Religion plays an important role in Eberron. The gods don’t manifest physically, but people of faith believe that divine forces shape everyday life. Shared beliefs unite communities and can provide hope in difficult times.

Most Khorvairians acknowledge the pantheon of the Sovereign Host and its malign shadow, the Dark Six. The Sovereign Host was the dominant faith of the Kingdom of Galifar and holds sway over most of Khorvaire—except for Thrane, which favors the Church of the Silver Flame. Other religions connect specific cultures or communities; the Unknown observe the Path of Light, and the Undying Court guides the elves of Aerenal.

Religion is especially important for an Unknown, Unknown, Unknown, or Unknown yet any character can have faith in a higher power. Following a religion is a way to give your character a deeper connection to the world and a bond to other members of the community. The Foundation of Faith table can provide ideas for the source of your beliefs.

Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can help shape your story.

Foundation of Faith

d6 Foundation
1 You were raised in the faith. Your religion is an important part of your family and community.
2 Someone you care about—a mentor, a friend, or a lover—introduced you to the faith.
3 You were raised in a different religion but became drawn to the ideals and beliefs of your current faith.
4 You never took your faith seriously. Then you made a vow during the Last War, pledging your devotion if a disaster was averted … and it was.
5 You’re devoted to your religion, but you’ve never been formally educated in its ways. You follow your own personal interpretation.
6 You had a transcendental experience and believe you have a divine purpose to fulfill.

Rejection of Faith

d6 Rejection
1 You believe that the magic of clerics and paladins doesn’t come from deities, but from the caster’s inner power or belief.
2 You come from an agnostic community and give little thought to spiritual matters.
3 You were once deeply devout, but a tragedy during the Last War caused you to question your faith.
4 A personal loss or betrayal shook your faith.
5 You were spiritually scarred by an encounter with a fiend or aberration.
6 You’ve created your own personal religion and believe that all the established faiths are flawed.

Unusual Faiths

Source: Exploring Eberron

There are sources of divine magic that are concrete and clear— the Silver Flame is a pool of energy that binds the overlords, and spellcasters can divert its power for other purposes. There are other sources that are less certain—are the Sovereigns the deities their followers believe them to be, or is the power of

a Sovereign cleric simply drawn from the power of collective belief? And then there’s a third kind of source, where divine spellcasters draw power from devotion to forces that clearly are not divine and have no obvious way to grant such power. How is it that a warforged paladin can draw power from their devotion to the Lord of Blades when the Lord of Blades doesn’t wield such power himself? Is a cleric of the Dragon Below actually receiving their power from a daelkyr, and if so, how?

Ultimately, these questions don’t need an absolute answer; after all, the most basic principle of divine magic is that it’s not scientific and can’t be absolutely explained. But here are a few ways to approach such spellcasters.

Borrowed Power

The most common theory advanced by theologists in Eberron is that people with exotic or implausible beliefs who wield divine magic are actually drawing that power from another source without realizing it—that their faith is so strong that an actual existing power answers the prayer. Phthaso Mogan of Sharn has written a treatise in which he describes a man who performed miracles based on his fanatical devotion to his own shoe. Mogan concluded that the man was actually receiving his power from Kol Korran, the Sovereign of Travel. But while it’s possible to draw spells from worshiping a shoe, this would be extremely rare. Though the cause is debated, scholars recognize that the more similar your target of worship is to an archetypal Sovereign, the more likely you are to be granted divine magic. And thus, over the ages, civilizations have gravitated toward worshiping a variation of the Sovereign Host.

Mogan also proposed that clerics of unusual faiths may actually receive their spells from the Traveler, who might support such ideas to cause chaos and undermine faith in established traditions. Korranberg scholar Dravo Den Talas has proposed an alternate theory: that if there is any truth to the beliefs of the Blood of Vol, all divine magic could be drawn from the mystic spark of the caster. According to Talas, the actual belief is irrelevant; it is purely the strength of faith that matters.

