Publisher: The ArcverseThis special bundle contains the following titles:Ten Cleric Crisis of Faith EncountersRegular price: 0Bundle price: 0Format: PDFDM Essentials #163: Ten Cleric Crisis of Faith Encounters
In most games, clerics are healbots and holy blasters. Prayers work. Spells land. The god always answers.
But faith is not certainty. It is believing when there is no proof, praying when no answer comes, blessing the dying when the blessing does nothing. Every cleric faces the dark night of the soul – the moment when the god feels absent, the spells falter, and the calling feels like a lie.
DM Essentials #163 gives you ten ways to make that crisis of faith a living presence in your game – not as a mechanical penalty, but as a story about doubt, silence, and the courage to keep believing when the god does not speak. The altar is cold. The prayers echo. Will the party help the cleric find their way back?
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The Cleric...Ten Cleric Death Domain EncountersRegular price: 0Bundle price: 0Format: PDFDM Essentials #166: Ten Cleric Death Domain Encounters
In most games, death is a condition. A saving throw. A healing word. A spell slot to bring someone back.
But for a death domain cleric, death is not an enemy. It is a transition. A door. A duty. They comfort the dying, guide the restless, and ensure that the dead are properly sent to whatever waits beyond. They are not evil. They are not morbid. They are necessary.
DM Essentials #166 gives you ten ways to make the death domain feel like a sacred, urgent presence at your table – not as a grim reaper archetype, but as an undertaker, a grief counsellor, and a spirit detective all in one. The ghost points at a house. The corpse sits up in the morgue. The grave is empty. Will the party help the cleric lay the restless to rest?
What's In...Ten Cleric Divine Intervention EncountersRegular price: 0Bundle price: 0Format: PDFDM Essentials #170: Ten Cleric Divine Intervention Encounters
In most games, divine intervention is a reward. A miracle that saves the day. A sign that confirms the cleric is on the right path.
But a miracle is not a gift. It is a command. When the god intervenes directly, the cleric is no longer a servant – they are a tool. The miracle demands a response: a journey, a sacrifice, a confrontation. There is no refusing the divine. There is only obedience or ruin.
DM Essentials #170 gives you ten ways to make divine intervention feel like a real burden at your table – not as a reward, but as a test of faith, free will, and the cost of being chosen. The voice is in the storm. The statue weeps blood. The hands glow with unwanted healing. Will the party help the cleric understand what the god...Ten Cleric Exile EncountersRegular price: 0Bundle price: 0Format: PDF
DM Essentials #171: Ten Cleric Exile Encounters
In most games, exile is a backstory. A line on a character sheet: "I was cast out of my temple." Then forgotten.
But exile is not a backstory. It is a wound that never fully heals. A cleric cast out by their temple, fleeing corruption, or walking away because they no longer recognise the institution they once served carries a weight that does not fade. The god may still speak. The community no longer listens.
DM Essentials #171 gives you ten ways to make exile feel like a living, breathing presence at your table – not as a footnote, but as a wound that shapes everything the cleric does. The holy symbol still hangs around their neck. The temple spires are visible on the horizon. The road stretches forward. Will the party help the exile fi...Ten Cleric Heretic Hunt EncountersRegular price: 0Bundle price: 0Format: PDF
DM Essentials #169: Ten Cleric Heretic Hunt Encounters
In most games, heretics are easy villains. They worship the wrong god. They preach forbidden doctrine. They get burned at the stake, and the party moves on.
But heresy is never that simple. Sometimes the heretic is a visionary who sees what the temple refuses to see. Sometimes they are a scapegoat, blamed for political convenience. And sometimes – just sometimes – the temple is the one that has lost its way.
DM Essentials #169 gives you ten ways to make heretic hunts feel like real moral crises at your table – not as simple monster hunts, but as tests of conscience, loyalty, and faith. The book is burning. The inquisitor is doubting. The childhood friend is hiding in the cellar. Will the party hunt the heretic – or protect them?
...Ten Cleric Relic Seeker EncountersRegular price: 0Bundle price: 0Format: PDFDM Essentials #168: Ten Cleric Relic Seeker Encounters
In most games, relics are magic items with a holy paint job. A bone that glows. A chalice that heals. A sword that does extra damage against undead.
But a relic is never just an object. It is an anchor of faith – a fragment of the divine made tangible. It carries the weight of a saint's sacrifice, the prayers of generations, and the desperate hope of the faithful. And it attracts thieves, forgers, and the obsessed.
DM Essentials #168 gives you ten ways to make relic seekers feel like real, conflicted pilgrims at your table – not as treasure hunters, but as people whose faith is built on fragments that may or may not be real. The bone is in the velvet case. The chalice heals – but drains life. The tomb is open, and the guardian is co...Ten Cleric Temple Politics EncountersRegular price: 0Bundle price: 0Format: PDF
DM Essentials #167: Ten Cleric Temple Politics Encounters
In most games, the temple is a safe place. Healing. Quests. A friendly priest who sends you to kill rats in the cellar.
But temples are human institutions – with all the greed, ambition, and cruelty that entails. Priests scheme for power. Donors buy influence. The poor are turned away while the wealthy receive private blessings. The god watches. The god does not always intervene.
DM Essentials #167 gives you ten ways to make temple politics a living, breathing obstacle at your table – not as a distraction, but as a test of faith, courage, and moral clarity. The donation logs are empty. The confessional is a blackmail tool. The council meets behind closed doors. Will the party help the cleric expose the rot – or become part of i...Ten Cleric War Priest EncountersRegular price: 0Bundle price: 0Format: PDFDM Essentials #165: Ten Cleric War Priest Encounters
In most games, war clerics are combatants with a holy flavour. Bless. Smite. Heal. Repeat.
But serving a god of battle is not a simple matter of swinging a mace with divine approval. The war priest must bless the blade that will kill, pray over the dying while the fight still rages, and carry the weight of every soldier who fell under their watch. Their god demands blood – sometimes the enemy's, sometimes their own.
DM Essentials #165 gives you ten ways to make the war priest feel like a real, conflicted presence at your table – not as a holy warrior archetype, but as a spiritual leader on a killing field, struggling with moral injury, holy violence, and the silence of a god who may not be good – just hungry.
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The Cler...Total value:0Special bundle price:0Savings of:0 (33%)Price: $23.92
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