My fun is not wrong. If my character wants to worship a mountain range or a river as a god then why not? D&D stands for Dungeons&Dragons, not “Dos&Don’ts.”
And there's nothing wrong with that! Congratulations, you just brought a deity into existence through your devotion! :3
No, that’s up to the DM. There is no rule that says deities have to exist in a game, and there’s no rule that says clerics can’t exist in a game without deities.
Absolutely! I always find it useful to have clerics worship gods, but a cleric that worships something else is totally fine (it even says so in the DM's Guide!). However, a cautionary note: If you want your cleric to worship a non-god, make him worship some abstract principal, and be wary of stepping on the toes of Warlocks. Most arch-devils are in warlock territory, with the one exception being Asmodeus, who is sufficiently powerful to be a cleric deity as well as a warlock patron.
No, that’s up to the DM. There is no rule that says deities have to exist in a game, and there’s no rule that says clerics can’t exist in a game without deities.
My campaign world has no gods at all, but it still has clerics. They worship “Immortals” in the same way as FR Clerics worship gods, but the Immortals are not themselves gods.
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
Clerics absolutely require a deity; they literally are not Clerics without this.
That said, there's near-infinite room for choosing which deity to follow, and there's nothing stopping you from making one up (with DM approval, as always). Your Cleric could be the one-and-only Cleric of a deity that has just ascended to Godhood, or you can be a Cleric of a deity that you're not even aware actually exists.
Like you mentioned in Eberron, some religions have no known deity, but that doesn't mean a deity isn't involved. You could have a deity that desires a world in which their tenets are spread of the peoples' own volition, and the deity chooses to grant power to exceptional individuals that live & teach those tenets.
The section there on "Creating a Cleric" is a guide for players, not a rule. The comparable section for fighters says to ask where you got your training. Your argument here is that every single fighter must have been trained; there's no room in your world for self-taught fighters, and you deny any player who wants to be a prodigy to whom these things come naturally. If your response here is "yes, that's correct, without training you literally cannot be a fighter, play a barbarian instead," then I applaud your consistency, but it's a position that will be rejected by most people playing the game and by most of the people who designed the game.
My fun is not wrong. If my character wants to worship a mountain range or a river as a god then why not? D&D stands for Dungeons&Dragons, not “Dos&Don’ts.”
And there's nothing wrong with that! Congratulations, you just brought a deity into existence through your devotion! :3
No, that’s up to the DM. There is no rule that says deities have to exist in a game, and there’s no rule that says clerics can’t exist in a game without deities.
I would think that the Cleric Class details are perfectly clear in why that is categorically false. Clerics serve a powerful entity. Clerics receive their powers directly from said entity, and the entity has full control over the ongoing decision to continue empowering their Cleric.
The Cleric does not have to know they are serving an entity. Sposta is free to worship the oceans/mountains, and an entity aligned with the ideals behind that worship is free to grant & revoke power to Sposta's Cleric without ever needing to make themselves known.
Like I said earlier, there is near-infinite room for defining the circumstances of a particular Cleric, in a particular world, serving a particular entity. The details of that entity need only be known to the DM, but it absolutely must exist within the context of the campaign.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
If the God is so important to a cleric, how come they choose a Domain as part of the class features and not a God directly? Why is it the feature says "Choose a Domain, at the back there is a list of Gods associate with each domain." and not the reverse? The domain is way more important to a Cleric than the Deity.
If the God is so important to a cleric, how come they choose a Domain as part of the class features and not a God directly? Why is it the feature says "Choose a Domain, at the back there is a list of Gods associate with each domain." and not the reverse? The domain is way more important to a Cleric than the Deity.
That is, because the mechanics of the subclasses are domain specific. This gives maximum flexibility for different pantheons and deities.
If the God is so important to a cleric, how come they choose a Domain as part of the class features and not a God directly? Why is it the feature says "Choose a Domain, at the back there is a list of Gods associate with each domain." and not the reverse? The domain is way more important to a Cleric than the Deity.
That is, because the mechanics of the subclasses are domain specific. This gives maximum flexibility for different pantheons and deities.
So it's almost like - A Cleric doesn't need a God because they are focused on the Domain and its tenants.....
If the God is so important to a cleric, how come they choose a Domain as part of the class features and not a God directly? Why is it the feature says "Choose a Domain, at the back there is a list of Gods associate with each domain." and not the reverse? The domain is way more important to a Cleric than the Deity.
That is, because the mechanics of the subclasses are domain specific. This gives maximum flexibility for different pantheons and deities.
