Sammael
Adventurer
The cleric should have:
1. A narrow list of abilities/prayers common to all clerics, including your garden-variety healing and harming magics.
2. The ability to easily use ritualistic casting, with both generic rituals and deity-specific rituals (IMO, any spell/prayer with a casting time longer than 1 action should be classified as a ritual).
3. Only basic armor and weapon proficiencies.
4. Access to 5 vastly different spheres for each god; the spheres would define the rest of the cleric's magical abilities.
5. A special ability unique to each god. These abilities could include additional armor/weapon proficiencies, turn undead, and so on.
6. A massive 400-page volume titled Faiths of Faerun that will rival the 2nd edition trilogy in quality. NO GOD STATS OF ANY KIND WHATSOEVER, KTHXBYE.
1. A narrow list of abilities/prayers common to all clerics, including your garden-variety healing and harming magics.
2. The ability to easily use ritualistic casting, with both generic rituals and deity-specific rituals (IMO, any spell/prayer with a casting time longer than 1 action should be classified as a ritual).
3. Only basic armor and weapon proficiencies.
4. Access to 5 vastly different spheres for each god; the spheres would define the rest of the cleric's magical abilities.
5. A special ability unique to each god. These abilities could include additional armor/weapon proficiencies, turn undead, and so on.
6. A massive 400-page volume titled Faiths of Faerun that will rival the 2nd edition trilogy in quality. NO GOD STATS OF ANY KIND WHATSOEVER, KTHXBYE.