With that in order, I'd like to start strong and begin with some small changes to how I want clerics to work in my games. I was inspired to make these changes based on the following post about clerical powers and alternatives for Turn Undead (found here: https://tsojcanth.wordpress.com/2016/01/24/classic-greece-and-the-dd-cleric-problem/) and more generally on how Clerics were represented in Into the Dungeon (not even sure if it's still on Google Docs, but the blog of it's author is found here: http://soogagames.blogspot.ca/).
I'm ambivalent towards clerics. I've been playing D&D for a while and I definitely feel clerics have their place in party dynamics, but in terms of setting they've always fallen a bit flat for me. I've always been more interested in the arcane side of casting. However I have players that insist on playing clerics every time they roll a character, so I want to find ways to make them more interesting for everyone at the table.
To this end, I've decided to focus on how clerics of different deities will differ in play, and what the player's choice of religion would mean for their character. It's weird for all clerics to follow the same rules concerning weapon use and turning undead. If clerics are meant to be a chassis for players to project any religion or creed on to (much like how magic-users are a generic designation) it's important for the mechanics to support this. Otherwise everyone comes out feeling like Van Helsing and, as cool as that is, it's not really the feel I'm going for.
If we look at the cleric as possessing a set of vows, a special ability tied to their faith and a favoured weapon, something starts to take shape. Looking at the generic cleric class like this, we get:
Cleric
Faith: Vaguely Judeo-Christian
Ability: Turn Undead (at-will).
Favoured Weapon(s): Mace
Vow(s): Cannot use sharp or pointed weapons/ cannot shed blood.
Trial: Unmentioned, but I'll describe what this means below.
Notes:
- To simulate the growth of Turn Undead over the course of a PC cleric's career, at-will abilities will increase in die size or effectiveness every 3rd level, as noted below. Abilities that are single-use will instead increase in uses (+1 per day) every 3rd level.
- There's no listed benefit for using a favoured weapon in canon. I put it there mainly because it's mentioned in the description in AD&D and it's nice and flavourful. I'd give them +1 to hit using them, personally.
- The consequence of breaking a vow is up to you, but I'd punish them lightly the first time and temporarily reduce their hit and attack bonuses to 0, resetting upon an evening atonement with their god. If they do it again I'd remove all spellcasting ability above 5th, and if they perform it a third time I'd remove all spellcasting ability at all until an atonement spell is cast on them or they pursue some sort of trial to win back their god's favour.
- If you find players are frequently breaking their vows and feel like they're being forced to, there's probably some miscommunication between the DM and the cleric's player. Make sure they know they're breaking their vows! It's more fun for everyone when both the DM and the player are on board with it, and gotcha's are never good.
- If a player is having trouble keeping to a vow, especially one that dictates character and not combat, try to help them find ways to take part in the party's activities while coming up with vow-appropriate reasons to do so.
In this vein, it's easy to take these components apart and build clerics of any religion by swapping different abilities and limitations. It may not solve issues of balance with clerics at the table (a different argument altogether) but it does help ground them in the setting more. Of course each god will have different precepts they would like their clerics to follow, their own weapon that they prefer their clergy use and a different special ability to call upon in their day to day ventures.
In regards to the 'Trial' section above, it's tied to something I read recently in AD&D. I recently picked up the commemorative re-issue, and inside there's a bit on clerics only being able to call upon their god's power for 5th level spells and above if they prove themselves. To earn the right to call directly upon the god's power for these spells, a cleric must prove their faith by performing an act of great difficulty for their god's benefit.
So now that I've hashed out how I'd like to make clerics more generic and component-based, let's talk some real world examples. Generally I like to have physical gods in my settings, as it obviates the issue of dealing with faith and lets games take on a more sword and sorcery tone. Two of the physical gods in my home setting both reside in a city known as Jekarra, city of thieves (thanks to http://redboxcalgary.wikidot.com/the-borderlands for the idea and some names). These two gods are Marax and Avo. (I'm going to apologize ahead of time for some of the vows, they're pretty newly incorporated into this cleric redesign and they probably still need a lot of work!)
Cleric of Marax
Marax is known as the Man-Bull, and is a massive crimson bull. He has a human face, as red as he is, and is known for his wide grin, bulging eyes and wild beard. He is Chaotic Neutral, and his only desire is the pursuit of personal enjoyment and interest above all else. He is a patron the debased, the violent and the corrupt. He is also quite fond of bovines, and does not brook the murder of any bull or cow within 5km of the city. His clerics are wily and honourless, and are as likely to help the common folk as they are to abuse them.
Special Ability: The Wisdom of Beasts - all within 40' who hear the shout must confront the chaos inherent in life. All creatures with HD less than the cleric must Save vs. Paralyze - on failure the affected are driven mad and will engage in combat with the nearest creature, on success they become despondent, but remain in control of their faculties. Demons, Chaotically-inclined creatures, undead and constructs are immune. (1/day, every 3 levels +1 use per day)
Vow(s):
1) Never raise your arms, or allow the raising of arms, against a cow or bull (the clergy is undecided on gorgons and demon boars), and
2) You must fight as a beast does and are prohibited from using any weapons not physical or made of wood.
Favoured Weapon(s): Unarmed (same damage as daggers, being baptized as a cleric of Marax gives you sharp nails and teeth). Marax himself is a wild fighter, using his hooves, his teeth and his head as weapons. His clerics are compelled to do the same.
Trial: Appear before Marax and swear to slay 100 men in a single day. This must be done without the use of your clerical gifts.
Cleric of Avo
Avo the Immanent is a god of complete Neutrality. He is as large as a giant, and his skin glows a soft blue and pulsates with purple runes, their meaning known only to him. He seeks to acquire obscure or hidden knowledge and exhorts his clerics to do the same. He is the patron of the hermit academic and those who wish to be left to solitude. At first glance, one might be tempted to characterize his clerics as benevolent, but common folk have learned the hard way that "doesn't hurt" does not mean "will help". Although they have the potential to be effective conflict negotiators, his clerics have no interest in pursuits that do not further some area of knowledge or study they feel deficient in,
Special Ability: Conjoined Hermitage - the cleric must touch at least two different creatures for this to work. The cleric may be one of the targets, but otherwise all targets must have a total HD less than or equal to the cleric. All creatures may make a Save vs. Death to avoid the effect. If any saves are failed (whether voluntary or not) the affected creatures enter into stasis for a number of rounds equal to the 1/3 of the clerics level, min. 1. During this period they do not react to stimuli and are immune to combat and the world around them. If the cleric is one of the targets of this ability, they are able to read the thoughts of all afflicted creatures as per ESP. (1/day, every 3 levels +1 use per day)
Vow(s):
1) Reject the familiar and pursue the unknown at all costs (Avo's priests do not make effective dungeon crawlers), and
2) No deed may be performed for free.
Favoured Weapon(s): Daggers. Avo's clerics are well versed in anatomy, and enjoy dissecting opponents of unique or alien physiology.
Trial: Provide Avo with a novel experience, or an artifact he has not seen before. Avo is not omniscient and he is woefully aware of this fact. He relishes new experiences and each of his high clerics pursues an obscure field of study in order to please their lord. In addition Avo can, through his psychic nature, share in the experiences of his clergy in order to live through their experiences. Previous examples include the recipe for gunpowder, the first weapon and the taste of the first macaroon.