So it's almost like - A Cleric doesn't need a God because they are focused on the Domain and its tenants.....
And their focus on the Domain and its tenets (tenants are renters ;p) is why a deity chooses to grant the Cleric their powers.
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Not at all, godless religions exist throughout human history from pantheism to animism to atheo-satanism. The defining characteristic of clerics is their faith in a higher power. That power doesn't necessarily have to be a god. A knowledge cleric for instance might be someone who's so wholly devoted to scientific skepticism that they can draw spells directly from the divine power of their own thirst for knowledge.
My fun is not wrong. If my character wants to worship a mountain range or a river as a god then why not? D&D stands for Dungeons&Dragons, not “Dos&Don’ts.”
And there's nothing wrong with that! Congratulations, you just brought a deity into existence through your devotion! :3
No, that’s up to the DM. There is no rule that says deities have to exist in a game, and there’s no rule that says clerics can’t exist in a game without deities.
I would think that the Cleric Class details are perfectly clear in why that is categorically false. Clerics serve a powerful entity. Clerics receive their powers directly from said entity, and the entity has full control over the ongoing decision to continue empowering their Cleric.
The Cleric does not have to know they are serving an entity. Sposta is free to worship the oceans/mountains, and an entity aligned with the ideals behind that worship is free to grant & revoke power to Sposta's Cleric without ever needing to make themselves known.
Like I said earlier, there is near-infinite room for defining the circumstances of a particular Cleric, in a particular world, serving a particular entity. The details of that entity need only be known to the DM, but it absolutely must exist within the context of the campaign.
ooooh except over 7 Entire paragraphs in one book alone that disagree with you.
Not at all, godless religions exist throughout human history from pantheism to animism to atheo-satanism. The defining characteristic of clerics is their faith in a higher power. That power doesn't necessarily have to be a god. A knowledge cleric for instance might be someone who's so wholly devoted to scientific skepticism that they can draw spells directly from the divine power of their own thirst for knowledge.
No, that's how paladins work - paladins are powered by their own belief and confidence in said belief. Clerics genuinely tap some powerful wossname for power (unlike Warlocks, by the way - memes you've heard on the internet to the contrary, it's 100% consistent with Warlocks for the patron to teach the Warlock how to use powers that don't tap the patron as a fuel source). That wossname need not be a true "deity", depending on your local definition of deity, but it needs to be approximately that powerful. A cleric can't be fueled by their pet frog, but they could be fueled by Cthulhu, even if Cthulhu's status means your setting's theologians insist he isn't a deity per se.
I'd say you can worship anything you want, from the ocean to the winds to O mighty pebble, but essentially someone somewhere is granting you spells wether you know who it really is or not. At minimum you have to choose a Domain though and be a conduit to some divine power.
Spellcasting: As a conduit for divine power, you can cast cleric spells.
I'd say you can worship anything you want, from the ocean to the winds to O mighty pebble, but essentially someone somewhere is granting you spells wether you know it or not. At minimum you have to choose a Domain.
Spellcasting: As a conduit for divine power, you can cast cleric spells.
Yes, that's a fair and valid point. A cleric need not know what is powering them, let alone consent to it. Perhaps they, by sheer coincidence, just keep furthering some god's will, so the god empowers them. There's no requirement a cleric worship or even hold in high regard their power source, it's just generally unlikely that a deity will bother empowering someone who doesn't even like them.
First things first, this is a case by case scenario. Not all players will want to branch off and pray to something other than a deity, and not all DMs will allow this. Thus, when a player approaches a DM about this, it is up to the duo to figure how this is going to work in the DM's world. Regardless, let's switch back to the topic of 'what if' a player wants to play a more philosphical or mystical cleric in DnD: for that, I would like to use a metaphor to explain how a DM or player can interpert it.
If a person was going to drink water, they have three ways they can drink it. They can drink it straight from the source, they can use an instrument like a straw to drink from the source, or they can use an storange container to hold the water like a cup.
1) Drinking straight from the water source is like if a cleric tried to gain magical prowresss by drawing from the raw energy the gods rely on by themself. For example, a life cleric may try to harness the esscence of life energy around them to better aid themself - so, they aren't drawing from a god per say, but they may be drawing from the same source a god might be.
2) Drinking from an instrument like a straw is similiar to clerics who pray to Gods that draw their power from some kinda of raw energy. So the players are provided magical powers, by a mediator of some sort. So the god the cleric prays to aren't really the source of the power, but still provide it in a way where the character can better utilize said power.
