever-shifting, just like the lunar phases or the cycle of the tides. She can be joyful and energetic, peaceful and contemplative, or aggressive towards enemies. Selûne is a patron to non-evil lyanthropes and, as BG3 players will know, has an endless adversary in her sister Shar.

Selûne's faithful come from all races and cultures across Faerûn, but her veneration is most common among human women. Her church encourages the empowerment and advancement of women, but is welcoming to all. Her followers strive to accept others into her fold, to find peace and happiness within themselves and to help others find the same. Selûne is a great Cleric choice for a player who wants to explore divination magic, or explore roleplaying in a peaceful religion.

Mask

The God of Thieves

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  • Alignment: Chaotic Neutral or Neutral Evil
  • Domains: Trickery

Few gods exemplify the Trickery domain as perfectly as the Lord of Shadows. He sees all that happens in darkness, and teaches his followers to use it to their advantage. He can appear in almost any humanoid shape and mimic almost any voice, allowing him to blend in seamlessly wherever he goes. He is cool and calculated, always scheming, and values plots that are elegant in their simplicity.

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Mask's doctrine is based on the idea that wealth is the rightful property of those who can obtain it. If someone is unable to protect their valuables and a thief makes off with them, then the previous owner was undeserving, and the thief is considered worthy. For those looking to play an underhanded character or serve an unscrupulous god, Mask is the perfect choice for Clerics who embody the spirit of Rogues.

Moradin

The Dwarven God of Creation

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  • Alignment: Lawful Good
  • Domains: Forge, Knowledge

The Soul Forger is the patron of dwarves, and thus is an excellent choice for a dwarf Cleric. He is a stern and exacting god, with high expectations of his followers and his people. His favor is earned through excellence, whether in craftsmanship or in battle. He is a staunch protector and defender of all dwarves, and an enemy of all orcs and their god Gruumsh.

Members of Moradin's church are leaders in dwarven communities, offering their god's blessing upon undertakings such as mining and smithing. They lead his crusade against the orcs, and inspire their fellow dwarves to invent, create, and expand their world. Clerics of Moradin are loyal and steadfast, embodying the values of their people and the god who created them.

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Franchise
Dungeons & Dragons
Original Release Date
1974
Designer
E. Gary Gygax, Dave Arneson
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