Cleric

The Cleric is a Core class in DnD 5e. It is the class of creatures who gain magical power through their devotion to a deity or similar being, such as an Exemplar. Most clerics wear heavy armor branded with the symbols of their deities, though in some places they choose to be more inconspicuous. They often bear symbolic weapons such as hammers and sickles. Learning to use these is part of the job requirements, even if they see little use.

Cleric Mechanics
Most Cleric things can be found on 5etools, and are mostly unchanged. Clerics do gain an Implicit ability, which is that they add their Cleric to all of their Concordance rolls.

Homebrew Domains:
[None Right Now]

Heroic Clerics
Heroic Clerics gain the ability to draw upon Divine Inspiration. When making an Attack roll or skill check with a weapon or skill symbolically related to your domain, deity, or purpose, you may roll a d8 and add it to the roll. Once you use this ability a number of times equal to your Wisdom modifier, you may not do so again until the end of your next long rest.

Cleric Variants
[None Right Now]

Clerics, Preaching, and Deities
Many Clerics have a strange habit of trying to be preachers, convincing everybody to follow their god. Now, depending on your historical understanding, you might recognize this, in our world, as a relatively new habit that pretty much only one religion did(Times are a bit different now, and others have picked it up to a degree). It wasn't something often done in the past with most religions. In other words, there were very few "Preachers" in Greece, or Mesopotamia, or India. There were religious officials, and they represented specific gods. They didn't often try to convince people to join their religion, because as it was seen then, whatever gods you did worship were probably the same ones, or just a little one you hadn't heard of yet. The Romans liked doing the first option on a grand scale, synchronizing every deity from every culture they touched with ones they knew more about.

But this is DnD, and there were no Romans. And in fact, the gods are much more directly active, and will happily correct you if you try to say they are "Just like this other god you know." Now, this doesn't stop it entirely, and there is a great deal of "thematic bleed" shall we say. This is because deities are shaped by their worship. If the entire base of a deities' followers suddenly think that they're a god of fire, even though they've been an ocean god forever... Well, the deity can't do too much about it. Likewise, if two cultures have fire gods and start getting ideas from one-another... Well, synchronization happens on some level, and the deities become more similar, sometimes transforming into one deity with two aspects, if the worship grows close enough.

Clerics know a little bit of this. At least, they know the deities aren't usually the same people, and even if you're not a worshiper of their deity, you probably worship someone similar enough. That was a very large tangent just to say that preaching is very rare in Nexus, but here we are.

Clerics on Acheri
Clerics fill three special roles on Acheri. In the jungles of Chiron, both sides of their quiet war wield the power of the divine. The Angels' hierarchy does not separate the meaning of it's ranks between a "Warrior-caste" and "Magic-caste", and as such Clerics within it might occupy any of the positions otherwise applicable to them, from Champion down to Conscript. The Exemplar Cults are primarily run by Clerics and Warlocks, and as such Clerics have a great deal of respect within them, serving primarily as spiritual leaders, as well as an incredible asset in combat.

In the Great Sand Sea, Clerics serve an equal role with the Wizards, Sages, and the royalty itself(Being that it is comprised of Mystic Theurges almost exclusively). The gods of the Sand Sea are almost exclusively deities of Death and Life, with only a few domains otherwise, Arcana and Knowledge being the next most common. Some domains are simply missing from the pantheon; There are no gods of fire, stone, water, wind, none of the tempest or metal, and so many other domains are missing or underrepresented within the pantheon. Some of these roles are filled by Exemplars, but most simply have no direct place in Khenran society.

Clerics on Aldrow
Aldrow is split between a neutral or supportive stance on Clerics, depending on where you travel. They make up the majority of the cults of the continent, but have very little presence otherwise. Places which like the cults like the clerics, places which don't... Are usually actually pretty tolerant if you keep your head down.

Clerics on Amedala
Amedala is a place of arcane psionics, not divinity... But they have their place, with some of the Gith called to a higher purpose. The Gith only revere two gods(Which are more like psionic manifestations than anything), anything else would be a cleric of function, not devotion. They are rare, but tolerated by most Gith.

Clerics on Anntarrem
Anntarrem has many deities of magic and the Forge, and with it, many clerics. Most of it's craftspeople are clerics to some level, usually focusing on the absolute divinity that the Forge of Creation... Is, really. Even non-Dwarren often pray to the Forge and it's associated deities who are rumoured to work the forge. It is seen as a necessity in many ways, and if one intends to make many of the special weapons used on Anntarrem, it is a literal necessity.

Clerics on Anukavin
Clerics... Not so much on Anukavin. The tribes of Anukavin are concerned with the Spirits and their Ancestors more than they are concerned with Annam's opinions. Not to say Clerics have no place, but the more divinely-oriented tribes are the only ones to have clerics in the same way other places do. Instead, other tribes often have Druids in place of Clerics, or Clerics which act more historically, as gates to the Ancestors(Though a Barbarian is just as likely, if not more likely, to fill this roll).

Clerics on Araminta
Araminta is also not a very divine place. Rather, the divine beings of Araminta are not revered, so much as seen as an example to your own potential. This is because Araminta has no gods in the traditional sense, but instead sees the divine powers as simply mortals who have transcended that label. That is, the gods were once people, and that means people can become gods. Thus, Clerics are rare.

Clerics on Arclent
Clerics roam all of Arclent, save the City of Stone, Eustrin, and it's surrounding area, where there are far fewer clerics, and those clerics tend not to wander. Unlike many other places in Nexus, Arclent is less a pantheon plus some extras and more like a series of Monotheisms that don't necessarily hate eachother, usually. Thus, Arclent is just a bit of an exception to the "Clerics aren't Preachers" rule, above. Clerics of Stronmaus love to talk about Stronmaus, Clerics of Ivala love to dis Clerics of The Mother, and they don't tend to get along, even if they aren't constantly and actively confrontational about it.

Clerics on Azzeranni
Similarly to Anukavin, Deities are not a thing Azzeranni is concerned with. Clerics aren't exclusively a deity thing, but the Spirits are more in the Druid's line of work than the Cleric's, and as such they are much more common. Still, there are some, devoted to various gods or pseudogods, or the spirits, or the Elemental Exemplars.

Clerics in Alloy
Alloy is home to magic, and Clerics employ magic. They usually get by fine... Unless they worship one of the gods who live in Alloy. That tends to send them into a battle of faith... Assuming they can cope with it, Clerics serve most of the same ways Wizards do, as magical powerhouses.