3) Drinking from a cup is the same as cleric who pray to a deity who is the full emobiment of a certain princpal or element. For example, a sun cleric could pray to the actual sun in the sky and gain powers from it. In this way, the deity that they are praying to is the actual source which the clerics draw from. Furthermore, this ties probably ties into earlier forms of religious beliefs in previous, emerging, tribal civilizations who prayed to the skies, lands, etc from which they would gain many benefits.
Overall, this is my way of seeing it and a way for other people to see it - there probably will be some backlash from this, but once again it is entirely up to DM and player to decide how they are going to run their game.
There's no escaping that the Cleric class entry is full of rules referencing your chosen deity, it's hard to pretend those aren't there. But, there is no particular narrative or mechanical benefit to taking this important decision away from a player. "I'm sorry, you can't be a Life Cleric who draws their divine strength from their own compassion, you have to worship Illmater, or you have to be another class like a Divine Soul Sorcerer" is.... I just don't see that as a valuable choice to take away from your player. D&D is not a game about letting other people tell you who you are and what you believe in.
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
Clerics absolutely require a deity; they literally are not Clerics without this.
That said, there's near-infinite room for choosing which deity to follow, and there's nothing stopping you from making one up (with DM approval, as always). Your Cleric could be the one-and-only Cleric of a deity that has just ascended to Godhood, or you can be a Cleric of a deity that you're not even aware actually exists.
Like you mentioned in Eberron, some religions have no known deity, but that doesn't mean a deity isn't involved. You could have a deity that desires a world in which their tenets are spread of the peoples' own volition, and the deity chooses to grant power to exceptional individuals that live & teach those tenets.
The full quote was: "No, a cleric doesn’t need to worship a god. Eberron has a couple religions that don’t have any kind of divine entity at all, and the gods of that setting (probably) don’t even actually exist."
But even if a cleric did need to 'worship' a god, there is nothing to say that a DM is required to say, in contexts like Eberron, that the god exists.
All we know for sure is that the magic comes from somewhere, but so does the magic for a variety of other spellcasters. We don't even need to say that a cleric believes. They might just respect the traditions and be going through the motions.
The original Cleric's of the 1970s-80s were never tied to religious belief, as per: "A cleric is a human character who is dedicated to serving a great and worthy cause. This cause is usually the cleric’s Alignment; for example, a cleric may be dedicated to spreading law and order. A cleric has good fighting skills, and can also learn to cast spells after gaining a Level of Experience. A first level cleric cannot cast any spells. In D&D games, as in real life, people have ethical and theological beliefs. This game does not deal with those beliefs. All characters are assumed to have them, and they do not affect the game. They can be assumed, just as eating, resting, and other activities are assumed, and should not become part of the game." ... and yet, in regard to belief values, the basic set continued with: "A cleric cannot use any weapon with a sharp edge; this is forbidden by the cleric’s beliefs!" Only internal bleeding is allowed!
Most (setting dependent) would be granted that access through an intermediary, a god.
Is that strictly required? That'll be setting dependent also, and up to DMs and all that. Maybe they decide the only way for mortals to channel divine power is with a god's help. Maybe they decide there are no real gods and anyone with sufficient training can channel divine power. Who knows.
There are two distinct types of magic differentiated by how they access the Weave: Arcane magic and Divine magic.
The Weave of Magic ... All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on an understanding—learned or intuitive—of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or the sacred weight of a paladin’s oath.
Looking closer at the RAW of PHB regarding the different classes that use Divine magic, the following seems to be true:
Clerics seem to get their power from the gods, although the description relies on the assumption that Divine magic is magic from a deity "Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling ... As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody."
Druids gain their spells from gods or forces of nature "Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity."
Paladins attain their power from either commitment to an oath, a god, or both "Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god."
Rangers seem to gain their magical power through forces of nature, but might potentially also get it through a deity "Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does."
Reading the description of Divine magic put forth in the column about the Weave of Magic, it seems to me that the PHB puts 'forces of nature' and 'a paladin's oath' at the same level of divine influence as that of a god. I am not sure how this is officially explained and I'm curious. If anyone knows where I can find that information please let me know.
Edit: Regarding whether or not you can be a cleric that prays to and gain powers from something that is not a god, I'd say "no" as per RAW. Sure you might be part of a church that worships a demonic or celestial being, and you might fashion yourself as a cleric, but mechanics-wise you'd probably be a warlock. Flavor-wise, crazy cult members can act as a clerical group, and they might even believe they are, but mechanically they would be warlocks if their powers were granted to them by a being other than a god. Unless you decide that's not how the rules work at your table of course.