Regardless of what they conclude, the various theories generally acknowledge that a paladin who worships the Lord of Blades doesn’t actually have to draw their power from the Lord of Blades himself. The power might come from within the paladin, it could be ultimately drawn from Dol Dorn or Onatar—or even be a gift of the Traveler.

Not All Clerics Are Divine

Ultimately the distinction between divine spellcasting and arcane spellcasting is a question of flavor. There’s nothing that says a paladin has to be considered to be a divine spellcaster. A kalashtar cleric could present their command as psychic ability, while a paladin from a cult of the Dragon Below could describe Divine Smite or Lay on Hands as being empowered by a disturbing symbiont that encases the arms of the paladin. Warlocks and barbarians might seem more thematically appropriate for many of the cults of the Dragon Below, but
the same concept can be applied to clerics or paladins; while they are driven by their faith, their powers are based on gifts, physical mutations, or otherworldly revelation, as opposed to coming as a literal answer to prayer.

Strange Gods

The Sovereign Host is by far the dominant faith of Khorvaire, followed by the Church of the Silver Flame, which has churches and shrines all across the Five Nations. While the Blood of Vol is a distant third, it has been well established in Karrnath and the Lhazaar Principalities for over a thousand years. However, there are many other religions in the world. These include the druidic traditions of the Eldeen Reaches, the kalashtar Path of Light, and other faiths described in Eberron: Rising from the Last War. In addition, players and DMs can always develop new religions, either as traditions that have recently appeared or as obscure faiths that have few followers. A few examples of uncommon religions are provided below.

Dragonshard

Source: Dragonshard

Sadrian scowled as he watched the archierophant conduct the Ritual of Cleansing. He could sense the darkness in her soul; like so many of the priests in Sharn, she was filled with ambition and greed. But the Council of Cardinals had invested Ythana Morr with her position, and he had seen her perform miracles with the power of the Flame; it was not the place of a lowly Templar to challenge her faith.

Religion plays an important role in Eberron, and future Dragonshards will take a closer look at each of the major religions found in the world. First it is necessary to understand the role of religion and divine magic in the setting, and the ways that the churches and clerics of Eberron differ from their counterparts in other published worlds.

The Nature of the Gods

In many Dungeons & Dragons settings, deities are beings that player characters can interact with directly. There is no question whether the gods exist; if you're an experienced planar traveler, you can drop by Asgard and beat up Thor. Fundamentally, deities are just very powerful characters.

This is not the case in Eberron. While many of the deities are portrayed with anthropomorphic icons, they do not walk the mortal world or even the known planes. If they exist at all, deities inhabit a higher plane of existence -- a realm that cannot be reached with planar travel. Some believe that the souls of heroes travel to this realm after passing through the darkness of Dolurrh; while this is a comforting belief, it has never been proven.

If the gods may not even exist, who do you commune with? Why do planar allies answer your call? Divine magic exists, and most believe that it is a gift from the gods. Something provides answers to commune, and a priest believes it to be his deity. A skeptic may counter that it is the collective unconscious or merely a powerful outsider. As for planar allies, reverence for the gods is not limited to mortals. Celestials and fiends also worship deities. An archon dedicated to Dol Arrah may never have seen the face of the goddess but it believes in her implicitly, and it will aid those mortals who fight in her name.

Ultimately, belief in a deity is a matter of faith. Each deity represents an ideal and espouses a certain code and approach to life. When you embrace the path of a god, you become part of a community in the mortal world. Perhaps, if you are deeply spiritual, you will gain the power to perform miracles of divine magic. This is what people expect of the gods of Eberron: they affect the world by guiding and empowering their followers, not by manifesting and taking direct action.

