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.
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 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.
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.
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.
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.
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.
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.
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.
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 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.)
With the blessing of their god, the cleric rewinds time to how it was exactly 1 minute (round) ago.