No, that’s up to the DM. There is no rule that says deities have to exist in a game, and there’s no rule that says clerics can’t exist in a game without deities.
Absolutely! I always find it useful to have clerics worship gods, but a cleric that worships something else is totally fine (it even says so in the DM's Guide!). However, a cautionary note: If you want your cleric to worship a non-god, make him worship some abstract principal, and be wary of stepping on the toes of Warlocks. Most arch-devils are in warlock territory, with the one exception being Asmodeus, who is sufficiently powerful to be a cleric deity as well as a warlock patron.
My campaign world has no gods at all, but it still has clerics. They worship “Immortals” in the same way as FR Clerics worship gods, but the Immortals are not themselves gods.
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The section there on "Creating a Cleric" is a guide for players, not a rule. The comparable section for fighters says to ask where you got your training. Your argument here is that every single fighter must have been trained; there's no room in your world for self-taught fighters, and you deny any player who wants to be a prodigy to whom these things come naturally. If your response here is "yes, that's correct, without training you literally cannot be a fighter, play a barbarian instead," then I applaud your consistency, but it's a position that will be rejected by most people playing the game and by most of the people who designed the game.
I would think that the Cleric Class details are perfectly clear in why that is categorically false. Clerics serve a powerful entity. Clerics receive their powers directly from said entity, and the entity has full control over the ongoing decision to continue empowering their Cleric.
The Cleric does not have to know they are serving an entity. Sposta is free to worship the oceans/mountains, and an entity aligned with the ideals behind that worship is free to grant & revoke power to Sposta's Cleric without ever needing to make themselves known.
Like I said earlier, there is near-infinite room for defining the circumstances of a particular Cleric, in a particular world, serving a particular entity. The details of that entity need only be known to the DM, but it absolutely must exist within the context of the campaign.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
If the God is so important to a cleric, how come they choose a Domain as part of the class features and not a God directly? Why is it the feature says "Choose a Domain, at the back there is a list of Gods associate with each domain." and not the reverse? The domain is way more important to a Cleric than the Deity.
That is, because the mechanics of the subclasses are domain specific. This gives maximum flexibility for different pantheons and deities.
So it's almost like - A Cleric doesn't need a God because they are focused on the Domain and its tenants.....
And their focus on the Domain and its tenets (tenants are renters ;p) is why a deity chooses to grant the Cleric their powers.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Not at all, godless religions exist throughout human history from pantheism to animism to atheo-satanism. The defining characteristic of clerics is their faith in a higher power. That power doesn't necessarily have to be a god. A knowledge cleric for instance might be someone who's so wholly devoted to scientific skepticism that they can draw spells directly from the divine power of their own thirst for knowledge.
ooooh except over 7 Entire paragraphs in one book alone that disagree with you.
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No, that's how paladins work - paladins are powered by their own belief and confidence in said belief. Clerics genuinely tap some powerful wossname for power (unlike Warlocks, by the way - memes you've heard on the internet to the contrary, it's 100% consistent with Warlocks for the patron to teach the Warlock how to use powers that don't tap the patron as a fuel source). That wossname need not be a true "deity", depending on your local definition of deity, but it needs to be approximately that powerful. A cleric can't be fueled by their pet frog, but they could be fueled by Cthulhu, even if Cthulhu's status means your setting's theologians insist he isn't a deity per se.
I'd say you can worship anything you want, from the ocean to the winds to O mighty pebble, but essentially someone somewhere is granting you spells wether you know who it really is or not. At minimum you have to choose a Domain though and be a conduit to some divine power.
Spellcasting: As a conduit for divine power, you can cast cleric spells.
Yes, that's a fair and valid point. A cleric need not know what is powering them, let alone consent to it. Perhaps they, by sheer coincidence, just keep furthering some god's will, so the god empowers them. There's no requirement a cleric worship or even hold in high regard their power source, it's just generally unlikely that a deity will bother empowering someone who doesn't even like them.
First things first, this is a case by case scenario. Not all players will want to branch off and pray to something other than a deity, and not all DMs will allow this. Thus, when a player approaches a DM about this, it is up to the duo to figure how this is going to work in the DM's world. Regardless, let's switch back to the topic of 'what if' a player wants to play a more philosphical or mystical cleric in DnD: for that, I would like to use a metaphor to explain how a DM or player can interpert it.
If a person was going to drink water, they have three ways they can drink it. They can drink it straight from the source, they can use an instrument like a straw to drink from the source, or they can use an storange container to hold the water like a cup.
