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.
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 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.
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.
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.
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.
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.
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.
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
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.
No person within the cleric's aura may knowingly speak false.