Ruins of Adventure
- Races: Human
- Classes: Cleric
- Ability Requirements: Wis 16, Str 14
- Alignments: Lawful Good
- Starting Cash: By class
- Allowed Priest Kits: Adviser, Avenger, Barbarian Priest, Chronicler, Guardian, Moralist, Natural Philosopher, Nobleman Priest, Prophet Priest, Scholar Priest, Tribal Priest
- Weapon Slots: By class
- Allowed Weapons: Any Bludgeoning
- Allowed Armor: Any Armor or Shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Proficiencies: Law, Religion, Tracking
- Required Proficiencies: none
- Recommended Proficiencies: Blind-Fighting
- Forbidden Proficiencies: none
- Major: All, Combat, Divination, Guardian, Healing, Law, Necromantic, Protection, Sun, Thought, War, Wards
- Minor: Elemental (All)
Overview: As the god of justice, Tyr has made it a priority for justice to be adequately served in the Realms. The clerics of Tyr actively track down and capture any malefactors and act as arbiters and judges over any disputes they find, especially in communities with no courts or legal authorities of their own.
Clerics of Tyr are responsible for defending the weak and hunting down criminals and outlaws. If there are no local law authorities to judge an apprehended miscreant, the cleric often dispense summary justice at the scene of the crime.
Description: Clerics of Tyr wear white robes of office, and they often wear chain or plate armor underneath them. They carry hammers as their main weapons. When in court, the hammer acts as a symbol of Tyr’s presence. In the other hand, the priest holds the other symbol of Tyr’s justice: a set of silver balance scales. The final piece of the cleric’s wardrobe is a gleaming white great helm with a sealed visor plate that can effectively render the priest blind. In this condition, the scale is ready to judge a case without being distracted by extraneous details or swayed by the parties appearances and any acts on their parts. Clerics of Tyr convey an image of themselves as pure, invincible, unstoppable instruments of the law. In that respect, they succeed rather well.
Role-Playing: Each cleric of Tyr has the burning obsession to preserve the laws of his home city, province, or kingdom, no matter where they might be in the Realms. The primary duties of the cleric are defending the helpless and hunting down criminals anywhere in the Realms and bringing them to justice. "Thou shalt not get away with it" is the sacred credo of the clerics of Tyr. Tireless agents of law and good, the clerics will go to nearly any lengths to catch a lawbreaker. However, a cleric of Tyr will never harm innocents or break any laws to bring a criminal to justice, no matter what the provocation or who the miscreant is.
By their own and their gods natures, clerics of Tyr are stern, humorless, logical, and highly-practical people. They are not concerned with mercy, but solely with justice. Even the cockiest and most cavalier thieves find their knees buckling before their stern presence. On many occasions, the cleric forgets to defend the weak in his passion to aggressively hunt down of criminals who have evaded justice. If the clerics have a flaw, it is this single-minded, obsessive pursuit of justice. It often cools their compassion towards the weak and helpless, and leaves little or no mercy for criminals, no matter what provoked their lawbreaking.
- Clerics of Tyr can also turn undead.
- A cleric of Tyr can detect evil at will up to a range of 60 feet, just like a paladin.
- A cleric of Tyr can detect lie three times a day. If he wears a ring of truth, he can force someone to answer one question truthfully once per day. No saving throw is allowed against this effect.
- When a cleric of Tyr reaches 7th level and she is allowed to handle items at the crime scene or any personal effects of an escaped criminal, she can use a unique form of find the path to track down the felon. This ability can be used once a month and, aside from operating until the felon has been captured, has all the normal abilities of a find the path spell.
- If a cleric of Tyr ever deliberately lies, he is struck dumb until a another priest of Tyr casts remove curse on him.
- If a criminal who is captured personally by a cleric of Tyr escapes justice, the priest will abandon all other duties and obsessively hunt down the felon. The cleric’s total concentration and full resources are dedicated to hunting down the fugitive of Tyr’s judgement. For every twenty days that pass without capturing the criminal, the priest suffers a cumulative -1 penalty to all die rolls. If 200 days pass without the arrest or death of the criminal, the cleric becomes ill and bedridden (Strength 2), and another cleric of Tyr (or a paladin or cleric of Hoar) must pursue the felon. If the criminal is captured or slain, the cleric recovers his health and loses any penalties; if the villain isn’t captured within a year of escaping, the priest dies.
- When a cleric of Tyr reaches 5th level, he has certainly jailed someone in the past who bears a grudge. The DM should create an evil NPC of 1d6 levels higher than the cleric, who will become his sworn enemy.
Return to Religions.