D&D 5E In a polytheistic setting, the relationship between a Cleric and a deity goes in the Ideal and Flaw section.

Yaarel

🇮🇱 🇺🇦 He-Mage
In a polytheistic setting, the relationship between a Cleric and a deity goes in the Ideal and Flaw section.

The deity itself and-or its sacred community are "Bonds".

Additionally, the Cleric might share some "Ideal" in common cause with the deity.

Perhaps the Cleric and the deity might even share some "Flaw".

Sometimes the Cleric and the deity might share a similar personality "Quirk".

In some polytheistic settings it is important for the Cleric to share the same ethical alignment, and in other polytheistic settings it doesnt matter - and the worshipers of the deity can schism against each other and can disagree with the deity.

The reward for a player who roleplays the Clerics relationship with the bonded deity, is the DM grants Inspiration dice.

The punishment for not roleplaying the relationship to the deity, is the DM doesnt give Inspiration. But the DM might still grant the player Inspiration for good roleplaying in other situations.
 

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I think this extends beyond polytheistic settings, but I think these elements don't historically go there because they are so essential to the class that they're assumed. The bonds, flaws, ideals, and quirks listed on a cleric character sheet tend to be the things that separate that cleric from the rest of their clergy.

In a game with an RP focus, the relationship between the cleric/paladin and their God/power, or a warlock and their patron/matron/power, are essential to the story and should have a high impact on their story.
 


I think this extends beyond polytheistic settings, but I think these elements don't historically go there because they are so essential to the class that they're assumed.

Yeah. Bonds, flaws, and ideals are things that, if you play to them, you get a point of Inspiration (that nobody remembers, because there's a bazillion other ways to get Advantage. Meanwhile, if you don't play to your relationship with the power that grants your spells and such... traditionally the GM may choose to remove those spells.

Bit of a different scale - play to it, get a bonus on a roll versus play to it, or lose class abilities.
 

Yeah. Bonds, flaws, and ideals are things that, if you play to them, you get a point of Inspiration (that nobody remembers, because there's a bazillion other ways to get Advantage. Meanwhile, if you don't play to your relationship with the power that grants your spells and such... traditionally the GM may choose to remove those spells.

Bit of a different scale - play to it, get a bonus on a roll versus play to it, or lose class abilities.
Old school is harsh. Heh, to me, the removal of class features felt more like punishing the reallife players who wanted to play Cleric and Paladin. I am glad new school is more chill, and treats the Cleric and Paladin features like features of any other class.

Regarding Inspiration, I hand the player an extra d20 to help remind them, to roll it when they need. I think I will also allow inspiration to force a disadvantage on an opponent, to help make it more notable and memorable.


I think these elements don't historically go there because they are so essential to the class that they're assumed.
The new school rules-as-written discontinued the historical rules for punishing Cleric and Paladin.

In 5e, the Ideal and Flaw section is the design space to help the player roleplay the character.

The bonds, flaws, ideals, and quirks listed on a cleric character sheet tend to be the things that separate that cleric from the rest of their clergy.

In a game with an RP focus, the relationship between the cleric/paladin and their God/power, or a warlock and their patron/matron/power, are essential to the story and should have a high impact on their story.
If the player uses the Bond and Ideal etcetera to portray the Cleric having mixed-feelings about the deity but caring about the people who are in the sacred community, that is both interesting, and highly relevant to roleplaying the Cleric, the relationship with the deity, and what kind of duties Cleric feels toward others.
 

I think this extends beyond polytheistic settings
I was thinking about how the Ideal and Flaw section relates to a cosmic force.

I think Tolkiens Gandolf is a good example. In some ways, Gandolf personifies fire, and there is thematic imagery.

For the personality Quirk:

His passion is fiery in pursuit of his ideals. But he is ash in his humbleness toward others.

Something like this is great for roleplaying a Fire Cleric.
 

The deity itself and-or its sacred community are "Bonds".

Additionally, the Cleric might share some "Ideal" in common cause with the deity.

Perhaps the Cleric and the deity might even share some "Flaw".

Sometimes the Cleric and the deity might share a similar personality "Quirk".

In some polytheistic settings it is important for the Cleric to share the same ethical alignment, and in other polytheistic settings it doesnt matter - and the worshipers of the deity can schism against each other and can disagree with the deity.
I think it depends on the deity alignment. If it is a Lawful Diety then yes all of these. If it is a good deity then the ideals might matter, but the other stuff probably would not.

For the rest it is not essential and many of those Deities would not care at all and the relationship between the player and the Deity does not matter much. D&D fiction has numerous examples of good/neutral PCs that either don't worship of flat out despise their deity and they still get spells from them. Erivis Kale (Cleric of Mask) and Liereil Baenre, the new-improved Yvonnel Baenre and Dabne (all clerics of Lolth) are all examples of this.
 

Yeah,for Clerics Bond = Church/God and Ideal=Dogma/Alignment I also require Clerics to have a daily ritual Quirk which may be how they prepare spells via morning prayers, purification dance etc
 


Yeah,for Clerics Bond = Church/God and Ideal=Dogma/Alignment I also require Clerics to have a daily ritual Quirk which may be how they prepare spells via morning prayers, purification dance etc
Having the player describe what the contemplative ritual looks like to regain spells, is a good idea.
 

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