A compilation of links to my Cleric Week posts, including loads of tips and D&D 5e homebrew content for playing and roleplaying a cleric!
Clerical Work: Roleplaying tips and strategies for playing a cleric or if you are a DM for a cleric in your group.
Rituals and Worship: A short guide behind making your own rituals and reasons to worship your chosen deity (no game mechanics involved)
Homebrew Domains: Four new homebrew subclasses (domains) for clerics including the dream domain, fey domain, metal domain, and dragon domain.
New Magic Items: A list of homebrew magic items for clerics or inspired by some deities from the core pantheon.
New/Converted Spells: A list of some healing and buffing spells from 3.5e as well as some homebrew ones, like Extract Poison, Soul Vessel, and Unburden.
Obscure D&D Deities: A hefty list of D&D deities from past editions with ideas for clerics and priests of each deity, including their vestments, symbols, prayers, rites, and shows of power.
image source: The Birth of the Sun and the Triumph of Bacchus (detail), Corrado Giaquinto (1762)
Anyone can Google D&D deities and pick one that they want for their cleric, but great roleplayers really delve into their deities. Here I have compiled a list of over 60 of 3.5e's more obscure gods and goddesses (so excluding the core D&D pantheon because those have been written to death about).
In each entry, I noted their holy symbol and some words associated with their portfolio. Then I went into what a cleric or priest of the deity might wear and what sorts of rituals and rites they might perform. I also noted a sort of phrase that such priests might use as a mantra or just a one-sentence summary of their beliefs. Then I went further and gave an example of how a cleric of that deity might use their Thaumaturgy spell to demonstrate their deity’s power, usually in some way that doesn’t replicate a useful game mechanic, but more in a way that might intimidate someone or demonstrate your divine might.
Most of this is homebrewed, while the deities themselves, symbols, and some rituals were taken from the books where they originated, so feel free to tweak these how you see fit! This is not a full list. I am missing some even more obscure gods like from the Lords of Madness book, as well as powerful nondeities like archdevils and archangels and whatnot, and with the length of this list I am sure it is riddled with typos or mistakes which I will try and correct when I find them. But I hope this list inspires you to explore further into these deities or invent some of your own! Feel free to add to the list when you reblog it if you have ideas for a deity I missed.
Aengrist
Symbol: Keep with 2 towers on a gray glacier.
Portfolio: cold, order, protection, good.
Garb: Paladin’s armor and practical furs for patrolling the Frostfell. Colors are usually gray or white, featured largely on a flowing cape.
Rites: Ritualistically carving hunks of ice into perfect cubes, symbolically bestowing order upon it. Sheltering/defending travelers, or building fortified citadels to bring order to the Frostfell.
Phrase: “I offer you my blade in the name of Aengrist.”
Thaumaturgy: A platform of ice rises from the ground for you to tower over others to offer leadership with your booming voice.
Afflux
Symbol: Drop of blood
Portfolio: inquiry, necromancy, death
Garb: Blood-soaked cloaks and bronze armor on the arms and legs.
Rites: A prolonged mantra of screaming, hallowing torture chambers, torturing and interrogating creatures, harming oneself if a creature dies before its secrets are spilled.
Phrase: “Every creature holds a secret that is spilled with blood.”
Thaumaturgy: Your entire body drips as if drenched in fresh blood.
Garb: Rags or padded armor. Black or green body paint or tattoos detailing the priest’s blood vessels.
Rites: Offerings of bloody gems and jewels. Drinking of poison and poisoning of others.
Phrase: “Let his hallowed blood course through you”
Thaumaturgy: Spectral green scorpions crawl all over you.
Altua
Symbol: Scroll
Portfolio: honor, nobility, war
Garb: Rich finery and ornamental armor featuring scroll motifs as if for a coronation.
Rites: Preaching the rules of warfare to others. Praying at dawn by reciting the tenets of warfare and chivalry.
Phrase: “Altua guide our judgment in the coming battle.”
Thaumaturgy: Sacred text of the rules of warfare appear written in gold floating before you.
Aurifar
Symbol: Polished golden disk
Portfolio: midday, life, judgement
Garb: Bald and unadorned head, polished brass armor, white tunic
Rites: Prayers at morning and evening, offerings at midday.
Phrase: “Aurifar passes judgment from the highest throne”
Thaumaturgy: You glow with Aurifar’s light, giving off heat.
Auril
Symbol: White snowflake on gray diamond
Portfolio: cold, winter, ice, evil
Garb: Though most worship her out of fear, true priests will wear revealing clothing, exposing themselves to the elements through snowflake/diamond patterned leather trappings.
Rites: Leaving offerings or sacrifices to freeze in the elements, praying for snowstorms to bless an area, or casting Control Weather or Sleet Storm over a ritual.
Phrase: “Let Auril’s cold embrace one day bless the world with winter!”
Thaumaturgy: Your touch is freezing cold, dealing 1 damage to creatures or freezing 1 cubic foot of water. Only one cubic foot of water can be frozen at a time without more powerful magic.
Garb: Red and white robes with flame and feather motifs. The robes usually have very wide cuffs or have red feathers hanging from their sleeves.
Rites: Burning offerings of wealth and old possessions in a ritual of rebirth, praying in the presence of magical birds and sky-dwelling creatures, teaching (”illuminating”) the uneducated, slaying undead, meditating near lit fires in dark chambers.
Phrase: “Ayailla sheds light in the darkest regions.”
Thaumaturgy: You burst into flames and reform a new body from the ashes.
Bahamut
Symbol: Star above milky nebula
Portfolio: metallic dragons, wisdom, wind
Garb: White or silver garments with diamond-studded stars.
Rites: Train under the teachings of a good dragon. Speak in short proverbs about virtues to live by and bad actions to avoid. Stamp out evil and train others to become strong enough to overcome evil themselves.
Phrase: “Evil is strong. We must be stronger.”
Thaumaturgy: Platinum dragon wings unfold from your shoulders and your breath is a beam of cold.
Beltar
Symbol: Half-open fangs
Portfolio: malice, caves, pits
Garb: Dark black, brown, or white rags. Necklaces and jewelry made of animal fangs.
Rites: Cursing Moradin and Garl Glittergold for supplanting her rule, tossing offerings and animal sacrifices into caves and pits, meditating in darkness about evils you wish to commit.
Phrase: “Beltar rules the darkness.”
Thaumaturgy: You cloud a creature’s vision and haunt them with paranoia of unseen horrors.
Bralm
Symbol: Giant wasp in front of insect swarm
Portfolio: insects, industry, law
Garb: Intricate, geometric patterns on cloth or armor.
Rites: Teach that a just ruler should be obeyed happily and without question through cautionary fables involving insects in a hive. Give offerings of food to hives of insects. Build tiny shrines to praise Bralm.
Phrase: “We work for the good of all.”
Thaumaturgy: Insects swarm to aid you performing minor tasks.
Cas
Symbol: Rack of blood-tipped antlers
Portfolio: spite, hatred, strength
Garb: Clerics of Cas are not showy, but those radical congregations that openly worship him wear black and adorn themselves with bloody antlers of animals they have killed out of rage.
Rites: silently repressing anger and hate to near-hysteria, praying by screaming orgiastic diatribes in Cas’s name (that’s a fantastic description from the Heroes of Horror book), righting a festering unanswered wrong, building small personal shrines to Cas.
Phrase: “Cas will sate my unquenched hate.”