Alignment versus Belief

One of the major changes in the EberronCampaign Setting is that a cleric's alignment does not have to match that of his deity. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. For example, an inquisitor of the Silver Flame may be lawful evil. He is willing to torture and kill in the interest of what he views as "the greater good," and he truly believes that he is carrying out the wishes of the Flame when he does so. Good-aligned members of the church may find his methods abhorrent, but the question is whether his results serve the goals of the church. In the minds of the people, questions of good and evil are far broader than "what can be detected by detect evil?" When the Silver Flame began its crusade against lycanthropy, the soldiers knew that there were individual lycanthropes that were not evil. But lycanthropy itself -- a curse that could corrupt the body and soul of anyone it touched -- was seen as evil, and the sacrifice of innocents was necessary to purge the greater darkness.

Pantheistic Clerics and the Cleric with No God

One of the predominant religions of Eberron is the worship of the Sovereign Host, along with its shadow, the Dark Six. Most people worship the entire host and address their prayers to whichever deity suits the needs of the moment. A traveler may offer a prayer to Kol Korran when boarding a ship, give thanks to Olladra after an excellent meal, and make a sacrifice to Dol Dorn when a pirate ship appears on the horizon. Priests typically serve a particular sovereign, but a cleric can choose to worship the pantheon as a whole.

As described on page 35 of the EberronCampaign Setting, it is possible for a cleric to have no god and still perform divine magic. This is not, however, the same as having no beliefs; it still requires a strong commitment to an ideal or a philosophy. The cleric needs to devise his own system of belief and explain how it justifies the domains he has selected, and the DM always has the authority to disallow a combination of domains. The goal is to allow a broad range of personal faiths -- like the warforged developing their own religions -- not to encourage players to pick domains based solely on granted abilities.

Divine Magic in the World

Arcane magic is seen as a science. It is a force that can be controlled through formula and incantation. Divine magic is quite different: it is a miracle of faith. True clerics are rare. They are the crusaders of the church, skilled in battle and capable of channeling the power of their deity. The vast majority of priests are experts who possess no spellcasting ability whatsoever. An average religious expert might possess Knowledge (religion), Knowledge (History), Heal, Diplomacy, and Sense Motive, and use these skills to provide spiritual guidance to her community. Most divine spellcasters are adepts, just as most arcane spellcasters are magewrights. A cleric of any level is a remarkable figure.

A side effect of this is that most temples do not sell divine spells. To begin with, many temples don't have a divine spellcaster. Those that do will not sell the gifts of their god for mere gold. If the petitioner is a loyal member of the faith, an adept may aid him at no cost, or the adept may set a price based on the abilities of the adventurer, calling upon him to make a sacrifice to prove his faith or perform a service in the name of the church. The more powerful the spell, the more significant the sacrifice or service. If a nonbeliever serves the cause of the church, it's possible a priest will provide assistance, but a temple is not a marketplace. No one can demand a miracle as if purchasing a spell from a wizard's guild. Needless to say, this makes a character's choice of religion an important decision. A cleric of the Blood of Vol will never consider helping a follower of the Silver Flame, and you'd be soiling your faith even to ask.

There is a notable exception to this rule: corrupt clerics. Especially in Breland, there are priests who are more interested in lining their pockets than serving the faithful. If you can find such a cleric, you can purchase any spell he can cast, at standard prices.

Exploring Eberron

When humans first set foot on Khorvaire, they thanked Kol Korran for seeing them safely across the water. King Galifar I believed that it was Dol Arrah who guided him to victory and looked to Aureon to inspire his rule. But the humans didn’t invent the Sovereign Host. Explorers in Xen’drik have uncovered a vast temple dedicated to Ouralon Lawbringer—a clear parallel to the Sovereign of Law and Lore, worshiped by the giants tens of thousands of years before human civilization existed.

For many hundreds of years, the Sovereign Host stood as the bedrock faith of Galifar and the Five Nations. But over centuries, cracks began to form. In Thrane, a young paladin delivered the nation from fiendish domination, crediting her victory to an ancient force of light. The people she saved were quick to embrace the faith of the Silver Flame, and it gradually spread across Galifar. Meanwhile, in the far northeast, a small but devoted following held to the teachings of the Blood of Vol.

