• Name: Eldath
  • Allegiance: Gods of Civilization; The Four Seasons
  • Portfolio: Peace, Serenity, Stillness, Quiet Places, Streams, Waterfalls, Pools, Hospitality, Comfort, Healing, Spring, Patron of Paladins
  • Titles: The Quiet One, The Green Goddess, Mother of Waters, Mother Guardian of Groves, Goddess of Singing Waters, The Hand of Fellowship, She Who Stands at the Door, Mother of Contrition, Our Lady of Peace
  • Symbols: A waterfall plunging into a still pool; A sky-blue disk fringed with ferns; A water lily; A garland of flowers; A sword, point down, dissolving into teardrops; An open door
  • Worshipper Alignments: LG, NG, CG
  • Core Doctrine: Peace comes only from within.
    • Edicts:
      • Take no life.
      • Work no violence.
      • Defend, but do not punish.
      • Seek stillness, and thereby find peace.
      • Be generous in friendship, and invite all into your home.
    • Anathema:
      • Inflicting harm of any kind.
      • Denying healing to any injured creature.
      • Denying hospitality to any non-hostile creature.
      • Eating meat or any product made from an animal.
      • Bearing arms of any kind (even carrying them for a friend).
      • Imposing your will on others through intimidation, deprivation, or force.
  • Allied Faiths: Auril, Chauntea, Mielikki, Selune, Silvanus, Sune
  • Enemy Faiths: Cyric, Duvan’Ku, Malar, Tempus, Talos
  • Pseudonyms: Cyrrollalee (among Halflngs), Tamara (among Dragons)

Base Requirements

  • Races: Any
  • Classes: Cleric
  • Ability Requirements: as Cleric
  • Alignments: LG
  • Starting Cash: By class


  • Weapon Slots: 0
  • Allowed Weapons: None
  • Allowed Armor: None
  • Bonus Weapon Proficiencies: None
  • Required Weapon Proficiencies: None
  • Non-weapon Slots: By class
  • Available Groups: Spiritual, Social, and Pastoral
  • Bonus Proficiencies: Healing, Religion, Swimming
  • Required Proficiencies: none
  • Recommended Proficiencies: Boating, Diplomacy, Etiquette, Gardening, Mediation, Persuasion, Prayer, Veterinary Healing
  • Forbidden Proficiencies: All Martial proficiencies

Priest Spheres:

  • Major: All, Air, Creation, Healing, Guardian, Plant, Protection, Water
  • Minor: Animal, Necromantic

Overview: Eldath is the pacifistic goddess of peace, pools, and druid groves. Her clergy, sickened by how often priests get involved in battles, decided of their own volition to form a sect of clerics devoted to peace and tranquility. Clerics of Eldath are not very popular, since many see them as being too pacifistic to do anyone in the Realms any good. Eldath supports them, however, and seems to be watching over them.

Following the death Lathander on the Day of Black Sun, Eldath was bestowed with the portfolio of Spring, joining Auril, Chauntea, and Mielikki as the embodiment of the four seasons. She also accepted all Paladins under her wing, taking their patronage from her deceased lover Torm in honor of the holy “warriors” peace-loving ways. Because of their dedication, Paladins are exempt from Eldath’s prohibition on bearing arms, and the sight of these new armed guards at the doors of her temples has surprised many.

Description: Serenity is the word used to describe the bearing of the clerics of Eldath. They seem to radiate peace. These clerics do not wear any armor, nor do they carry any weapons. They wear long, flowing, blue-green robes and gowns, with light brown cloaks. Many wear garlands of flowers in their hair, using flowers that symbolize peace in any given locale, depending on where the cleric operates from.

Role-Playing: All clerics of Eldath want to be as calm and placid as a still, quiet pond. Each cleric feels that achieving a state of perfect peace will bring him closer to Eldath herself. No matter how heinous a being is, these clerics will not raise a hand against them. They believe that inner peace lies within all beings, if only everyone would look deep inside themselves and allow it to come forth. Clerics of Eldath try their best to talk and reason with everyone, pointing out to them the futility of violence.

Special Abilities:

  • Clerics of Eldath can turn undead. Any undead that are “Destroyed” by this power lay down and return to their eternal rest peacefully, leaving their remains intact.
  • A Cleric of Eldath’s healing spells always cure the maximum number of hit points.
  • A Cleric of Eldath may utter a Soothing Word a number of times equal to his level per day. This word affects two hit dice of creatures per level of the priest within a 20-ft radius. Creatures affected by the word cease hostilities and will listen to the cleric for 1d4+1 rounds. At the end of this time, each affected creature must make a saving throw vs spell or end the confrontation completely and walk away peacefully.
  • At 3rd level, clerics of Eldath can cast Sleep once per day per three levels. Note that they will not allow their compatriots to slaughter any sleeping foes.
  • At 5th level, clerics of Eldath can cast Forget once per day per five levels. In combat, affected creatures always forget their anger and why they are fighting, and will usually wander away unless further provoked.

Special Disadvantages:

  • Clerics of Eldath cannot use any weapon nor wear armor. They cannot use any magical item nor spell that would cause harm (hit point damage), poison, or disease to a living creature. Undead creatures and artificial constructs may be destroyed without violating the cleric’s vows, though many Clerics of Eldath refuse to harm these creatures as well.

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