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==Nerthus' Priesthood== Nerthus' priests are the most common speciality priests of all the individual Anglo-Saxon deities, outnumbered only by [[cleric]]s dedicated to the pantheon as a whole. Their dogma is simple: ''The community and the protection thereof is of paramount importance.'' Nerthus' priests work to prevent harm to their people, counseling against unnecessary battles and seeing to observation of the proper rites to ensure good harvests and healthy livestock. Their days are spent blessing newborns, fields and herds, or presiding over marriages; in the rare ties of war they agree to, they also organize the army ("fyrd", in Anglo-Saxon) and its deployment. A Nerthus priest wears humble brown robes, often with corn dollies either sewn to the robes or worn on a necklace around the neck, and allows their hair to grow long. They are not, by nature, suited for the role of [[adventurer]]s, but those few who do leave on such a path will wear no armor, trusting to the goddess to protect them. To become a speciality priest of Nerthus requires Wisdom 14+, Charisma 15+, Any Good Alignment, and proficiency in Dancing and Herbalism. They are only permitted the use of staffs as weapons, gain Agriculture and Animal Handling as bonus proficiencies, and cannot use magic items that are fire-based (except those that guard against fire) or which are destructive in nature. They have access to the following [[Cleric Domain|Spheres]]: ::'''Major:''' All, Animal, Charm, Creation, Elemental (Earth), Guardian, Healing, Necromantic (beneficial spells only), Plant, Protection, Weather ::'''Minor:''' Divination, Elemental (Air, Water), Sun, Wards And gain the following special abilities: * Can identify poisonous plants on sight and can Detect Poison at will from 2nd level. * From 2nd level, gain the ability to calm animals, as per a [[Ranger]] one level lower. * From 3rd level, can cast ''Sleep'' 3/day. * From 5th level, can cast ''Charm Person'' 1/day. * From 10th level, all ''Charm''-based spells cast by the Priest of Nerthus have a -2 saving throw penalty (which stacks with other penalties) and effects twice the standard number of targets. Additionally, against animal or plant-based targets, no saving throw is applicable. {{D&D-Historical-Deities}}
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