Thaumaturgy: Billows of red steam are emitted from your body as you seethe with anger
Celestian
Symbol: Brooch with seven assorted gemstones
Portfolio: stars, space, wanderers
Garb: Jeweled robes. The color of the robes and type of gems studding them denote your rank in the church.
Rites: Studying, mapping, and teaching the position of stars and constellations, travelling to parts unknown and mapping them (especially across the planes). Seeking out planar gateways. Praying under a starry sky. Visiting the same place twice is not forbidden but is taboo among Celestian’s followers.
Phrase: “There’s always someplace new to go.”
Thaumaturgy: A field of stars flies forth from your holy symbol and orbits your head.
Chaav
Symbol: Wild flowers
Portfolio: delight, laughter, good, joy
Garb: Country or travelling clothes with some freshly picked wildflowers tied to their bag, belt, shoulder, or breast.
Rites: Spreading the teachings of the smiling god by bringing joy to others, encouraging others not to make jokes at the expense of others, and picking wildflowers daily when you can to encourage you to enjoy the rural countryside.
Phrase: “Chaav smiles upon the good.”
Thaumaturgy: Wildflowers spring up around you and sunlight beams from somewhere behind you.
Cyndor
Symbol: Rounded hourglass of black and white turned sideways
Portfolio: time, infinity, continuity
Garb: Circular patterns with simple black and white.
Rites: Bury time capsules with holy symbols in them. Meditate on the nature of space and time following a very particular schedule understood only by you and other followers of Cyndor.
Phrase: “A consequence for every act.”
Thaumaturgy: Cyndor’s holy symbol traced in floating arcane glyphs floats before you.
Garb: Noble garb and carrying a large white book of their research and studies.
Rites: Asking questions of strangers, engaging in debates, helping others with their knowledge, inscribing magical runes on pieces of paper and hiding them in books to give the knowledge therein to Delleb.
Phrase: “The accumulation of knowledge is the purpose of existence.”
Thaumaturgy: Quills and paper float around you, taking notes on everything going on around you.
Dorsain
Symbol: Rotting skull with bones behind it
Portfolio: necromancy, hunger, ghouls
Garb: Leather armor studded with metal skulls, pure white robes.
Rites: Sacrifice through eating a creature alive, burning of chunks of flesh, feeding living creatures to ghouls, feasting in general. The most devout raise entire underground cities of ghouls.
Phrase: “To exist is to consume.”
Thaumaturgy: Your mouth stretches and your teeth grow large as you feast on something.
Estanna
Symbol: A hearth
Portfolio: hearth, home, family, community
Garb: Orange vestments with white trim.
Rites: Lighting and blessing a hearth, curing the sick and acting as a midwife, visiting families at their homes.
Phrase: “We are all family, and family helps each other.”
Thaumaturgy: You glow with a warm radiance like a small fire.
Evening Glory
Symbol: Open palm with heart-shaped hole
Portfolio: love, beauty, immortality through undeath
Garb: Robes with beautiful patterns and embroidery, with highlights of baby blue. Some clerics might wear blue lipstick and paint their nails blue
Rites: Secret rites cloaked in love and affection, proselytizing about love’s continuity, praying to the goddess’s unchanging perfection, reading of love poems inspired by the deity.
Phrase: “Love will never die.”
Thaumaturgy: The palms of your hands open up with heart-shaped holes.
Geshtai
Symbol: Waterspout
Portfolio: lakes, rivers, wells, and streams
Garb: Long flowing green robes with a wavy light blue stole
Rites: Sinking offerings into small bodies of fresh water, praying for the safety of travelers and fresh water for the thirsty
Phrase: ”Geshtai quenches flames of thirst and need”
Thaumaturgy: A spout of water shoots out of the ground before you, spawning a short-lived fresh water source
Halmyr
Symbol: Full helm in front of a white orb.
Portfolio: strategy/skill in warfare
Garb: Full plate armor. Helm with circular metal headdress. Tunic with holy symbol of Halmyr.
Rites: Praying on the eve of battle or before planning a battle. Telling stories of great battles throughout history as parables.
Phrase: “Halmyr guide us with your wisdom.”
Thaumaturgy: You gain a glowing white helm and a booming voice.
Hleid
Symbol: Jagged triangle surrounding a vortex of blue fire
Portfolio: winter animals, magic, healing, good
Garb: Rustic clothing with blue and white ornamentation. Natural elements like plants and discarded fur, bones, or antlers sometimes adorn the clothing of Hleid’s clerics.
Rites: Mentioning her as you cast spells, caring for woodland creatures, healing those who are kind and damning those who are cruel.
Phrase: “Hleid bestows me her magic for the forces of good.”
Thaumaturgy: You trace Hleid’s symbol in midair with rimefire.
Iborighu
Symbol: Icy scythe rising from blood-stained snowdrift
Garb: Body covered in blue tattoos, white clothing with a few bright red embellishments.
Rites: Sacrifice involving the gouging of the victim’s eyes to be more like Iborighu’s. Spilling blood ritualistically on undisturbed snow. Raising the frozen dead of the conquered as undead.
Phrase: “Iborighu rewards me his magic for the death I sow.”
Thaumaturgy: You stir up a contained snowstorm with wind that howls like the souls of the lost.
Rites: Spreading disease, torturing others, blighting plantlife, constantly travelling to escape those who would persecute them.
Phrase: “The suffering of the world is meat and bread to Incabulos.”
Thaumaturgy: You cause frightful illusions of disasters, death, and disease to haunt a creature looking into your eyes, or give someone you touch horrible yet vague nightmares.
Istus
Symbol: Gold spindle
Portfolio: fate, destiny, divination, future
Garb: Gray or black robes or vestments with weblike patterns. They grow their hair long and display their holy symbols openly.
Rites: Weaving blankets of gold thread.
Phrase: “Everything is connected by the threads of fate.”
Thaumaturgy: Golden threads spin and weave around you and everyone nearby, connecting you all together.
Iuz
Symbol: Grinning skull with red eyes
Portfolio: deceit, pain, oppression, evil
Garb: Rusty black or white-streaked robes with rust red blood stains, adorned with bones.
Rites: Burning dung and other noxious substances, beating of drums and clanging of bells, blood sacrifice in painful and horrific manner.
Phrase: “It is the right of the strong and cunning to exploit the weak.”
Thaumaturgy: Your eyes glow red and your skull shows through your skin as you emit a foul stench like death.
Garb: Wild, unkempt hair and wearing furs or hides. They often file their teeth to points and scar their bodies.
Rites: Ritualistic scarification, destruction of man-made objects, cannibalism, hunting and killing.
Phrase: "GRRARGH"
Thaumaturgy: You glow as if by moonlight and take on a primal appearance, with fur and claws and wolf-like eyes.
Konkresh
Symbol: A shield shattered into a web of pieces.
Portfolio: brute force, rash behavior
Garb: Konkresh’s symbol drawn into armor or tattooed on skin, a fighting girdle, and sometimes leather armor but nothing too protective.
Rites: Loud requests of Konkresh for strength in the moment. Sometimes short prayers before a known battle to guide their instincts.
Phrase: “Konkresh breaks all shields!”
Thaumaturgy: Muscles bulge and you grow in size slightly.
Kurtulmak
Symbol: A gnome skull
Portfolio: Traps, kobolds
Garb: Black and green colors, leather and scaled armor with animal horn spikes.