Some scholars say that the growing power of industry and arcane science weakened faith. Why should a blacksmith make an offering to Onatar when he could use his copper to take Cannith courses and learn magecraft? Others say that the Last War is to blame. Whatever the cause, there are certainly many in Khorvaire who have no deep devotion to any religion. None would deny that divine power exists, but in a world with sorcerers and dragonmarks, the ability to perform magic is no assurance of the existence of gods. But many faithful see no conflict between the wonders of the modern age and their devotions. Even House Cannith has always claimed to prosper through the blessing of Onatar, and there have always been those within the house who have asked the Traveler for dangerous inspiration. While the Mourning caused some people to question their beliefs, for others, their faith was the source of stability and comfort in a bleak world: Whatever horrors we face, surely there is a reason for our suffering . . . a divine purpose we can’t yet understand.

This chapter examines the role of divine power in daily life and explores the differences between arcane and divine magic. It examines the three major religions of Khorvaire and delves into the occult mysteries of the cults of the Dragon Below. It concludes with revelations about the aasimar and their place in the world of Eberron.

The Role of the Divine

While scholars debate if the Sovereigns truly exist, the presence of divine forces can be felt in everyday life. This is more pronounced in specific places—Thrane, Aerenal, a Seeker community in Karrnath—but even on the cynical streets of Breland, you can consult an oracle of Aureon or get help from an exorcist of the Silver Flame. Similarly, people may criticize the actions of the Church of the Silver Flame, but no one doubts that the Flame itself exists, and everyone knows that its champions wield mystic power. Player characters are remarkable, and paladins are rare, but it’s common knowledge that paladins exist. When a paladin heals a wounded soldier by laying on hands, it’s impressive, but not unprecedented. How is divine power encountered in the world, and how does it differ from the magic of wizards and artificers?

What is Divine Magic?

A cleric, a bard, and an artificer can all cast cure wounds. Working strictly by the rules, the only difference between the three characters is the spellcasting ability associated with each, so arcane and divine magic aren’t concrete mechanical concepts. Rather, it is part of the story itself, with the artificer and cleric each doing something fundamentally different; the artificer creates a quick healing salve, while the cleric lays their hands on the victim and calls for a miracle. This section explores the difference between arcane and divine magic, suggesting flavor that you can employ in describing the actions of spellcasters.

Arcane Magic

Arcane magic is a form of science. There are predictable rules that shape reality, and with proper study and force of will, anyone could potentially perform arcane magic. This is what makes arcane magic the foundation of civilization in the Five Nations: it can be taught, and once learned, it is entirely reliable. Arcane magic involves channeling ambient magical energy—the powers of the planes, the emanations of the Ring of Siberys—and focusing it to alter reality. The components of a spell—like verbal incantations, somatic gestures, and focus items—help this process, but the most important element of spellcasting is mental focus. Though a fighter could perfectly duplicate the words and gestures of a wizard, nothing would happen. You must cast the spell in your mind, harnessing and shaping mystical energy, and this is dangerous and exhausting; this is why most spellcasters are limited in how many spells they can cast each day.

All arcane magic consists of reliable skills you can master, but there are different forms of arcane magic. While a wizard and sorcerer can both cast fireball, there’s a difference, tied to the ability associated with spellcasting.

Intelligence. Spellcasting using Intelligence is grounded in knowledge and logic. For these characters, casting a spell is like solving an equation—harnessing and carefully channeling the precise quantity of mystical energy required to produce the effect you’re looking for. A wizard may use words of power and mystic gestures to generate power, while an artificer instead relies on tools. But either way, you fundamentally know what you’re doing, which is why both artificers and wizards can prepare new spells each day. Arcane magic is a science, and you’re a scientist.

