What I understand is this - in the default Great Wheel cosmology, all the different gods hang out in the Outer Planes, and reach forwards from the appropriate outer planes to the Material Plane to grant magic. It doesn't matter which Material Plane you're on, or if you're in the Elemental Planes or the Nine Hells. Gods can reach you in any of them.
That said, in some settings, like Dark Suns, you might be completely cut off from the Astral and Outer Planes, and no divine magic can reach from the gods above to this plane. So, don't take it as complete gospel.
And, of course in many homebrew settings, the cosmology might be completely different, so you'll have to ask your DM there.
What I understand is this - in the default Great Wheel cosmology, all the different gods hang out in the Outer Planes, and reach forwards from the appropriate outer planes to the Material Plane to grant magic. It doesn't matter which Material Plane you're on, or if you're in the Elemental Planes or the Nine Hells. Gods can reach you in any of them.
A few nitpicks: deities don't necessarily have to be in the outer planes. The DMG talks a little bit about this in Chapter 1:
Lesser deities are embodied somewhere in the planes. Some lesser deities live in the Material Plane, as does the unicorn-goddess Lurue of the Forgotten Realms and the titanic shark-god Sekolah revered by the sahuagin. Others live on the Outer Planes, as Lolth does in the Abyss. Such deities can be encountered by mortals.
Also, there's only one Material Plane in 5e. (The concept of multiple "worlds" is still there, but they all share the same Material Plane.)
Anyways, there's no rules in the core books that change how a cleric's spellcasting works when they travel between planes. As Mephista said, individual settings can have their own rules.
If by world you mean a different existence like eberron then you would be cut off from your god because this existence has its own gods and yours has no power there but you could say that a god who shared a sphere of influence may adopt you while youre there.
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If a cleric goes to a new world do they have to adapted to that worlds Gods or do they bring thier Gods with them like American Gods?
What I understand is this - in the default Great Wheel cosmology, all the different gods hang out in the Outer Planes, and reach forwards from the appropriate outer planes to the Material Plane to grant magic. It doesn't matter which Material Plane you're on, or if you're in the Elemental Planes or the Nine Hells. Gods can reach you in any of them.
That said, in some settings, like Dark Suns, you might be completely cut off from the Astral and Outer Planes, and no divine magic can reach from the gods above to this plane. So, don't take it as complete gospel.
And, of course in many homebrew settings, the cosmology might be completely different, so you'll have to ask your DM there.
Also, there's only one Material Plane in 5e. (The concept of multiple "worlds" is still there, but they all share the same Material Plane.)
Anyways, there's no rules in the core books that change how a cleric's spellcasting works when they travel between planes. As Mephista said, individual settings can have their own rules.
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If by world you mean a different existence like eberron then you would be cut off from your god because this existence has its own gods and yours has no power there but you could say that a god who shared a sphere of influence may adopt you while youre there.