Rites: Rituals involve traps, either setting a trap for others or using the trap as a gauntlet for the cleric. Coordinating complex ambushes or defense maneuvers. Killing gnomes is always encouraged.
Phrase: “Kurtulmak urges us to defend ourselves.”
Thaumaturgy: You gain scales or your scales change color as illusionary darts fly in several directions with unknown origins.
Kyuss
Symbol: Skull erupting with green worms
Portfolio: undeath, evil, worms
Garb: An obscuring cloak with a pattern like a swarm of green maggots and an emotionless porcelain mask. Clerics’ bodies are normally disease-ridden and ugly.
Rites: Creating undead and acquiring undead followers, spreading the word of Kyuss and gathering new cultists, sacrificing of said cultists, and the ritual devouring of worms.
Phrase: “Kyuss will return one day, and death will embrace the world”
Thaumaturgy: Your form collapses into a pile of worms and reforms a few feet away.
Lastai
Symbol: A peach
Portfolio: pleasure, love, passion, equality
Garb: Comfortable pink or red clothing or sometimes nothing at all during rituals and prayers. Beautifully textured jewlery of gold inlaid with rubies.
Rites: Enjoying life’s pleasures of food, drink, sex, rest, and luxury without excess, helping and counseling others to find such pleasures
Phrase: “Life is a treasure and we should enjoy our time with it.”
Thaumaturgy: Your touch brings supernatural comfort, warmth and pleasure.
Lirr
Symbol: An illustrated book
Portfolio: poetry, literature, art
Garb: Colorful flowing robes or gown and a bookbag with Lirr’s symbol upon it.
Rites: Seek out and protect works of written knowledge or art, making illuminated copies of written text, paint small pictures, compose short poems or songs.
Phrase: “Preserve the knowledge of the past for the eyes of the future”
Thaumaturgy: The characters and words from a book you hold fly off of the pages and fly around you creating a halo of glowing text.
Llerg
Symbol: a bear, snake, or alligator
Portfolio: beasts, strength, chaos
Garb: Furs or skins and a fighting girdle. They have tattoos of one or more of Llerg’s holy symbols.
Rites: Wrestling large animals, blessing weapons/warriors/battle sites, burn nature objects or valuables and grind the ashes into the ground.
Phrase: “Be strong so that others respect you”
Thaumaturgy: A fiery spectral image of your spirit or totem animal spirals around you.
Lolth
Symbol: Black spider with the head of a female drow.
Garb: Clothing or leather armor with spider motifs, but sometimes nothing at all during rituals.
Rites: Sacrificing living creatures or treasure to her glory and speaking prayers in Abyssal.
Phrase: “Mother of the dark, grant me my enemies’ blood for drink and their hearts for meat.”
Thaumaturgy: Thousands of spiders swarm harmlessly over your body.
Lyris
Symbol: A hand balacing a dagger’s point on its finger
Portfolio: victory, fate
Garb: Patterns of lines branching into several paths etched into armor.
Rites: Praying to Lyris before a battle to ask for victory.
Phrase: “Lyris is found at the turning point of every battle.”
Thaumaturgy: Balance your weapon perfectly on your finger.
The Mockery
Symbol: A dragon turtle
Portfolio: the ocean, sahuagin, evil, destruction
Garb: Seaweed tangled onto body. Robes are blue-green and cut to seem like barbed fins.
Rites: Celebrating the storms and ferocity of the ocean, or else praying for safe passage across the sea out of fear.
Phrase: “May the Mockery deliver us from their legendary anger”
Thaumaturgy: You create a miniature storm spinning around you and illusory ocean waves at waist height
Mouqol
Symbol: a coin or a merchant’s tent-wagon
Portfolio: merchants, bargaining, rare treasure
Garb: Brightly colored clothes and rich jewelry to show how successful at trade you are.
Rites: Praying before and after business hours, identifying and appraising objects, making pilgrimages in merchant caravans to visit many bazaars blessed by Mouqol.
Phrase: “All life is a matter of exchange, and reward is not gained without risk.”
Thaumaturgy: Coins dance over your fingers, at first sleight of hand but soon obviously magically influenced.
Nadirech
Symbol: A golden band inlaid with jewels
Portfolio: trickery, cowardice, luck
Garb: Yellow embellishments, a single golden bracelet, and simple brown garments.
Rites: Praying in secrecy to Nadirech for protection, in whatever underhanded way he chooses to give it.
Phrase: “Nadirech will help me out of any tight spot.”
Thaumaturgy: Your form becomes blurry and faded or misleading.
Garb: White, silver, and gold are the colors of Pholtus and his priests adorn their garb with it.
Rites: Bring his word to nonbelievers, hanging suncatchers from buildings and trees, marking your brow with five white stripes.
Phrase: “The one true way is a strict path, but guarantees greatness”
Thaumaturgy: You shed silver light as fire burns in your eyes.
Procan
Symbol: gold and coral trident and a cresting wave
Portfolio: seas, sea life, salt, sea weather
Garb: Bluish green clothing, golden embellishments and jewelry. Sometimes priests will wear netting or shells. Sea-dwelling clerics often adorn themselves with mollusks that they care for.
Rites: Sinking offerings into the ocean, especially gold and pearls, praying for safety and food, sharing of fish.
Phrase: “Procan saves us from the fickle seas, and helps us reap their bounty”
Thaumaturgy: Your eyes become pearly white and your skin becomes gold as a spray of seawater carried on the wind whisps around you.
Pyremius
Symbol: demonic face with ears like bat wings
Portfolio: fire, poison, murder, assassins
Garb: Brass bracers featuring Pyremius’ face, wavy dark red cloth for his clerics and essential assassin’s gear for the rogues that worship him.
Rites: whipping initiates with a flaming whip and a weakly poisoned whip to toughen them up, murdering people in their sleep, and submerging offerings in bowls of special poison and igniting the liquid.
Phrase: “Those chosen by Pyremius will never live to hear it.”
Thaumaturgy: Your face takes on Pyremius’ demonic appearance in a blast of fire.
Garb: Priests of Rallaster hide their identities and so often will appear like a commoner or regular merchant. Insane priests will wear leather outfits with razors and spikes sewn into it, hiding their identity with a hood or mask.
Rites: Murder or torture, pouring blood from each victim on a small altar made of razorblades. Ranting psychotically in prayer.
Phrase: "Rallaster has opened my eyes to the truth!"
Thaumaturgy: You can spawn a handful of razorblades which emerge from either your skin or the skin of a victim.
Rao
Symbol: Heart-shaped white mask
Portfolio: peace, reason, serenity
Garb: White robes and long beards/long hair, as well as a hand-carved crook. Anything that demonstrates admirable patience. High priests wear a mask that looks like Rao’s holy symbol.
Rites: Quiet, long prayer and lamentation over the many evils of the world.
Phrase: “There is a time to think and rarely a time to act, but in that time, action is wisdom.”
Thaumaturgy: Wind rushes past you and the sound of wind chimes rings from nowhere.
Scahrossar
Symbol: None mentioned; but I would say an iron maiden or spiked whip would be suitable holy symbols.
Portfolio: torture, sadism, masochism, evil
Garb: Tight, studded black leather with plenty of whips, hooks, knives, and needles. Priests hide their identity with leather or iron masks.
Rites: Sacrifices through torture on an altar of spikes and chains. A sacrifice isn't worth it unless it takes days for the victim to die. Self mutilation or even torturing other priests is another common form of worship.