Charisma. Spellcasting using Charisma is tied to instinct and force of personality. For these characters, casting a spell is like knowing a few amazing family recipes even though you have no concept of the fundamental principles of baking. Your spellcasting talents may come from an arcane bloodline, a mystic patron, or a magical song. Regardless, you still have to perform similar actions to a wizard; to cast a fireball, you still need somatic gestures and verbal incantations along with a ball of guano or an arcane focus. But you don’t have to understand what you’re doing the way a wizard does; you just know that if you follow the recipe, you’ll get a perfect result.

In general, wizards, sorcerers, warlocks, artificers, bards, wandslingers, and magewrights use arcane magic. This still leaves room for individual flavor, and the techniques of an Aereni wizard may look quite different from those of an Aundairian wandslinger. But the same basic science underlies them both, and the principles of verbal and somatic components are familiar, even if the precise gestures or words are different. You can decide your character breaks this tradition, but this doesn’t change any mechanical rules. You might say that your bard uses divine magic to cast spells— singing prayers to the Sovereigns, for example. However, this won’t change your spellcasting ability or allow you to use a holy symbol as a spellcasting focus, unless you make arrangements with your DM.

Divine Magic

There’s no logic to divine magic, no pure science that can explain exactly how it works. An acolyte might spend years meditating and praying, performing virtuous deeds, and tending their flock, and still never gain the power to cast a spell; meanwhile, a smith who can’t even read might feel Onatar’s guiding hands and cast magecraft. Divine magic requires two things: absolute faith and a connection to a divine power source.

Faith is about conviction. It can’t be something you approach rationally. You need to know in your heart that the magical effect you seek to produce with your spell should and will happen. Whether you’re smiting an enemy or healing an ally, you know that the enemy will fall and that you will save your friend. This doesn’t mean that you have to be a zealot with no doubts whatsoever; you can question your overall course of action. But you can’t think about your doubts in the moment of casting the spell; in that instant, you must have pure and absolute certainty that the spell will come to pass.

But faith alone isn’t enough; you also need a connection to a source of divine power. In Eberron, no one can prove whether the Sovereigns or other deities exist—if Onatar actually guides all artisans or if Dol Dorn and Dol Arrah truly watch over every battlefield. But whether or not Dol Arrah exists, when her paladin smites a foe, they draw that power from something. The paladin believes it to be Dol Arrah granting her favor, and maybe it is. Or maybe the shared faith of the tens of thousands of people who believe in the Sovereigns has created wells of power in the collective unconscious, and the paladin draws on this powerful force instead. In a practical sense, the truth is irrelevant; regardless of its nature and source, the power exists. And this is where science fails. The Silver Flame is a source of divine power, a force that has held demons at bay for millennia. Those who seek to defend the innocent and fight supernatural evil can draw on its power. But why does one templar become a paladin over another of equal faith? Why does an illiterate farmer gain the gift of divine magic when a religious scholar who’s spent decades studying texts doesn’t? People of faith usually respond that it’s because the farmer was chosen by Arawai, or because one templar was more open than the other to the Voice of the Flame. Maybe that’s true, or maybe it’s all just luck.

As a paladin or cleric, you are tied to a source of divine power. Have you been chosen for a grand purpose? Did you earn this gift through piety or virtue? No one can prove the answer one way or the other. All that matters is that you have your faith, and that when you call for divine power, something answers.

Manifestations of Divine Magic. To the outside observer, divine magic is very different in flavor from arcane magic. A wizard traces glowing sigils and speaks words in a language older than humanity; a priest simply points dramatically at their enemy and calls on the Silver Flame to strike them down. Whether a spell is fueled by arcane or divine power, however, it still requires verbal and somatic components. Practically speaking, this means the spellcaster has to be able to speak and use their hands, and that these are somehow tied to casting a spell. But where a wizard may recite a complex incantation, the verbal component of divine magic could be the simplest of prayers: “Dol Arrah smite my foe!” or “Stand revealed in the light of the Flame!” Or it might be more complex, perhaps singing a hymn or reciting a passage from an ancient text. In both cases, the verbal components are statements of conviction and intent. Just as arcane magic is more than words and gestures, divine magic likewise has a mental component. The caster doesn’t just ask for something; they reach out and take the power from the divine source, and if they draw too heavily on this connection, it’ll be exhausted until they can rest.

