I use the conflict between Law and Chaos as a central point in my D&Dish fantasy games. I like the idea of the conflict because it provides a central narrative to what is going on in the game and embracing and ramping up this conflict really makes a lot of the central concepts of a fantasy role-playing game really start to make a lot of sense. This post is about making Clerics a central part of this conflict in a mechanical way, as well as giving your Cleric a bit of extra juice. These rules were written with my Swords & Wizardry game in mind, but with a little squinting that could be easily adapted to most old school types of games. Obviously, not everyone is going to be as interested in applying these rules to Clerics in their home games, but I think that they add a nice bit of flavor to Clerics, particularly at lower levels, and makes them into something other than a slightly weaker Fighter knock-off.
At some point in the eternal conflict between Law and Chaos one side, or the other, hit upon the idea of having their own supernaturally empowered warrior to use as pawns in the battles. Fighters were helpful, but they would not always have the raw power that these forces would want or need and Magic-Users were useful but they ultimately served their own agendas. This was the origin of the Cleric. Once one side had their own Clerics, the other side needed them as well.
Clerics combine the qualities of a a warrior and a wizard, but into a package that is controlled by Law or by Chaos. The spellcasting ability of the Cleric is entirely dependent on their following the rules of their patrons within Law or Chaos. Not following those rules gets the Cleric stripped of their spellcasting, which can be very dangerous in the types of situations that Clerics tend to find themselves. However, since Clerics are typically chosen from the ranks of the most faithful, breaking these rules is rarely an issue.
Different Clerics fill different roles within an organization, and these roles are represented by Domains. A Domain is a class ability for the Cleric, but one that the player gets to choose. The Domain picked for a Cleric is like a theme for them, giving them purpose within their religion and sometimes within the adventuring group as well. All Clerics get one Domain at first level.
Domains are fairly generic because Clerics tend to fill the same sorts of niches within religions. Groups are encouraged to come up with their own Domains as well, using these as a basis for their own creations. One thing to remember is that these Domains do not work in the same manner as those from other editions of the original game.
At some point in the eternal conflict between Law and Chaos one side, or the other, hit upon the idea of having their own supernaturally empowered warrior to use as pawns in the battles. Fighters were helpful, but they would not always have the raw power that these forces would want or need and Magic-Users were useful but they ultimately served their own agendas. This was the origin of the Cleric. Once one side had their own Clerics, the other side needed them as well.
Clerics combine the qualities of a a warrior and a wizard, but into a package that is controlled by Law or by Chaos. The spellcasting ability of the Cleric is entirely dependent on their following the rules of their patrons within Law or Chaos. Not following those rules gets the Cleric stripped of their spellcasting, which can be very dangerous in the types of situations that Clerics tend to find themselves. However, since Clerics are typically chosen from the ranks of the most faithful, breaking these rules is rarely an issue.
Different Clerics fill different roles within an organization, and these roles are represented by Domains. A Domain is a class ability for the Cleric, but one that the player gets to choose. The Domain picked for a Cleric is like a theme for them, giving them purpose within their religion and sometimes within the adventuring group as well. All Clerics get one Domain at first level.
Domains are fairly generic because Clerics tend to fill the same sorts of niches within religions. Groups are encouraged to come up with their own Domains as well, using these as a basis for their own creations. One thing to remember is that these Domains do not work in the same manner as those from other editions of the original game.



