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In 5e D&D there is nothing RAW that specifies what happens when a cleric loses their faith. It's up to DM discression. Most DMs would impose they lose their spellcasting ability is my guess. It would be different for every table.
Paladins can lose their oaths, but will get Oathbreaker instead
Cleric would have to switch Gods, which Shadowheart does, going from Shar to Selune depending on what happens
You can RP switching your God by Re-speccing with Withers
But in tabletop DnD, that can fully happen where you lose your powers from drifting from or pissing off, your god
How exactly it works is up to the GM though
It came at the cost of character building choice, rewarding smart teamwork and consequences for actions. (advantage/disadvantage and having one cancel out any number of others was a big step down vs solid numerical bonuses/penalties)
As far as simplifying to the point anyone could understand it it goes they succeeded.
There is a reason a lot of old school vets call this edition "babies first DND".
And they aren't wrong, even my 5 year old can build a character and understand it.
Problem is if you played the older systems or have played any of the systems that came out of them (pathfinder 1-2, the new DC 20 system etc..) you really feel constrained by what was lost and most characters of the same class feel very samy after a little bit.
5th edition is also among the most rules light versions they have ever made & the lightest when it comes to guidance for the game master running things compared to older editions and their spin offs.
At the same time they also changed a lot concerning how the gods interact with the world and the clerics.
You can literally have a "good deity" keep empowering a homicidal maniac so long as that person has faith in them and believes they are doing it for reasons the god would like because the rules for it are now bare bones compared to what they used to be.
As a result what one table rules will likely vary wildly from another when it comes to a lot of things & GM's have to home brew/house rule a ton of things.
In Pathfinder Kingmaker\WotR you can still lose your powers if you change alignment too much as a Cleric\Paladin or Monk. Maybe some other classes too.
Also, what other recent DnD games? Solasta?
fully up to DM and players to figure it out together, as Popsicles said this usually entails loss of spellcasting or some other limitations upon it and other class features or not being able to gain fruther levels in the class(es) until resolving it all but again, no official rules dictating what should happen
for BG3, larian, as the "DMs", made it so SH gets picked up by another deity and for the player they didnt bother implementing anything, go nuts
personally i prefer it this way, makes dealing with divine casters across the canon of the setting a bit messy but gives players and their DMs a good deal of freedom, and i also prefer the idea of classes like clerics and warlocks simply keeping whatever they already got, no take backsies
If a paladin betrays their Oath, they go Oathbreaker, or restore it.
A cleric needs *a* deity to grant their spells, but they can switch deities, like Ketheric did. (as well as SH).
The thing is, that switch might also require them changing their alignment (not used in BG3) and changing their domain (not really implemented in BG3, which doesn't even have most of the 5E domains without mods).
But if they piss off their deity, they might start withholding spells or not granting divine intervention - as said, it's up to their DM - but they can't go totally faithless. If they give up one god, they have to find another.
could justify it as since wyll's patron is a devil and gave him powers via a contract that him losing powers was part of the contract and it would not happen normally to most other warlocks, least not in the same way
correct
again, not really, least not officially
there are simply no official provisions for losing levels or whole ass class features tho i imagine most people who bother to RP a cleric/warlock who lost favor with their deity/patron did so with the intention of getting some sort of penalty for it which they figure out with their DMs how to apply it
You can't pick any of the Dead Three or Umberlee at character creation and you can only be a Shar cleric if you are playing Shadowheart and those are the only gods you can directly oppose.
Other gods might not be entirely happy with some of your actions but given the threat of the Absolute they are reserving judgement until that matter is resolved.
What Laran does kinda skirt over is the point that in the Forgotten Realms (unlike some other D&D settings) druids, paladins and rangers all need a deity for their magic as well, since in Toril divine magic must be channelled through a deity. I mean, nothing in the game contradicts this (and the Emerald Grove druids talk about Silvanus a lot) but it doesn't make you pick a patron deity during character creation for those classes. Which is a shame I think.
Exactly that. A warlock doesn't lose their powers if they break with their patron by default but a patron certainly could work that into the contract if they are so minded and devils would be likely to do so.
For clerics, it's certainly implied that they're expected to behave in accordance with their deity's precepts; but unlike, say, Paladins, there's no formal rules for removing class abilities or changing subclass. There *used* to be formal rules (and, say, an "Atonement" spell with vague guidelines about what might be required) about such things in earlier editions, but 5E dropped those.