Phrase: "Scahrossar hears your pain and delights in it"
Thaumaturgy: Your touch causes extreme pain and leaves a blemish not unlike an insect bite.
Solanil
Symbol: Pool of water at the base of a date tree
Portfolio: oases, protection, travel, water, good
Garb: Gear and robes of a desert traveler. Always with spare food and water on hand. Dried palms and other plant life adorns your shoulders.
Rites: Plant seeds of fruit-bearing trees in oases. Make pilgrimages across the wastes.
Phrase: “Solanil smiles on us in our times of need”
Thaumaturgy: You spill water from a clay pot and plantlife springs forth from its path.
Sulerain
Symbol: An eye crying a drop of blood. (pretty much every drawing in a high schooler’s sketchbook)
Portfolio: death, slaughter, evil
Garb: Subtle black clothing tied tight for efficient deal-dealing. Daggers are tied in patterns over clothing as both an efficient form of storage and an eccentric form of fashion.
Rites: Sulerain delights in killing, the more the better. Priests will dedicate each kill to her. Prayers involve sharing the feelings they felt as they killed their victims, and they pray at dusk.
Phrase: “This kill is given freely to the Grim Lady.”
Thaumaturgy: Dark tendrils of shadow grope your body as blood runs from your tear ducts.
Syreth
Symbol: A three-pointed shield with an arrow in each point.
Portfolio: protection
Garb: Blue and purple gambeson. Heavy armor. Holy symbol either painted on shield or armor.
Rites: Praying at dusk for those who are undefended.
Phrase: “By Syreth’s might I will defend you!”
Thaumaturgy: Illusionary holy shields of Syreth spin idly around you.
Telchur
Symbol: Lone, leafless tree on a snowy hill.
Portfolio: cold, strength, gloom
Garb: Simple layers of clothes with neutral colors. Men are usually bearded.
Rites: Brooding in silence in the snow near solitary trees. Presiding over funerals. Spreading Telchur’s message of gloom, solitude, and exile.
Phrase: “We are cast out. We go as Telchur went.”
Thaumaturgy: You have an aura of cold and melancholy that surrounds you as a light snow falls around you.
Tem-Et-Nu
Symbol: Shapely woman with the head of a hippopotomus.
Garb: Red cloaks with a silk black lining. Spiral runes of insanity are tattooed on their skin.
Rites: destroying all and everything, keeping in contact with an object or place relating to Tharizdun’s eternal imprisonment, foul sacrifices.
Phrase: “Tharizdun will escape and devour the world”
Thaumaturgy: A vortex of shadows appears to envelop a creature you are intimidating
Tiamat
Symbol: five dragon heads making a five-pointed star
Portfolio: conquest, chromatic dragons
Garb: Masks of chromatic dragons and robes of red, white, black, green, and blue. Sometimes clerics will choose one dragon’s color to worship, while others adorn themselves with all five colors, but always in a darker shade.
Rites: Sacrifices made to a dragon to pray for successful conquest. Groveling prayers speaking of nondragon races as inferior.
Phrase: “Tiamat, conquer our weakness that we may conquer in your name”
Thaumaturgy: Jets of five chromatic dragon breath weapons stream in a halo around your head.
Trithereon
Symbol: A triskelion
Portfolio: individuality, freedom, liberty
Garb: Holy symbol hidden beneath travelling clothes. High priests wear a three-pointed shawl.
Rites: Freeing those in slavery, spreading Trithereon’s word secretly among the oppressed.
Phrase: “All deserve to be free.”
Thaumaturgy: A dozen shadowy chains appear around you only to break apart and crumble under Trithereon’s light as you point to each in turn.
Typhos
Symbol: A hand holding a spiraling whip.
Portfolio: tyranny, subjugation
Garb: Prominent displays of Typhos’ holy symbol; chain and spike motifs everywhere. Armor sometimes molded to resemble tightly bound cord.
Rites: Punishing those beneath you. Blessing a whip to bring your subjects to their knees. Rattling a chain during your prayers. Forcing your subjects to recite prayers to Typhos.
Phrase: “Rule through fear”
Thaumaturgy: A black crown manifests upon your head, and a shadowy cloak unfurls from your shoulders.
Umberlee
Symbol: A green-blue crashing wave
Portfolio: anger, wrath, storms, tidal waves
Garb: Seaweed covering ragged robes and long hair. Fingernails are cut/sharpened into points.
Rites: Dumping offerings into the sea to quell Umberlee’s rage, braving ocean storms in small boats, dancing in fits of anger.
Phrase: “The power of the waves will crush the weak.”
Thaumaturgy: You gesture your arms to the skies and a giant wave of water rises up behind you.
Urbanus
Symbol: An empty green helm
Portfolio: cities, industry, growth
Garb: Simple city garb, but featuring Urbanus’ holy symbol and their home city’s standard/symbol/colors. Clerics that dedicate the majority of their worship to Urbanus wear green helmets with crown sculpted to look like the roof of a building.
Rites: Blessing new buildings and roads, exalting in the beauty of the city, expanding a city’s territory/claim/area.
Phrase: “Urbanus shines upon this city”
Thaumaturgy: Tall, illusory buildings and cobbled streets spring up around you, surrounding those nearby with a short-lived splendid city.
Valarian
Symbol: Unicorn silhouette in front of a full moon
Garb: Silver robes with his holy symbol on the back. High priests wear a crown of white metal shaped like unicorn horns.
Rites: Paying homage and making offerings to blink dogs, unicorns, and pegasi, prayers at midnight especially during full moons, slaying evil beasts in his name.
Phrase: “We should respect our forest allies.”
Thaumaturgy: Your shadow takes the shape of a rearing unicorn for a few seconds and everyone near you hears a distant whinny.
Valkar
Symbol: A red hand behind a swinging sword.
Portfolio: courage
Garb: Pieces of red fabric tied to battle-worn armor.
Rites: Praying to Valkar before battle, inspiring others to immediate action, offering a spoil from your last battle to Valkar for protecting you and giving you courage.
Phrase: “Valkar sends me forth into battle!”
Thaumaturgy: You hold your sword before you as a hand of red, fiery energy burns in front of it.
Valkur
Symbol: Shield adorned with black cloud and three lightning bolts
Portfolio: favorable winds, naval combat, ships
Garb: A tabard with Valkur’s holy symbol on the chest, and white clothes with a dark trim. Angular lightning patterns on clothes.
Rites: Praying before a voyage or a naval battle and blessing ships, calling to the winds for their favor
Phrase: “Valkur steer our ships to victory!”
Thaumaturgy: Winds rush by you as a thunder crack inspires others to glory.
Vatun
Symbol: A sun setting over snow
Portfolio: winter, barbarians, snow, courage
Garb: Bear skins and warm-colored clothes. Yellow feathers representing the sun’s rays are worn around their collar.
Rites: Telling stories of heroes and courageous people over a fire, praying by a torch’s guiding fire, imagining inner warmth and passion while braving the winter storms.
Phrase: “Vatun fuels my fire to warm my stride”
Thaumaturgy: Your eyes glow a warm yellow and steam streams from your mouth with each breath.
Garb: Clean, plain white clothes. They are practical, but sometimes have their holy symbol or six dots somewhere prominent on their person. They are sometimes stained with blood splatters.
Rites: Torturing and dissecting creatures on polished steel altars, praying to the Xammux for guidance in their quest for forbidden knowledge.
