Wyrlde was torn apart for five hundred years by massive, incredibly destructive battles that changed the fate of the planet forever.
These battles were fought between Gods, and the pawns and tools and even the very stuff their troops were made of came from Humans. After 500 years, people tended to look to Gods as more of a problem than a good thing, and that kind of thinking has had an effect and impact on the people of the world to an extent, but many still recognize the power of the Temples and the Gods.
Wyrlde’s Gods are petty, vindictive, capricious, generous, loving, gentle, evil, cruel, malicious, benevolent, and, above all else, desperate for worshippers. They have temples and Priests aplenty – and all the temples compete for worship and tithes – but for a long while they were seen as nuisances, and not needed, and then it was Paragon who chose a Priest and granted him the sacred powers that made him a Cleric. That was 500 years ago.
It has been a tough fight, but the role of a Cleric remains the same: to convince the people of Wyrlde that the Nine are not like the Gods of Old, that they care, that they will give a boon, and that Miracles are just as important as Magic.
In short, Clerics are about making the world a better place, and it just happens that their inspiration for doing so is a bunch of beings in whom everyone needs to have more faith
Creating a Cleric
Clerics serve a God. They are divine messengers, the manifest presence of the will of their God on this planet. They did not pick their God. In some cases they may not ever have been consecrated for their God. They didn’t get a choice in the matter. But they are filled with an essence of power as a result, and the ability to communicate with their God pretty well.
The Gods of Wyrlde compete for followers, for offerings, for prayers, for Faith. A cleric can only serve one God, and they must be consecrated for them to come into their power. Typically that consecration happens during their Proving, but sometimes it can happen later.
Consecration is not an easy or simple task, but a test of endurance and faith for Priests and Clerics. For a lay person, it may be as simple as a blessing, but the Gods demand more of those who promise to serve them, and all Clerics have taken an oath that is binding and potentially deadly should they anger their God.
In return for this, however, Clerics gain immense and vital power in the world – power no Priest has. They can heal wounds and restore crops, create holy water and demonstrate miracles. They are, truly, the Will of the Gods, and all that comes with it.
Clerics are the front line against the other Gods. On Wyrlde, this is especially true for The Nine. The Nine are the only Gods who have Temples in the cities and Towns and Villages – there is no such place for The Seven, and the worship of any of The Five is punishable by death.
Starting Age
Clerics are Called; that is, they receive word from their God that they have been chosen. Most of the Temples will require they prove it to some degree, and Clerics are always looked at somewhat askance by Priests. Clerics often only have rudimentary training in the specific rituals that are practiced by the Priests in the Temple, and so can start a bit younger than many.
Race | Starting Age | Race | Starting Age |
Dwarf | 33 | Gnome | 18 |
Elf | 79 | Half-Elf | 20 |
Human | 18 | Half-Orc | 17 |
Halfing | 13 |
Clerics are essentially driven, and so do not do well with long periods that are not very productive. They prefer to be on the move, to be doing God’s Work over hanging around.
Clerics can claim Hearth Right at any Temple of their God, be it city, town, or village. This allows them up to a week of residence. The Cleric of one God cannot, no matter what they do or try, ever enter into the temple of another God.
Temples, Shrines, and Churches
Temples are where The Nine are worshipped. Every City and Town typically has at least one Temple to each of the Nine, even though each City is given over to a specific member of the Nine. Villages may only have a temple of one of The Nine.
Churches are typically the places of worship for beings who are not the Gods. These religious buildings are small, and serve as the outlets for demigods and spiritual beings. While a Cleric can be from one of these lesser powers, they do not gain the benefit of any Domain, and they cannot channel divinity, turn or destroy undead, though they can still call on Divine Intervention at 10th level. This intervention, however, is much, much less potent, and easily overwhelmed by the efforts of those who follow The Nine or the Seven.