1) Drinking straight from the water source is like if a cleric tried to gain magical prowresss by drawing from the raw energy the gods rely on by themself. For example, a life cleric may try to harness the esscence of life energy around them to better aid themself - so, they aren't drawing from a god per say, but they may be drawing from the same source a god might be.
2) Drinking from an instrument like a straw is similiar to clerics who pray to Gods that draw their power from some kinda of raw energy. So the players are provided magical powers, by a mediator of some sort. So the god the cleric prays to aren't really the source of the power, but still provide it in a way where the character can better utilize said power.
3) Drinking from a cup is the same as cleric who pray to a deity who is the full emobiment of a certain princpal or element. For example, a sun cleric could pray to the actual sun in the sky and gain powers from it. In this way, the deity that they are praying to is the actual source which the clerics draw from. Furthermore, this ties probably ties into earlier forms of religious beliefs in previous, emerging, tribal civilizations who prayed to the skies, lands, etc from which they would gain many benefits.
Overall, this is my way of seeing it and a way for other people to see it - there probably will be some backlash from this, but once again it is entirely up to DM and player to decide how they are going to run their game.
There's no escaping that the Cleric class entry is full of rules referencing your chosen deity, it's hard to pretend those aren't there. But, there is no particular narrative or mechanical benefit to taking this important decision away from a player. "I'm sorry, you can't be a Life Cleric who draws their divine strength from their own compassion, you have to worship Illmater, or you have to be another class like a Divine Soul Sorcerer" is.... I just don't see that as a valuable choice to take away from your player. D&D is not a game about letting other people tell you who you are and what you believe in.
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I'm going to make this way harder than it needs to be.
The full quote was: "No, a cleric doesn’t need to worship a god. Eberron has a couple religions that don’t have any kind of divine entity at all, and the gods of that setting (probably) don’t even actually exist."
But even if a cleric did need to 'worship' a god, there is nothing to say that a DM is required to say, in contexts like Eberron, that the god exists.
All we know for sure is that the magic comes from somewhere, but so does the magic for a variety of other spellcasters.
We don't even need to say that a cleric believes. They might just respect the traditions and be going through the motions.
The original Cleric's of the 1970s-80s were never tied to religious belief, as per:
"A cleric is a human character who is dedicated to serving a great and worthy cause. This cause is usually the cleric’s Alignment; for example, a cleric may be dedicated to spreading law and order. A cleric has good fighting skills, and can also learn to cast spells after gaining a Level of Experience. A first level cleric cannot cast any spells.
In D&D games, as in real life, people have ethical and theological beliefs. This game does not deal with those beliefs. All characters are assumed to have them, and they do not affect the game. They can be assumed, just as eating, resting, and other activities are assumed, and should not become part of the game."
... and yet, in regard to belief values, the basic set continued with:
"A cleric cannot use any weapon with a sharp edge; this is forbidden by the cleric’s beliefs!"
Only internal bleeding is allowed!
All clerics are conduits of divine power.
Most (setting dependent) would be granted that access through an intermediary, a god.
Is that strictly required? That'll be setting dependent also, and up to DMs and all that. Maybe they decide the only way for mortals to channel divine power is with a god's help. Maybe they decide there are no real gods and anyone with sufficient training can channel divine power. Who knows.
I got quotes!
There are two distinct types of magic differentiated by how they access the Weave: Arcane magic and Divine magic.
Looking closer at the RAW of PHB regarding the different classes that use Divine magic, the following seems to be true:
Clerics seem to get their power from the gods, although the description relies on the assumption that Divine magic is magic from a deity
"Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling
...
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody."
Druids gain their spells from gods or forces of nature
"Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity."
Paladins attain their power from either commitment to an oath, a god, or both
"Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god."
Rangers seem to gain their magical power through forces of nature, but might potentially also get it through a deity
"Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does."
Reading the description of Divine magic put forth in the column about the Weave of Magic, it seems to me that the PHB puts 'forces of nature' and 'a paladin's oath' at the same level of divine influence as that of a god. I am not sure how this is officially explained and I'm curious. If anyone knows where I can find that information please let me know.
Edit:
Regarding whether or not you can be a cleric that prays to and gain powers from something that is not a god, I'd say "no" as per RAW. Sure you might be part of a church that worships a demonic or celestial being, and you might fashion yourself as a cleric, but mechanics-wise you'd probably be a warlock. Flavor-wise, crazy cult members can act as a clerical group, and they might even believe they are, but mechanically they would be warlocks if their powers were granted to them by a being other than a god. Unless you decide that's not how the rules work at your table of course.