Phrase: "The Xammux reveals their secrets to me."
Thaumaturgy: Dampen noise in a small radius. Your gaze causes painful sensations inching across creatures' skin.
Xan Yae
Symbol: Black lotus blossom
Portfolio: twilight, shadows, stealth
Garb: Black vestments for services or a black karategi ideal for stalking in the shadows.
Rites: Praying in shadows, unseen by anyone, honing your skills at stealth, meditating to a lotus as it slowly blooms.
Phrase: “Perfection is never seen. Balance is never heard.”
Thaumaturgy: You turn an object in your hand invisible or shroud it in darkness for a few seconds.
Yeathan
Symbol: Dark blue-green spiral with a black center
Garb: Black robes with a slick outer layer, always with a hood and a something covering the mouth
Rites: Visiting his submerged, dark temples and surviving, ritualistically drowning yourself near to death, sacrificing innocent creatures to deep-sea terrors
Phrase: "Truth lies in the darkest depths!"
Thaumaturgy: Dark tentacles grasp at everyone nearby as your envelop your form in shadows.
Garb: Priests typically wear very little clothing to show off their perfect physique.
Rites: Exercise or shows of strength, painting your body with gold paint or gold leaf, praying before entering a non-human area, enslaving other species in Zarus’ name, being a racist asshole.
Phrase: “Humans are the pinnacle of creation. We are the beginning and the end”
Thaumaturgy: Your body shines a golden, overpowering aura.
image: Sarira Reliquary, Daegu National Museum, Korea
Here is a collection of D&D 5e homebrew magic items designed with clerics in mind. Many can be used by non-clerics, especially the ones simply inspired by the core pantheon of Dungeons & Dragons deities. Hope you enjoy them!
+1 Holy Symbol
Wondrous Item, Rare, Requires attunement by a cleric
A cleric attuned to this holy symbol that uses it as their spellcasting focus has +1 to their spell attacks and deals +1 damage with their damaging spells.
Goblet of Purity
Wondrous Item, Rare, Requires attunement by a cleric
A cleric attuned to the goblet can bless water poured into it. Water blessed in this way becomes free of disease and becomes crystal clear. Creatures drinking from the goblet are cured of all diseases ailing them.
Blessed Tidestar
Morningstar, Rare, Requires attunement by a cleric
This morningstar is coated in holy water, which flows constantly and magically from coral-like patterns in the head of the weapon down to the spiraling conical spikes adorning it. The holy water does not drip unless swung, and holy water spilled from it disappears where it lands. The weapon deals an additional 1d4 acid damage to undead and fiends, even ones that might be normally immune or resistant to acid damage.
Censor of Divinity
Wondrous Item, Uncommon, Requires attunement by a cleric
Once per day, when incense is burned in the censor and waved about, the cleric can increase the DC of one of their Channel Divinity abilities by 1.
Incense of Peaceful Rest
Wondrous Item, Common
Creatures resting within 60 ft. while this incense burns may heal one hit die in addition to any hit dice spent to heal themselves.
Prayer Beads of Recall
Wondrous Item, Uncommon, Requires attunement by a cleric
As you pray to your deity and run these beads through your fingers, you can teleport yourself and up to 9 allies to the nearest temple of your deity over the course of 1 minute. This ability works once before the beads disappear in a silent flicker of light. A creature must attune to this item by praying in a temple of their deity over a long rest.
Reliquary
Wondrous Item, Varied Rarity, Requires attunement by a cleric
The forms of reliquaries vary greatly. They can be bones or clothes of saints or notable religious figures or pieces of history from your religion, and can be completely unadorned or within an intricate vessel or chest ranging in size but usually able to be carried on your person. A reliquary can have one or more abilities based on its rarity:
Rare: The reliquary can cast Lesser Restoration on a creature that touches it once per day. The object passively emits daylight out to 30 ft. and dim light for another 30 ft.
Very Rare: The reliquary has the abilities of a rare reliquary. In addition, the reliquary can grant a creature that touches it an effect similar to a Bless spell for 1 hour once per day. This ability does not stack with other Bless spells. Creatures within 30 ft. of the reliquary also cannot become frightened.
Legendary: The reliquary has the abilities of a rare and very rare reliquary. In addition, the reliquary can cast Heal on a creature that touches it once per day and creatures slain within 60 ft. of the reliquary cannot be turned into undead.
Book of Boccob
Wondrous Item, Rare, Requires attunement
Poring over this book grants the attuned user a +1 bonus on arcana and religion checks. The book can also be used once a week to cast a Commune spell.
Exquisite Mantle of Corellon Larethian
Wondrous Item, Rare, Requires attunement
This item cannot be attuned to a Drow, Orc, or Half-Orc; races despised by Corellon Larethian. The cloak can be used once per day to shroud the attuned creature in unearthly beauty. All creatures within 60 ft. that can see the creature must make a CHA saving throw with a DC of 13. Evil creatures that fail become frightened and blinded for 1d4+1 rounds. Nonevil, nongood creatures that fail become frightened and blinded for 1 round. Good creatures that fail suffer no ill effects.
Burrowing Arrow of Gruumsh
Any arrow or bolt, Uncommon, Requires attunement
Elves cannot attune to this item; a race despised by Gruumsh. This arrow is tipped with a red stone arrowhead with an eye carved into it. The shaft has a texture like that of a rat. When the arrow hits a creature with a discernible anatomy, it transforms into a rabid rat that gnaws deeper into the hit creature. The rat deals 1d6 damage on the start of each of the creature’s turns until they rip it out with a DC 11 STR check or by dealing 5 damage to it.
Claw of Nerull
Rod, Uncommon, Requires attunement
This disembodied skeletal forearm is tipped with a pointing finger and is covered with dried blood. When the command word is spoken and the rod is pointed at a living creature of Large size or smaller up to 30 ft. away, skeletal hands emerge from the ground and grasp at the creature, holding them in place for up to 1 minute. The creature must make a DC 15 DEX saving throw to evade the emerging hands or a DC 16 STR saving throw to break free of them. The rod can be used in this way once per day.
Hextor’s Gauntlet of Dominion
Wondrous Item, Rare, Requires attunement
A black iron spiked gauntlet that oils itself with blood and sweat. Once per day you may clench the gauntlet into a fist before you. You may cast Command as a bonus action targeting a creature that can hear and see you within 60 ft. Each round that you maintain concentration and keep your fist clenched for up to 1 minute, you can cast Command again as a bonus action, but you must target the same creature with it each round. While your fist is clenched in this way you cannot use it for other actions such as attacking or holding things.
Briarknot Armor of Obad-Hai
Armor, Rare, Requires attunement
A brooch that looks like a fetish of leaves, twigs, and flowers that can be affixed to your clothing. When the command word is spoken, it rapidly grows to cover your body in a form-fitting armor of thorny vines. The armor changes your base AC to 17 (no benefit from DEX bonus). Creatures that touch you or hit you with a natural or unarmed melee attack take 1d6 piercing damage. The armor wilts and dies when the command word is spoken once more, but the brooch remains intact to be called upon again.
Ruby Dagger of Wee Jas
Dagger, Very Rare, Requires attunement by a cleric
This +1 dagger is made from a shard of a large magical ruby and has an intricate golden hilt. When a creature is slain by this dagger their soul exits their body, ignites, and surges towards the nearest enemy within 30 ft., dealing 7d6 fire damage before leaving for the afterlife. A creature that makes a DC 15 DEX saving throw takes only half of this damage.
