Clerics are the knights of the churches of Khorvaire, trained in warfare and blessed with divine power. They fight for the causes of their religions, serving at the command of a higher authority. Most temples are staffed by acolytes who can wield divine magic but do not have the fighting prowess of clerics. Clerics are the champions and defenders of the faith.
Other clerics across Eberron serve no church and claim no allegiance to any deity. They recognize the power of the deities, but not their authority over mortal life. They hold principles of alignment or other abstract ideals higher than the deities who claim these ideals in their portfolios, and they draw divine power from the pervasive spiritual force in the world instead of channelling it through deities. These clerics are usually outcasts and loners, but the reality of their power is impossible to deny, and it lends credence to their unorthodox theology.
Cleric Options: The most important new options for clerics in an Eberron campaign are the selection of churches and deities, with an array of new domains.
Feats: Attune Magic Weapon, Ecclesiarch, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Spontaneous Casting.
Prestige Class: Exorcist of the Silver Flame.
Eberron is not blessed (or cursed) with deities that walk the land and take an active role in mortal affairs. Indeed, whether the deities even truly grant divine spellcasting ability to their clerics remains an open question, since even corrupt clerics can cast spells.
Deity, Domains and Domain Spells: In place of the sample deities presented in the Player’s Handbook, a cleric must select a church or deity from those indicated on the Clerics and Churches table.
| Deity/Church | Alignment | Domains | |
|---|---|---|---|
| Church of the Silver Flame | Lawful Good | Exorcism,Good,Law,Protection | |
| The Sovereign Host1 | |||
| Arawai, God of Agriculture | Neutral Good | Good, Life, Plant, Weather | |
| Aureon, God of Law and Knowledge | Lawful Neutral | Knowledge, Law, Magic | |
| Balinor, God of Beasts and the Hunt | Neutral | Air, Animal, Earth | |
| Boldrei, God of Community and Hearth | Lawful Good | Community, Good, Law, Protection | |
| Dol Arrah, God of Honor and Sacrifice | Lawful Good | Good, Law, Sun, War | |
| Dol Dorn, God of Strength at Arms | Chaotic Good | Chaos, Good, Strength, War | |
| Kol Korran, God of Trade and Wealth | Neutral | Charm, Commerce, Travel | |
| Olladra, God of Feast and Good Fortune | Neutral Good | Feast, Good, Healing, Luck | |
| Onatar, God of Artifice and the Forge | Neutral Good | Artifice, Fire, Good | |
| The Dark Six1 | |||
| The Devourer | Neutral Evil | Destruction, Evil, Water, Weather | |
| The Fury | Neutral Evil | Evil, Madness, Passion | |
| The Keeper | Neutral Evil | Death, Decay, Evil | |
| The Mockery | Neutral Evil | Destruction, Evil, Trickery, War | |
| The Shadow | Chaotic Evil | Chaos, Evil, Magic, Shadow | |
| The Traveller | Chaotic Neutral | Artifice, Chaos, Travel, Trickery | |
| The Blood of Vol | Lawful Evil | Death, Evil, Law, Necromancer | |
| The Cults of the Dragon Below | Neutral Evil | Dragon Below, Earth, Evil, Madness | |
| The Path of Light | Lawful Neutral | Law, Meditation, Protection | |
| The Undying Court | Neutral Good | Deathless, Good, Protection | |
1 A cleric can be devoted to the entire pantheon rather than choosing a single deity from the group.
You may also decide that your cleric has no deity but instead channels divine power from the spiritual remnants of the Dragon Above. Select two domains that reflect the cleric’s spiritual inclination and abilities. The restriction on alignment domains still applies.
Following a Pantheon: Clerics may choose to devote themselves to the entire pantheon of the Sovereign Host (or the Dark Six) rather than choosing a single patron deity from the group. These clerics may choose their two domains from among all the domains offered by all the deities of the pantheon. A cleric can only select an alignment domain if his alignment matches that domain.
A cleric’s status within her church is usually more important than her relationship to her deity, who is — at best — a distant patron. Therefore, a cleric’s alignment need not remain within one step of her deity’s alignment.
A cleric can cast spells with any alignment descriptor. Casting an evil spell is an evil act, and a good cleric’s alignment may begin to change if she repeatedly casts such spells, but the deities of Eberron do not prevent their clerics from casting spells opposed to their alignments. This rule supersedes the information in Chaotic, Evil, Good and Lawful Spells in the Player’s Handbook.
A cleric who violates the tenets of her church or deity might risk punishment at the hands of the church (though not necessarily, particularly in regions where the church is very corrupt), but risks no loss of spells or class features and need not atone. This rule supersedes the information under Ex-Clerics in the Player’s Handbook.
Source: Eberron Campaign Setting (Page 34)