Allies within the cleric's aura gain a +1 to hit and damage with melee weapons, and a +1 bonus to AC.
After the cleric touches a creature, it gains a +1 bonus to its next saving throw or stat check (strength, dex, etc.). The bonus must be used on the next save or check. The bonus increases to +2 if cast in the presence of the gods (a consecrated ground or temple), and +3 if holy oil is used in the casting. Using holy oil, or an equivalent, outside of consecrated grounds does not confer a greater bonus.
Allies within the cleric's aura gain a +1 bonus to hit with missile weapons, a -1 bonus to initiative, and advantage on any dexterity checks or saves.
Any natural creature touched is calmed from an agitated sate. The more agitated, the longer it takes. Monsters and people are not affected, nor are magical or semi-magical creatures.
Malkis clouds the minds of those his clerics speak to, giving them advantage or disadvantage on any checks, saves, or opposed rolls that have to do with their judgement (in favor of believing the cleric).
Example: Annabel, a cleric of Malkis, is trying to convince a farmer that his chickens have run off, when in reality she has stolen them. Any check the farmer makes with regards to determining the truth or trusting Annabel is made at advantage or disadvantage (more likely to believe Annabel).
Example: Annabel watch bandits murder and loot a traveler on the road. She finds the nearest law enforcement officer and reports the crime accurately. If the LEO needs to make a check to trust her or believe her story, he has advantage or disadvantage (more likely to believe her).
The cleric commands a target, who must understand them, to perform an action clearly outlined by a single word. The target makes a willpower save vs the caster's charisma. If they fail, they must follow the command for up to 1 minute; if they succeed, they are immune to this blessing for the next 24 hours.
Commands of self harm are ignored and commands are followed to the best of the character's ability. Commanding one's enemy to sleep would likely result in them laying on the ground quite awake for a minute.
Examples of workable commands: Retreat, grovel, flee, dance, halt, fall, disarm. These are all clear and unequivocal.
Examples of commands that should be avoided: Drop - does the creature drop, or do they drop what they are holding? Betray - Who is to be betrayed, and how? Are they to be attacked, or secrets spilled? Attack - doesn't specify a target, so it might be the closet person, or someone they were already attacking, or someone else all together. Throw - without specifying where or how hard, that could go anywhere.
The cleric touches a wound of 5hp or less and heals it by 1hp for every minute of casting. Wounds of greater than 5hp cannot be healed by this blessing. Like all healing spells, Cure Light Wounds produces a soft blue light at the sight of the wound as it heals.
The cleric becomes aware of all magical residue left behind by spellcasting. Physical residue is not made apparent unless it is also magical.
Example: This spell would not make the cleric aware of the residue left behind by Cloud of Fog (smell of split-pea soup), but it would make the cleric aware of the lightly magical bark from Bark Skin.
The cleric consecrates a small statue of the goddess, which increases the chances of conception when the totem is nearby. The cleric can also create the inverse, an Infertility Totem, that prevents conception.
Allies within the cleric's aura using melee weapons gain a +1 bonus to damage, have their critical range increased by 1, and have advantage on any strength or constitution saves or checks. Most creatures score critical hits on natural 18s+ that clear by 5, so under the effect of this chant they would score critical hits on natural 17s+ that clear by 5.
The cleric knows how long a creature's natural lifespan is, and how close they are to the end of it. A creature's natural lifespan may change over time. For example, a healthy person aged 20 with a lifespan of 80 years may contract a fatal case of pneumonia. This would reduce their natural lifespan to a few days/weeks. If the disease were cured, the natural lifespan would increase again. Similarly, a wounded and dying person may have a natural lifespan of a few minutes, but should they receive medical care and recover, their natural lifespan would be long again.
Once per minute while channeling this blessing, the cleric may change the result of any die roll affecting an ally of the caster by 1 in either direction. This effect can be declared after the success or failure of the roll is determined. This change affects the natural die roll, so a natural 19 could become a natural 20, or via versa.
Example: Claire the Cleric of Tempos is channeling Secure Fate during a combat round. One of her allies makes an attack against the enemy, rolling a 14 to hit - which misses. Claire isn't sure of what her ally needed to hit, so she does not apply the effect here. Later that round, an enemy attacks Claire, rolling a 17 to hit against her AC of 17. Claire uses the blessing of Secure Fate to alter the roll against her by -1, causing the attack to miss.
The cleric puts a willing creature into a restful sleep. An unwilling creature may make a saving throw to avoid the effects. The target of the blessing needs to be in contact with the cleric for the duration of the casting time.