Vessel of Vecna
Wondrous Item, Uncommon
A skull of a humanoid that was missing their left eye. When a secret, thought, or memory is whispered to the skull’s face, it causes its good eye socket to glow with a tiny point of green light. The creature that whispered to the vessel completely forgets their thought, memory, or secret and cannot recall it even through magical means. It is as if they never knew it in the first place and are forbidden from thinking about it further. A creature that whispers a command word to a vessel with such a glow within it learns the secret held within, emptying the vessel once more. Destroying a Vessel of Vecna with a secret stored within it does not restore the memories of the initial creature.
Yondalla’s Blessed Seeds
Wondrous Item, Uncommon
These simple-looking seeds come in a pouch featuring Yondalla’s holy symbol on the side. A pouch typically contains 2d4+1 seeds when found. When one of the seeds is thrown onto a patch of dirt at least 5 ft. in diameter, it rapidly grows into a full-grown tree over the course of one round. The tree is about 4 feet in diameter and is 60 feet in height. Climbing such a tree requires a DC 12 Athletics or Acrobatics check.
Hammer of Moradin
Wondrous Item, Rare, Requires attunement
This item can be used as a warhammer. If attuned to a dwarf, it is instead treated as a +1 warhammer. Once per day, the hammer can be used to repair any item made of metal or stone up to a 10-ft. cube. Alternatively, it can be used to cast Fabricate but only on stone or metal material.
Dowsing Rod of Garl Glittergold
Rod, Uncommon, Requires attunement
This golden rod can be used once per day to point its wielder in the direction of the largest collection of wealth (in gems and/or minerals) within 500 ft.
Ehlonna’s Horn
Wondrous Item, Very Rare, Requires attunement by a non-evil cleric, druid, paladin, or ranger
This spiraling white horn can be blown to summon a Unicorn mount. The unicorn serves faithfully and will fight for the creature it is attuned to but if it is asked to perform an evil act then it will vanish and the horn will crumble into pieces. The unicorn cannot cast its Teleport spell and cannot use its Legendary Actions while summoned in this way. When the unicorn is slain it instead vanishes, returning to the place it was summoned from. The horn can only be used during a new moon (once a month) and only one unicorn can be summoned at a time.
A strange cleric that worships the sleeping world of dreams and obscure deities. The dream domain cleric learns to travel inside of the dreamscape, a series of demiplanes that exist somewhere between the astral, material, and shadow planes; one such demiplane for every sleeping creature. As masters of dreams, they can learn your most secret thoughts, memories, and fears, as well as receive visions of the future from their own dreams. I recommend using Scrying, Augury, and other divination spells while asleep to simulate this; clerics already have a wide access to divination magic. Sehanine Moonbow is an elven deity specifically of dreams, but you could also make arguments for deities of illusion, magic, or shadows.
Domain Spells:
1: Sleep, Charm Person
3: Augury, Calm Emotions
5: Hypnotic Pattern, Fear
7: Phantasmal Killer, Hallucinatory Terrain
9: Dream, Scrying
Domain Abilities:
Dream Splendor- Beginning at 1st level, you have immunity to the frightened condition.
Channel Divinity: Dream Delve- Beginning at 2nd level, you can travel into the realm of dreams. You target a sleeping, sentient creature up to 60 ft. away. The creature must succeed at a WIS saving throw against your spell save DC to resist the effect. If the creature fails, you astrally project your spirit into the target’s dreamscape. The dreamscape’s appearance is at the will of the DM, and could be an abstract, surreal, or realistic scene. Traversing the dreamscape gives you insight into the target’s thoughts and memories as you will it, but closely guarded secrets require either a CHA check of 18 to uncover or you must overcome an encounter in the dream, at the DM’s discretion. For instance, the information of a vault’s combination might be guarded by actual guardians in the dreamscape, or by a convoluted puzzle or trap. You may also use the dreamscape to send a message to the creature which they will receive as soon as they awaken, although they are aware it was not from their own thoughts. If you or an ally is reduced to 0 HP in the dreamscape, their spirit returns to their resting body and they gain 1 level of exhaustion.
Dream Caravan- Beginning at 6th level, you can bring others into the realm of dreams with you when you use your Dream Delve ability, up to 9 other creatures. While inside of a dreamscape, you can travel to the dreamscapes of nearby sleeping creatures up to five miles away with each jump. In addition, you can plant a Suggestion (as the spell) in the target’s mind which they receive once they awaken.
Nightmarish Resolve- Beginning at 8th level, you add your WIS modifier to the damage of your damaging cantrips. While in a dreamscape, you instead add 1d8 to one attack on each of your turns. This bonus damage is radiant damage.
Channel Divinity: Nightmare- At level 17, you can use your Channel Divinity to manifest a creature’s greatest fear as an illusion as long as you maintain concentration, up to 1 minute. The creature can attempt to disbelieve it only when interacting with it and after succeeding at a INT saving throw against your spell save DC. While inside of a dreamscape, this ability targets the dreamer. The illusion has physical form inside the dreamscape and gains the frightful presence ability identical to that of a dragon, frightening all creatures near it within the dreamscape. The targeted creature takes 4d10 psychic damage each round.
Metal Domain
image credit: Kev Walker
The metal domain cleric is one who worships metal and metal-based artifice. They believe that metal and its nigh-immutability is perfection, and perfect their own form through it. They can telekinetically move metal, repel metal, or rust metal with a touch as metal bows to them. Some of the domain spells I used affect mainly stone, so I recommend altering the spells slightly so they mostly affect metal. You can find my suggestions below. There are a number of 3.5e deities with metal in their portfolio or domain, but earth or dwarven deities would also fit the bill, as would Dispater of the Nine Hells.
Domain Spells:
1: Grease, Earth Tremor
3: Heat Metal, Cloud of Daggers
5: Conjure Barrage, Erupting Earth
7: Stone Shape (shapes iron instead), Fabricate
9: Wall of Stone (manifests as iron), Animate Objects (metal only)
Domain Abilities:
Magnetic Grasp- Beginning at 1st level, you can telekinetically control unattended metal objects that weigh up to 10 pounds at a range of up to 60 ft. You must be able to see your target and maintain concentration.
Channel Divinity: Rusting Grasp- Beginning at 2nd level, you can use your Channel Divinity to rapidly decay metal with your touch. A 3 ft. radius area of nonmagical metal turns into a dusty pile of oxidation. Against a metallic creature (even magically animated) this deals 6d10 damage. When used against an enemy, an enemy’s weapon or their armor, you must succeed at a melee spell attack to target it. A weapon or armor rusted by your Rusting Grasp becomes useless.
Channel Divinity: Repel Metal- Beginning at 6th level, you can use your Channel Divinity to magnetically repel metal. You gain resistance to damage from weapons made from steel or iron for 1 minute.
Metallic Enhancement- Beginning at 8th level, you start to alter your physical form with divine metal, making you a more deadly combatant. Once on each of your turns when you hit a creature with a weapon attack, you cause the attack to deal an additional 1d8 damage of the weapon’s type. When you reach 14th level, this damage increase to 2d8.
Graft- Beginning at level 17, you can permanently enhance a creature’s armor class by 1 with a DC 15 Medicine check as you apply grafts of divine metal to their body over the course of 1 hour. The process is extremely painful and hideous. Creatures must either be helpless, restrained, unconscious, willing, or dead to apply such modifications. Such surgery will awaken unconscious or sleeping creatures instantly.
