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.
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.
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.
A willing or unconscious creature that is touched by the cleric for the full casting time dies. This ability requires direct skin contact between the cleric and the target. The spot where the cleric touched the person is unmistakably marked with a discolored spot in the shape of the symbol of Voraci. Creatures that are conscious and unwilling cannot be affected.
For many reasons, it is important that creatures killed in this manner are clearly identifiable as having been slain by a cleric of Voraci. Attempting to obfuscate the symbol through mutilation will draw the ire of Voraci. Should any of the cleric's friends or allies attempt to hide the mark when the cleric's back is turned, the cleric will be alerted to their actions by their goddess, with the expectation of setting things right.
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.
All enemies of the caster within their radius take 1 point of damage if they have any unbound wounds. This could be a recent injury or an older injury that was never properly treated.
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 kisses a creature on their head, neck, or other highly vulnerable area, marking the target for death. For a number of days equal to the casters level, the target has disadvantage on all saves, checks, and attacks, while their enemies have advantage on rolls to hit or damage against them. If the creature survives the the duration of the miracle, the caster becomes marked for the same duration in retribution.
By touching the skull of a dead creature and asking your deity to speak to it on your behalf, you may communicate with the dead. The conversation is limited to a number of minutes equal to the caster level, but all communication goes through the deity, allowing for the deity to alter answers or questions.
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.