A willing or unconscious creature that is touched by the cleric for the full casting time dies. This ability requires direct skin contact between the cleric and the target. The spot where the cleric touched the person is unmistakably marked with a discolored spot in the shape of the symbol of Voraci. Creatures that are conscious and unwilling cannot be affected.
For many reasons, it is important that creatures killed in this manner are clearly identifiable as having been slain by a cleric of Voraci. Attempting to obfuscate the symbol through mutilation will draw the ire of Voraci. Should any of the cleric's friends or allies attempt to hide the mark when the cleric's back is turned, the cleric will be alerted to their actions by their goddess, with the expectation of setting things right.
Through chanting and channeling their deity's power, the cleric can attempt to turn back any undead and force it to flee beyond the cleric's aura. To determine if an undead can be affected, imagine the cleric as a brilliantly lit beacon. If the light from the cleric would touch an undead, it would be affected. Solid walls (stone, wood, etc.) will block this effect, but soft walls (fabric, leaves, transparent materials) will not.
To actually turn the undead, the cleric makes an opposed willpower check to the assembled undead. This check is made with a +2 bonus for every level beyond the first they have achieved. The undead make one group roll using the willpower score of their owner if they have one, or with a score of 10 if they are mindless or free. Like the cleric, the undead get a +2 bonus for each hit die beyond their first, or for each level beyond the first their owner has. If there are undead of different levels of hit dice, this will result in varying levels of success.
Example: Tallfort the unwise is facing off against a dozen skeletons (1hd), five ghouls (2hd), and a ghost (5hd) when he attempts to turn undead. Tallfort, a 2nd level cleric with 9 willpower, rolls 1d20+11 => for a modified result of 19. The undead are mindless and roll 1d20+10 => for a modified result of 17. The skeletons are only 1 hit die, so they keep the roll of 17 and are turned. The ghouls gain a +2 for their hit dice and take a result of 19, which Tallfort meets or beats, so they are turned too. The ghost has a +8 to the roll for a total of 25 and remains. Tallfort would be wise to leave while the going is good.
Undead once turned will retreat to a safe distance for as long as the chant continues. Those not turned are immune to that cleric's turn undead chant until the next sunrise. If the cleric forces an undead into their aura, the chant loses power and ceases to function until sunrise.
The cleric changes the velocity of the wind in a limited area by 2 categories. Still -> Breeze -> Wind -> Strong Wind
Those standing opposed to servants of the cleric's deity must make fear saves or fight at -1 to hit, damage, and AC.
Symbolic allies of the cleric gain a +1 to AC, saves, and reduce all incoming damage by 1 per die. If damage is reduced to 0, any effects of the spell still take affect.
Example: A spell that deals 2d4 damage and slow the target would instead do 2d4-2 damage and slow the target, even if that damage was 0.
As the cleric blesses an area with their symbol, an ointment, and their divine words, it takes on holy properties. Each casting of consecrated ground covers a 10' x 10' area, but the effects will not take place until a whole "room" has been consecrated. A large room will take many castings to complete. For example, a 30' x 30' room would take 90 minutes and require 9 times the amount of anointment. Once a room has been consecrated, three major effects take place.
Any creature within the area is blessed (see the blessing "Bless") for as long as they stay in the area. The bonus from this bless is +1 and refreshes when it is lost. The moment the character steps out of the consecrated ground, this blessing is lost. A cleric casting bless receives the benefit for being within the consecrated ground when in this area.
The second effect is to repel undead. Mindless undead will naturally avoid the area, as will bound undead not specifically told to enter it. Those that do enter the consecrated grounds suffer 1 point of damage per round for ever other level the caster has achieved. At 3rd level they take 2, at 5th they take 3, at 7th they take 4, etc.
The last major effect is to act as a barrier on the ethereal plane, strictly preventing ethereally shifted creatures from traveling through the ground. Typically when a building is consecrated, the walls are as well, making them impassible by ethereal creatures, even if the walls are only made of wood.
The area of consecration must be kept clean and treated with due respect if it is to keep its consecration.
The cleric blesses a vessel that will spill endless clean water as long as the caster channels and touches the vessel. Must be filled with clean water to start.
The bearer of this totem receives a penalty of 1 to all die rolls. Because the bearer of this totem usually is unaware they have it, totems of this nature are unlike to maintain their consecration for longer than its base duration.
If the cleric wishes, they may make an identical totem at the same time and bind the two together, so that when one is worshiped (presumably by the cleric in secret) the consecration of the other is not lost.
A living, or once living, thing touched begins to age and decay rapidly. Unwilling creatures must make a saving throw, or take level damage per minute.
