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 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 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.
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.
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.
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.
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.
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.
Restores a lost sense: vision, hearing, smell, touch, taste
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.
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).
Restore HP as per the Cure Light Wounds spell, to all wounds on all creatures within the cleric's aura.
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.