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.
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.
The cleric changes the velocity of the wind in a limited area by 2 categories. Still -> Breeze -> Wind -> Strong Wind
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.
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.
Can speak with any natural animal touched, although they mostly speak in basic emotions, instincts, and directions.
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
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.
Creates an earthquake centered on the cleric. Diameter of 1 mile per level.