Shrines are where The Seven are worshipped. The Shadow Gods are not widely worshipped in Wyrlde, and often speaking of them is met with confusion or wonder, as most people think The Seven, who do not compete for worshippers and are far less active, are mythical or long gone. Shrines are small, typically filled with the things that please the seven as offerings, and in out of the way places. Unlike Temples, where treading Holy Ground is not possible, Shrines cannot be disturbed except by the followers of the God or Gods the shrine is to. The Seven can be worshipped individually, or in various groupings. Shrines are typically found in the Wylde, and among the barbarian or Wylder families, who often are more familiar with the Shadow Gods than the city and town folks are. Some shrines can be found in Villages, especially smaller ones.
Consecration
An individual, a place, or a thing can be consecrated. When used on denizens of the Lower planes, consecration is a devastating attack, but for the most part it has little effect except one important one: it defines ground as Holy, and so sacrosanct from those on the Prime Material Plane from who are not followers that have been consecrated from stepping foot on it.
It is, essentially counting coup for the Gods. If one is consecrated int eh Name of a specific God, that God then has the ability to act in these simple manners. If you are not consecrated to a deity, you cannot receive a blessing from them, nor can you enter their holy ground (or disturb their Shrine).
Clerics may be consecrated by one God from each of the three groups of Powers. That is, you can be consecrated to a Bright God (one of The Nine), a Shadow God (one of The Seven), and a Dread God (one of The Five). However, you are still and always only a cleric for one of them.
This rule about consecration applies to others as well – anyone can be consecrated in the name of one deity in each of the groups.
The Shadow Gods are not all that picky, like the Dread Gods or the Bright Gods are, and so they allow someone to receive the boons they have so long as at least one of them is involved. This can be important: it sucks to not be able to Bless a fighter’s weapon in the heat of battle because the Fighter is a follower of a different God.
And yet, that is what we have here in Wyrlde.
The Powers That Be

Each Cleric must choose which God they will serve from one of the lists above. Each God has three Divine Domains, and the Cleric selects which feature or aspect of the deity they will draw on.
Halfling Clerics from the Wylde or Hyboreal can only choose Gaea or any of the Shadow Gods.
Divine Domains
These are the Domains available to Clerics in the Wyrlde setting.
Arcana
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.
Arcana Domain Spells
Cleric Level | Spells |
1st | detect magic, magic missile |
3rd | magic weapon, Nystul’s magic aura |
5th | dispel magic, magic circle |
7th | arcane eye, Leomund’s secret chest |
9th | planar binding, teleportation circle |
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Arcane Banishment
Cleric Level | Banishes Creatures of CR … |
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
City (UAO)
The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.
New spells introduced for the City domain are marked with an asterisk and detailed in the “New Spells” section.
City domain spells
Cleric Level | Spells |
1st | Comprehend languages, remote access* |
3rd | Find vehicle*, heat metal |
5th | Lightning bolt, protection from ballistics* |
7th | Locate creature, synchronicity* |
9th | Commune with city*, shutdown* |
Bonus Cantrip
When you choose this domain at 1st level, you gain the on/off’ cantrip (see “New Spells”) in addition to your chosen cantrips.
Bonus Proficiencies
Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land) .
Heart of the City
From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Channel Divinity: Spirits of the City
Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).
Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.
Block Watch
Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.
Express Transit
At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.
Death
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder, pain, disease or poison, and the underworld.
Death Domain Spells
Cleric Level | Spells |
1st | false life, ray of sickness |
3rd | blindness/deafness, ray of enfeeblement |
5th | animate dead, vampiric touch |
7th | blight, death ward |
9th | antilife shell, cloudkill |
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
Reaper
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Channel Divinity: Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
Inescapable Destruction
Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Improved Reaper
Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
Dread
The Dread Domain is a Wyrlde specific domain. This domain applies to Shadow and Dread Gods, and is for God’s of darkness and shadow, the hidden and the unseen, despair and defeat. Dread is umbral, darkness, and very, very cold.
Dread Domain Spells
Cleric Level | Spells |
1st | Shadow Hands, Fey Darkness |
3rd | Shuddering Sphere, Chilling Ray |
5th | Slaylight, Frostburn |
7th | Guardian of Faith, Wall of Despair |
9th | Horror Strike, Scrying |
Bonus Cantrip
When you choose this domain at 1st level, you gain the Darkness cantrip if you do not already know it.