Fey Domain
image credit: Matthew Stewart
A fey domain cleric is one who worships the fey or fey deities, unlike a warlock who makes a pact with them or a druid who is an ally to them. The fey grant their clerics with power over nature and abilities similar to those of the faeries. Eventually, a fey cleric is touched by the magic of the Feywild and completely transforms into a fey creature. Valarian from the 3e Book of Exalted Deeds is a good faerie deity, as are any other deities of nature, magic, or illusions.
Domain Spells:
1: Faerie Fire, Animal Friendship
3: Charm Person, Enlarge/Reduce
5: Conjure Animals, Hypnotic Pattern
7: Compulsion, Greater Invisibility
9: Tree Stride, Conjure Fey
Domain Abilities:
Faerie Trickery- Beginning at 1st level, you gain Minor Illusion as a cantrip
Channel Divinity: Speak with Plants and Animals- Beginning at 2nd level, you can use your Channel Divinity as an action to speak with a plant or animal of your choice for up to 10 minutes using your concentration. The target speaks in a language you can understand for the duration.
Fey Guise - Beginning at 8th level, you can perfectly mimic any humanoid’s voice and disguise your face as any humanoid you can see. You gain a +5 bonus to CHA skill checks while attempting to impersonate someone. You must have seen and heard the humanoid before in order to impersonate them in this way. This bonus is temporarily negated if someone close to the person you are mimicking notices you do something uncharacteristic. This ability does not change your clothing or body type, just your face and voice.
Channel Divinity: Blinding Beauty- Beginning at 8th level, you can use your Channel Divinity as an action to take on the blinding allure of a nymph. All enemy creatures within 60 ft. that can see you must make a CHA saving throw. Each creature that fails their saving throw becomes permanently Blinded. Creatures that succeed at their saving throws are only Blinded until the start of your next turn.
Fey Ascendancy- Beginning at level 17, you gain the Fey subtype and have advantage on saving throws against spells and spell-like abilities.
Dragon Domain
image credit: Raymond Swanland
The dragon domain cleric worships a dragon or draconic deity like Bahamut or Tiamat. They bestow upon their disciple a loyal hatchling to care for and train with them, and will send a dragon champion in times of need to their greatest worshipers. I intended the dragon companion to start as a weakened wyrmling and then grow to a full wyrmling once you reach level 14. It sort of acts as a Divine Strike ability since it’s an additional attack on each of your turns, but if this ability proves too powerful for your campaign I would recommend swapping it out for a pseudodragon or summoning a wyrmling once a day for 1 minute. When selecting energy/damage types for elemental spells, I recommend choosing ones that match your wyrmling dragon. For instance, Chromatic Orb summons an orb of acid if you have a black dragon, etc.
Domain Spells:
1: Absorb Elements, Chromatic Orb
3: Gust of Wind, Warding Wind
5: Elemental Weapon, Protection from Energy
7: Stoneskin (Manifests as dragon scales), Dominate Beast
9: Dominate Person, Destructive Wave
Domain Abilities:
Draconic Companion- Beginning at 1st level, you are granted a hatchling dragon as your companion of the color of your choice. The hatchling has similar statistics to a wyrmling dragon of its color except it has maximum hit points equal to half of your hit point maximum, uses your proficiency modifier in place of its own, has an AC of 14, has a base damage die of 1d8 instead of 1d10, has a base breath weapon damage of 4d6, and is Small in size. In one year's time or when you reach level 14, it will grow into a wyrmling dragon, still using your proficiency modifier in place of its own, but otherwise its AC, HP, size, and base damage all increase to match that of a wyrmling dragon of its color.
Channel Divinity: Elemental Resilience- Beginning at 2nd level, you can use your Channel Divinity as a reaction or bonus action to gain Immunity to the energy damage type of your Draconic Companion's breath weapon for a number of rounds equal to your WIS modifier.
Channel Divinity: Dragon Flight- Beginning at 6th level, you can use your Channel Divinity to sprout dragon wings and gain a fly speed of 60 ft. This effect lasts for 1 minute and requires you to maintain concentration.
Will of the Dragons- Beginning at 8th level, you gain immunity to the Paralyzed and Frightened conditions.
Dragon Call- Beginning at level 17, once per week, you can summon an adult dragon of your draconic companion's color for 1 minute. It obeys your verbal commands to the best of its ability. Maintaining the dragon's presence requires you to spend an action each round and maintain concentration. If the dragon is slain, it disappears in a cloud of light.
D&D Clerics have a tendency to worship things. This is pretty common. To make your cleric stand out in the adventuring party and act as a more robust character, give them a believable religion! Have them perform rituals, rites, prayers, holidays, sermons, meditation, anything that reminds everyone what you do.
To come up with your own rituals and customs, first you have to think about why you are performing them. Here is a list of reasons to perform a ritual. It’s certainly not complete, but it has some of the more common reasons behind religious rites from real religions.
Good Luck: rituals ranging from simple to complex can give good luck to someone praising their deity. Even simple superstitions like tossing salt over your shoulder can be a religious thing for your character.
Good Health: a lot of rituals beg higher powers to cure the sick, or to ensure that you don’t fall ill. Vatun, the snow god of barbarians, could have torches stood up in the snow to give traveling barbarians protection in the dead of winter.
Cleansing Sin: some religions either see their worshipers as inherently evil or else can forgive them of evils they have committed through penance of some sort. The Jewish ritual Kapparot involves the sacrifice of a chicken which had their sins transferred to it.
Appease a Deity out of Fear: evil deities in the D&D universe sometimes are revered out of fear, and need to be given worship or offerings so they don’t wreak their divine vengeance. Yeathan, a deity of the oceanic abyss, might be appeased with a ritual sacrifice to deep-sea monsters.
Increase a Deity’s Power: fanatic cultists might give their all to a higher power, and give them sacrifices or offerings to increase the deity’s power. If you believe that a deity’s power comes from those that worship it, this has some merit as followers seek to aid their deity on a cosmic level. Vecna, the demigod of death and secrets, might ask for the burning of information or evidence of secrets as an offering to increase his power.
Beg for Power: often evil or power-crazed clerics will perform rituals to increase their own power. Since their power is of divine origin, they have to beg their deity for more power through their rites, offerings, and sacrifices.
Praise a Deity as Thanks: if a deity helps out their worshipers or if their worshipers are just glad to have their faith, they could perform rituals to show it. Maybe after a long passage through sandy wastes, a cleric empties out a full canteen of water as thanks to Tem-Et-Nu when they find an oasis.
Observe the Dead: when someone makes their transition to the afterlife, clerics are often there to observe it. They may ask their deity to give the dying or dead creature safe passage or give them power in their new vessel.
Observe Ancestors: a ritual can praise the memory of ancestors and those that have already made the jump to the afterlife. You see this in a lot of cultures; famously in Mexico’s Dia de los Muertos.
Rite of Passage: rites of passage are essentially proving yourself to either your deity or other worshippers. In D&D, you could be directly given a quest or else have to perform some difficult task. There are different reasons to prove oneself, whether becoming an adult, increasing your rank in the clergy, or becoming worthy to wield a deity’s power. Maybe Umberlee, a deity of ocean storms, requires you to swim a great stormy strait to gain her favor.