Example: A wooden door is blocking Buck's way. The door is locked and barred, making it impossible to open. Buck places his hand on it, and channels the blessing of decay from his goddess, causing the wooden door to rot at 5hp / minute (Buck is a level 5 cleric). The door has 30hp, so after 6 minutes of channeling, it is destroyed enough to easily break down.
Allies within the cleric's aura have advantage on melee attacks when charging, and enemies are at disadvantage on any saves or checks made to resist forced movement or knock downs caused by affected charging allies. This benefit extends to any mount of an affected ally. Furthermore, weapons that do extra damage on a charge inflict an additional die of damage.
By touching a wound an another creature the cleric takes the wound onto themselves. The creature's wound is fully healed, and the cleric's body opens up in the same pace. The process by which the caster absorbs another's wound increases the severity of the wound by 1. The effect is accompanied by a soft blue light.
All enemies of the caster within their radius take 1 point of damage if they have any unbound wounds. This could be a recent injury or an older injury that was never properly treated.
While channeling this blessing in the midst of chaos (combat, being chased, falling, etc.) the cleric is able to see glimpses of the future. The cleric may roll the outcome of one immediate action before deciding to take it. The cleric must state an alternative action to be taken if outcome of the action is unfavorable. This blessing only affects one roll, so if used on an attack, it would allow the cleric to see if the attack hits or not, but not the damage or other effects. This blessing has no effect in still or calm situations.
Example 1: Una is fighting an ogre by herself. She uses Ordered Chaos to determine the success of her attack against the ogre, declaring if the attack will fail that she will take the total defense action instead. The DM then rolls the attempt in secret, telling the player if it will succeed or fail, whereupon the player decides which of the two actions to take.
Example 2: Una is standing before a door in a quiet hallway, knowing there are monsters on the other side. She wishes to bash the door down and surprise the monsters, so she attempts to use Ordered Chaos to determine the outcome. However, because the situation is not chaotic to begin with, the blessing fails. Were Una to be chased down the very same hallway by an angry mob of Kobolds, the blessing would work just fine.
Fluid touched is purified: Water is cleaned, soured milk is made fresh, poisoned food or drink is detoxified. If a person is poisoned, purify can be used to grant them advantage on their next saving throw, or a reroll on an existing one (if applicable). The cleric needs to be touching the person's blood stream (small bleeding wound will do). If a person has multiple poisons in them, multiple castings need be made, but this ability may only be used once per poisoning instance.
The cleric consecrates a headstone to be placed over a grave. This stone protects the body below from magic that would disturb the dead (e.g. animate dead type spells). If the stone is removed or damaged, the protections are lost.
Can speak with any natural animal touched, although they mostly speak in basic emotions, instincts, and directions.
The physical world within the caster's aura is phantasmally restored to how it existed at some point in the past. Only periods of stability are visible, so a cleric standing in a ruined building might see it as it once was, but could not see it being created or destroyed. Unstable details are lost in the viewing. Things that exist now but not then vanish, but do not allow the viewers to see things that exist now but are blocked by stable elements (e.g. This ability will not let the caster find someone who is hiding in a hedge maze by viewing area at a time where the maze did not exist.)
The cleric consecrates a fortune telling device, causing it to work accurately, if not precisely. Bones are thrown, cards are drawn from decks, etc. Once the device has been consecrated, the caster or someone else trained specifically in this device may use it to divine the future. Divinations are murky at best.
The cleric breaks a loaf of bread in half, but the original loaf remains whole. The bread will nourish as normal bread to those who pay thanks, praise, worship, pray to, or otherwise commune with the deity. Those who do not will not be nourished and remain hungry.
Same as the Calm Animal ability, but affects all creatures with line of sight to the caster.
Same as Speak with Animals, but temporarily boosts the animal's ability to speak, think, and remember to that of an average human.
Alter the weather around the cleric, making it stormy or dry, windy or calm, hot or cold, foggy or clear. The area of effect is 1 mile in diameter per level
The cleric kisses a creature on their head, neck, or other highly vulnerable area, marking the target for death. For a number of days equal to the casters level, the target has disadvantage on all saves, checks, and attacks, while their enemies have advantage on rolls to hit or damage against them. If the creature survives the the duration of the miracle, the caster becomes marked for the same duration in retribution.
Through a hair or other part a person, the cleric can know one of the following details per level: Name, age, region of birth, social status, height & weight, hair & eye color
The cleric takes a part of their target and affixes it to a simple straw and twine doll. If the target fails an opposed willpower check, as long as they are within the range of the caster's aura, any action taken by the caster is also taken by the subject.