The Value of Uncertainty. Mechanically, there’s no difference between arcane magic and divine magic. But Eberron’s divine magic is inherently more mysterious—it’s not a science and shouldn’t be entirely consistent or reliable. If you and your DM both agree to it, the DM could add some uncertainty to your divine magic. Consider a few ways this could manifest:

  • A spell could have a more powerful effect than you expected, as if cast with a spell slot of a higher level.
  • The target of a spell could gain advantage or disadvantage on a saving throw against it.
  • A target could be unexpectedly included or excluded from a spell effect.

This uncertainty should never become commonplace. It’s the sort of thing that might happen once or twice during an adventure, if at all, and it should never be something you demand. It’s a way to add that sense that divine magic isn’t logical—not to create a concrete advantage or disadvantage for divine casters.

You should generally have a sense of why the uncertainty is happening. If you doubt the righteousness of your cause, it would make sense for you to have disadvantage on your attack roll; conversely, if you’re a Silver Flame priest facing one of the Lords of Dust and you’ve just made an impassioned speech condemning them in the name of the Flame, you might expect a surge in power. But divine magic should never be entirely logical. If you cast flame strike and one of the targets is entirely untouched, is it because your faith faltered, or could it be a sign that you are supposed to spare this person’s life?

Visions and Portents. As a divine caster, you are in touch with a divine power source. DMs can add a sense of mystery to divine magic by granting you divine visions. This might be clear and direct: during a long rest, you have a vision of a dark cloud over a nearby town. You know that evil forces are gathering there and that you have been charged to defend the townsfolk. This can be an easy way to set an adventure in motion. But it can also be more cryptic and intriguing: as your paladin enters the village, you see a burning crown floating above the head of a crippled beggar. The vision lasts an instant and is gone, with no further guidance. Is it a sign that the beggar is the rightful ruler and you should restore him to power? Is it a warning that he’s an agent of Rak Tulkhesh? There is no clear answer; it’s up to you to interpret it. The divine power is telling you something, but can your mortal mind make sense of it? As with unreliable magic, visions should be rare and remarkable. Such a vision is a reminder that you are in touch with a higher power, but you should never take this gift for granted or come to expect it.

Other Forms of Magic

Divine magic and arcane magic are the two most common forms of spellcasting, but they’re far from the only paths. Primal magic draws on the ambient power of the natural world, and is commonly used by druids and rangers. The verbal components of a primal spell might include a bird call or invocation of an animal spirit; somatic components might mimic the motion of a beast or spreading roots. Psionic magic uses the focused power of the mind, and chapter 2 includes suggestions for adding psionic flavor to kalashtar characters. A warlock might say that they are directly channeling their patron, acting simply as a vessel for that power.

Divine Magic in Everyday Life

Faith is a part of everyday life in the Five Nations. The people of Galifar were devoted to the Sovereign Host, and this echoes through its institutions—marriages are sanctified by Boldrei and judges swear oaths to Aureon. The Sovereign Aureon is the patron of wizards and magewrights, and Cannith artificers look to Onatar and the Traveler for inspiration. Many dragonmarked heirs assert that their marks are divine gifts.

So faith remains widespread, and there is no inherent clash between arcane and divine magic, but most commercial magical services are provided by arcane magewrights, not divine adepts. Priests can often cast thaumaturgy or ceremony, but rarely wield other forms of magic. The job of the priest is to provide spiritual guidance to their community; if you’re looking to fix your injured leg, you go to a Jorasco healing house, not to a temple.