Look to the many cultures that exist in the world, past and present, for inspiration about rituals to perform. There’s lots of examples of costumes, dances, body decoration, pilgrimages, sacrifices, holidays, traditions, prayers and customs to inspire you. But once you know why you want to perform a ritual and know what your deity stands for in the D&D universe, you can likely come up with something interesting.
Moral Characters: Clerics are in a unique position that allows them to be some of the best roleplayers and story-driven characters in the party. Their attachment to a deity and strong sense of ideals and morality aligned to that deity create natural biases for their character. These are easy to identify as a player and help you play your cleric to their fullest roleplaying potential as you realize things like "my cleric wouldn't do that" or "my character's deity wouldn't approve of this" and then act upon them! Don't shy from this. Clerics provoke conversation and conversation promotes development. Use this to find a reason to join up with teammates that don't match your alignment! Maybe your cleric starts to doubt their own beliefs in the process, or possibly convert the other PCs to their own moral standards! Basically, make big deals about morality and the choices that come with the baggage of a deity.
Purposeful Characters: Decide your cleric's relationship with their deity. Are you a prophet who seeks to spread the word of your deity? Perhaps you are a missionary whose purpose is to convert others. As an inquisitor you could seek out heretics and destroy them, or uphold a theocratic law. You could also just be someone who is a devout worshipper and uses their granted divine powers in the name of their beliefs. Alternatively, you could act more like a paladin and fight in the name of your deity, maybe opposing the workings of rival deities. You could also entertain the option of worshipping your deity out of fear or necessity. A priest of Hextor might only worship them to avoid their wrath and tyranny, gaining their favor and divine magic in the process. They could have an entirely different belief and alignment, mechanically, but still worship that deity. Perhaps they think that the good-aligned gods are simply not as powerful as Hextor, so Hextor MUST be worshipped or he will destroy us all.
Ways of Worship: I won't go into this too deeply, as I want to make a separate post about coming up with methods to worship your deity. But keep it in mind as a good way to remind the other players what your cleric stands for. Use it to provoke roleplaying or add depth to your character. Think of the rites, prayers, and rituals you would practice. Adorn your belongings with your deity's holy symbol. Speak parables and stories to spread the teachings and beliefs of your deity. Heck, in 3.5e each deity had a favored weapon that clerics gained bonuses from wielding! You can easily just choose to wield that weapon and explain it purposefully.
Character Design: Look at religions and cultures around the world for inspiration. You will find lots of fantastic costumes and sacred dressings that would make for far more interesting clerics than the standard D&D trope (half-plate, mace, and a holy symbol). For an inspired idea, look up your deity and what information you can find on them. Dress up your character like the deity or in a way that is a metaphor of the deity. For instance, Nerull is a red skeleton with green wormlike hair and a black robe. Your cleric of Nerull could wear a blood-soaked skull as a mask and wear vibrant green plumes as a headdress. Use your character's holy symbol to influence your character's clothing. If you worship a deity with a tornado as their symbol, maybe you could tie ribbons to your armor so it flows with the wind as you move! When you pray to such a deity, you dance and spin wildly to become that holy symbol!
Strategy: Keep track of everyone's approximate Hit Points You don't need exact numbers (that takes the fun out of it anyway), but ask them if they are near death, bloodied (less than half health), or fine. Properly manage your healing spells. Use Healing Word only when a player goes down; it has range and is only a bonus action so you can use it mid-combat. Remember that Prayer of Healing can only be used out of combat unless you intend to slog through the 10 minute casting time, but at least it can be used to substitute a short rest when time is of the essence and no one has Hit Dice left to spend. Try to use Cure Wounds after the battle as it requires you to move to the victim, touch them, and use up an action. It's still useful in a pinch. Your best healing spell is Aid. It heals but also increases maximum HP of pretty much the entire party for pretty much the whole day. In combat, cast Bless on your second-best damage dealer. ACs are pretty low in 5e so giving it to the secondary damage source will help keep damage consistent. Alternatively, give it to your ally with the lowest saving throw for the current encounter. Facing a Mind Flayer? Give the barbarian that +1d4 for their mental saves. Facing a dragon? Bless the wizard for better DEX saves against its breath weapon. Lastly, as I shouldn't have to tell you: clerics are good against undead.
DMing a Cleric
Moral Tests: As detailed above, clerics are moral characters. Add in plot elements or encounters that will test their faith and ideals. You have the advantage of knowing how such a cleric's deity would want them to react, so you can add a twist or a spin to that! Moral tests will help develop the cleric's character and add tense drama to a story.
Mythology: Put myths and stories into the worlds. Y’know all of those Greek, Norse, and Egyptian myths about things like creation, interactions between deities and humans, stories about the afterlife, etc. Those most likely exist in D&D too. And best of all, they don’t have to be true! But they might be, which adds to the mystery of the thing. Players can choose to believe in a myth you tell them about or disbelieve it, but since deities are very real things in the D&D universe, a deity could have very well turned into a swan and had relations with that woman. Myths also help to plant religion somewhere in each adventure, even if it's just a loose scroll or a piece of art. This will give the cleric something to think about even if the current dungeon has nothing to do with religion.
Religious NPCs: Put characters in the adventure that have religious beliefs for the PC cleric to interact with. NPCs that worship similarly aligned deities will find an ally in the PC cleric and even spark friendly conversations comparing the tenets of both gods. An NPC with the same deity as the cleric will be an instant friend to the PC. Sometimes you can use this to your advantage if the NPC is an antagonist or a betrayer. NPCs that worship deities that are quite different from the PC cleric’s god will test the cleric’s resolve in their own ideals. I don’t mean necessarily an “evil” deity, I just mean one that believes in something different for entirely sound reasons. Bahamut teaches his clerics to give the oppressed the strength to overcome oppression themselves, rather than simply helping them directly. But a cleric of Heironeous might oppose that, saying that the weak should be protected with your own life.
Atmosphere: Consider adding mysterious happenings and auras that the PC cleric can pick up on. Uneasy feelings on unhallowed ground, nausea or fear near an evil artifact, or even healing powers not functioning (partially or totally) in an unholy shrine. These sorts of things are mostly for roleplaying atmosphere, but they add a lot to the game. The cleric picks up on it, making it instantly about divine magic, but there is no game mechanic that explains these divine “feelings” or supernatural magic. This heightens the drama and mystery even for experienced players.
Strategy: Clerics are healers and tanks, and are an important target for any fight. Intelligent creatures will target a cleric if they understand the healing powers of divine magic. More primal or less intelligent creatures will likely just attack whoever hits them the hardest, giving the PC cleric a time to shine with their healing and combat capabilities. Creatures that can’t crack through a cleric’s tough shell should target a wizard or rogue instead, frontloading their damage to negate the healing from the Cleric, who will have to spend time and actions to heal their freshly fallen friends. Creatures that can move their enemies (by blasting them away with spells or throwing them with strength) should move them away from the cleric if they know better, forcing the cleric to move into a worse position.
This month's theme week is Cleric Week and lemme tell ya it's been really tedious coming up with new domains and sifting through obscure D&D deities and imagining up rough drafts of homebrew equipment! With such a broad topic as Clerics it's really difficult to come up with customizations for this class because it already has so much variety! I can't paint a broad stroke on a class that has so many specific subclasses, but I can certainly give you guys a crap-ton of ideas to inspire the blessed warriors and priests you dream up.
Stay tuned this week as I spew forth a bunch of Cleric-related homebrew content and D&D tips!