In this way, the caster could cause the target to slap themselves by the caster slapping his/her self. The caster could cause the target to fight another creature.
If the cleric is controlling a target in combat, they must be able to see the battle to be effective. If they can see the battle, the target has a modified stat block that is a mix of cleric and target factors.
AC: No dex bonuses, but if the cleric has penalties to AC from dex those are carried over.
Hit: Cleric level, target stats and equipment. (no specialization)
Damage: Target stats and equipment (no specialization)
Saves: Target saves as normal.
Any action the cleric takes that would risk bodily harm to the target grants the target another save.
Example: The cleric walks the target to a cliff (while the cleric is a few feet back from it) and takes a step forward. If the target takes a step, they fall a great distance. This would grant the target an additional saving throw.
After channeling the miracle for 1 minute while holding onto the target, the target loses one sense, no save.
If they are to lose their sense of sight, the cleric must touch the eyes (or eyelids on closed eyes). If they are to lose their sense of smell, the nose must be held. Finger for touch, tongue for taste, ears for hearing.
Restores a lost sense: vision, hearing, smell, touch, taste
This miracle creates a temporal bubble around allied creatures. Outside of these bubbles, time moves at half speed, allowing the affected creatures to move and act twice as fast as the rest of reality. Each allied creature has their own bubble which breaks when interacting with anything outside their bubble. The bubble moves with creatures, so walking does not immediately end the effect, but coming in contact with a creature or object does. Spells that affect non slipstreamed creatures, or the environment, end the effect.
Attacks against slipstreamed characters are at disadvantage. Attacks by slipstreamed characters are at advantage, although they end the effect immediately. Slipstreamed characters have advantage on dexterity checks and saving throws.
Each time an ally bursts their slipstream bubble, the caster must make a Willpower check to maintain the effect.
By touching the skull of a dead creature and asking your deity to speak to it on your behalf, you may communicate with the dead. The conversation is limited to a number of minutes equal to the caster level, but all communication goes through the deity, allowing for the deity to alter answers or questions.
By channeling the divine might of Astair, one of his clerics may cause all non symbolically aligned creatures in line of sight and within he cleric's aura to make a contested Will save or be rooted. For the purposes of this spell, rooted means their feet and struck to the ground and they cannot move. Rooted creatures do not get AC bonuses for Dex and suffer combat penalties of -1 to hit and -2 to AC.
Should the channeling cleric be wounded or pushed hard enough for force movement, the concentration of channeling the miracle is broken just enough to grant creatures under the influence of this spell an additional save.
The cleric reduces damage from one instance by exchanging a portion of their HP. When a creature takes lethal damage, the cleric may prevent their death and stabilized the creature at -9. The cleric takes an amount of damage equal to three times the amount of damage prevented. Creatures saved are stable with regards to bleeding, but not poison or magical effects.
Example: A party member was outright killed by an ogre attack, taking 25 damage when they had 8hp. They were reduced to -17, so the cleric takes 24 (3x8) damage to save the life of their friend. If the cleric was at 14hp or less, they would outright die to save their companion's life.
The cleric need only point at the dying creature and call out.
No person within the cleric's aura may knowingly speak false.
One creature touched is immune to nonmagical fires, and has advantage on saves vs. magical fires. While the creature must be touched to cast, the ability can be channeled even when the creature is out of sight. Once the channeling is broken, the creature must be retouched to recast.
Neutralizes all existing poison in a creature. Venomous creatures will generate new poison, and creatures can be poisoned again later.
Potions need to be held in hands while the cleric spends a week in connection to their god, directly channeling divine healing into liquid form, thus only 2 can be made at the same time. Clerics with only 1 hand can only make one at a time. Potions are not quaffed but poured on the wound. Each potion can restore 4hp. Need access to a safe, quiet, sacred space where the cleric can be undisturbed for a whole week. They must have simple foods, clean water, and a dry bed. Needs vast quantities of incense (2000cp).
Creates an earthquake centered on the cleric. Diameter of 1 mile per level.
Restore HP as per the Cure Light Wounds spell, to all wounds on all creatures within the cleric's aura.
One thing is put into a temporal stasis indefinitely (or until consecration is lost). Stasis does not prevent changes caused by outside influences (e.g. People can be stabbed and killed.)
The cleric touches a wound of 10hp or less and heals it by 1hp for every minute of casting. Wounds of greater than 10hp cannot be healed by this blessing. Like all healing spells, Cure Serious Wounds produces a soft blue light at the sight of the wound as it heals.
A living creature will have any missing parts of their body regrown.
With the blessing of their god, the cleric rewinds time to how it was exactly 1 minute (round) ago.