As a result, people are well aware of divine magic, but it’s not taken for granted in the same way arcane magic is. The people of Eberron understand that divine magic isn’t necessarily reliable, as discussed in the “Gifts in Time of Need” sidebar. A paladin player character will never lose their class abilities, but an NPC templar might gain divine power only when fighting supernatural evil and be unable to produce those effects at other times.

People with the abilities of clerics and paladins are usually found serving as champions of their faiths. They are exorcists, templar commanders, inquisitors, and missionaries venturing into dangerous lands. You wouldn’t just go into a temple of Boldrei and demand to be healed. Clerics and paladins are remarkable, and people will assume that you were given your powers for a special purpose. NPC clerics of Boldrei might be found operating charitable clinics or fighting outbreaks of plague.

While it’s rare to find people selling divine magic as a service, it’s not unheard of. Breland is infamous for corruption, and an NPC cleric could demand gold for mystical assistance. Oracles of Aureon typically demand “donations” for their insights. And in places where faith is especially strong or widespread, adepts can be found providing services commonly performed by magewrights. In a Seeker community in Karrnath, you may find skeletons animated by the local priest tilling a field. A devout blacksmith might cast magecraft by calling on Onatar instead of learning it from Cannith—but unlike with arcane magic, this devout blacksmith can’t teach the spell to an apprentice. Divine spellcasting is a gift, not a job; an apprentice might earn that gift with their own devotion, but it’s never a sure thing.

Within the Five Nations, Thrane is the greatest example of divine magic being worked into everyday life. Even there, Jorasco still provides healing and people rely on Sivis speaking stones to communicate. But in Flamekeep the streets are lit with silvery everbright lanterns created by adepts instead of artificers, and many other common services are provided by divine faith instead of arcane science. Beyond the Five Nations, the cultures of Aerenal and the Ghaash’kala orcs of the Demon Wastes use divine magic nearly as commonly as arcane services.

Questioning Faith

Divine magic is real. For a player character, it’s reliable, and under fifth edition rules, clerics and paladins don’t risk losing their powers if their actions aren’t perfectly aligned with their faith. As discussed in the “What is Divine Magic” section above, there are many ways to reflect the importance of faith and what makes playing a divine spellcaster feel distinctly different than playing a wizard.

But what happens when that faith falters? A DM and player could work together to reflect the evolution or even loss of faith by an equally dramatic mechanical change to a character. Consider a paladin who discovers or does something that deeply undermines their faith. If the character simply loses their class features, no one will have fun. But you could redesign the character as a fighter of the same level, reflecting the idea that their divine abilities are gone, but they’re still a tough, hardbitten warrior. Or in reverse, you could start a campaign playing a fighter as a former paladin who lost your way; if you find redemption or new faith over the course of the campaign, you could eventually redesign the character to be a full paladin.

Similarly, a character’s beliefs might evolve rather than be lost entirely. Tira Miron began as a paladin of Dol Arrah but later embraced the Silver Flame. It’s equally possible for a cleric of the Sovereign Host to have a journey that leads them to embrace the Blood of Vol; this sort of character evolution can be a remarkable story, and be reflected mechanically by the DM and player working together to swap their class archetype.

These mechanical changes might require some suspension of disbelief, as the paladin who becomes a fighter might suddenly be a significantly better fighter, and the cleric who swaps domains might lose proficiencies and have to throw away their armor. This is an imperfect process, and it’s up to both player and DM to find ways to push past this and explain them within the story: “My armor was a prison. Now that I’ve embraced the light, I can’t bear to carry the weight of war on my shoulders.” It’s important to maintain game balance, even if it means overlooking a few blips in the story. But changing beliefs can be a good reason for a dramatic mechanical shift within a character.

Ultimately, your beliefs—or lack thereof—don’t have to be limited by a class choice you made at 1st level. Whether it’s ultimately strengthened or abandoned, questioning and exploring faith can be an interesting path for any character.