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.
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 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 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.
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 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.
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.
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 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.
Creates an earthquake centered on the cleric. Diameter of 1 mile per level.