Warding Shadow
Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing darkness to draw down before the attacker before it hits or misses. An attacker that cannot be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: The Darkness before the Dawn
Starting at 2nd level, you can use your channel divinity to harness Darkness, banishing light and dealing dread damage to your foes.
As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a constitution saving throw. A creature takes Dread Damage equal to 2d10+your cleric level on a failed throw, and half as much damage on a successful one. A creature which has total cover is not affected.
Improved Shadow
Starting at sixth level, you can use your warding shadow feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your wisdom modifier to the damage you deal with any cleric cantrip.
Umbral Wreath
Starting at 17th level, you can use your action to activate an aura of darkness that lasts for 1 minute or until you dismiss it using another action. You can enfold an are in a 60 foot radius in a darkness that does not affect you, and you dim light for 30 feet beyond that. Your enemies in the darkness have a disadvantage on saving throws against any spell that does Dread or Cold damage.
Forge
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.
Forge Domain Features
Cleric Level | Feature |
1st | Domain Spells, Bonus Proficiencies, Blessing of the Forge |
2nd | Channel Divinity: Artisan’s Blessing |
6th | Soul of the Forge |
8th | Divine Strike (1d8) |
14th | Divine Strike (2d8) |
17th | Saint of Forge and Fire |
Domain Spells
You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.
Forge Domain Spells
Cleric Level | Spells |
1st | identify, searing smite |
3rd | heat metal, magic weapon |
5th | elemental weapon,protection from energy |
7th | fabricate, wall of fire |
9th | animate objects, creation |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Artisan’s Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Saint of Forge and Fire
At 17th level, your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage.
- While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Grave
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include ancestral spirits. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
Grave Domain Features
Cleric Level | Feature |
1st | Domain Spells, Circle of Mortality, Eyes of the Grave |
2nd | Channel Divinity: Path to the Grave |
6th | Sentinel at Death’s Door |
8th | Potent Spellcasting |
17th | Keeper of Souls |
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
Grave Domain Spells
Cleric Level | Spells |
1st | bane, false life |
3rd | gentle repose, ray of enfeeblement |
5th | revivify, vampiric touch |
7th | blight, death ward |
9th | antilife shell, raise dead |
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Sentinel at Death’s Door
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
Knowledge
This is the same as is shown in the Players Handbook.
Life
This is the same as is shown in the Players Handbook.
Light
This is the same as is shown in the Players Handbook.
Nature
This is the same as is shown in the Players Handbook.
Order
The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both.
The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule.
Clerics of order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities. More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability.
In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
Order Domain Features
Cleric Level | Feature |
1st | Bonus Proficiency, Voice of Authority |
2nd | Channel Divinity: Order’s Demand |
6th | Order’s Dominion |
8th | Divine Strike |
17th | Order’s Wrath |
Domain Spells (UAO)
You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work.
Order Domain Spells
Cleric Level | Spells |
1st | command, heroism |
3rd | enhance ability, hold person |
5th | mass healing word, slow |
7th | compulsion, locate creature |
9th | commune, dominate person |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Voice of Authority
Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
Channel Divinity: Order’s Demand
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw.
Order’s Dominion
At 6th level, you become extraordinarily adept at channeling magical energy to compel others. When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Order’s Wrath
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn.
Tempest
This is the same as is shown in the Players Handbook.
Trickery
This is the same as is shown in the Players Handbook.
War
This is the same as is shown in the Players Handbook.
Consecrated Spells
The following list of spells are those which are consecrated – that is, they will only work on people, places, and things which are consecrated to that Deity.
XGE
Ceremony | Holy Weapon | Temple of the Gods |
PHB
Guidance | Resistance | Bless |
Protection from Evil and Good | Purify Food and Drink | Sanctuary |
Shield of Faith | Aid | Enhance Ability |
Guardian of Faith | Heroes’ Feast |