Religious Quests for Divine RPG Characters

tempest cleric with lightning hammer and divine smite

Many divine classes such as clerics, paladins, druids or anyone with the acolyte background are often required to undertake tasks to prove their devotion to their deity. As GM, work with your players so that you can tailor the quest to their unique character. The focus should be a test of spiritual strength and commitment to whatever beliefs the character holds.

We’ve put together a list of quests with a variety of approaches you can use to fill out the character’s spiritual needs. As the GM, you can work the player to tie this divine quest into the story in a way that can lead to character growth and powerful storytelling moments. These quests come in all shapes and sizes. Get creative based on the spiritual beliefs of each character. These quests can be sent to the character via their temple, cult leader, messenger of the gods, vision or any other form that is suitable to your story and campaign setting.

Recover a secret that a former devout person took to the grave with them.

The character has been tasked with recovering information that only a single person has. The problem is, that person died hundreds of years ago. Their corpse has since turned to ash. The only way to gain the information is for the character to die, and find the soul that possesses the knowledge they seek. The character is resurrected but must return within ten days or the spell will not return their soul to their flesh. Failure puts the character in a place of unfavor with the one they worship.

Cripple an organization that exploits the natural world.

Prime candidates are those that destroy natural resources. A voracious logging consortium that destroys trees, an alchemists guild polluting rivers, or a vicious hunting lodge that is overhunting beasts for sport. The world requires a level of balance, and an organization has taken action that tips that balance into decay and scarcity. The character must achieve this by uncovering reliable information and documentation that proves the organization’s back alley deals and exploitation.

Enter a portal to a dark dimension and collect samples of flora and fauna.

Once every hundred years, the main gate of a cemetery becomes a dark portal to a realm of shadow and dark miasma. The character must enter and study the strange creatures and plants living there. Many believe this to be the realm that touches dreams to create nightmares. The character must explore and gain an understanding of the realm's connection to the material world through dreams. The gate is only open for 24 hours. The character must work quickly, before the portal closes and leaves them trapped for a hundred years.

A vision reveals two fates.

The vision received reveals two possible fates of a young man. In one vision he dies during a village raid and is killed due to the negligence of adventurers trying to protect the area. Though the adventurers are obscured and shadowed in the vision. In the second, he survives the raid and becomes a powerful figure in the world. His unwise decision will doom thousands of people in a catastrophic event. The character must locate this man, befriend him, and attempt to understand his unique circumstance. They must do what they can to ensure his accident, protect him, or attempt to influence him in a way that his decisions don’t lead to the destruction of thousands.

Reinforce the barrier.

The character must collect rare materials necessary to reinforce a weakening protection barrier. These materials cannot be found in a city’s marketplace or via simple merchants. A significant journey is necessary to obtain them. The resource could be that of a beholder’s eye, the fangs of a dragon, or the capturing and imprisonment of a powerful creature from another plane. Whatever material is needed, it is a great challenge to the character and their faith.

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