Favor fuels divine miracles. Whenever a miracle requires Favor, you spend one point from your total. One Favor is restored to the cleric every day, at what time of day is subject to the deity worshiped and is called Observance. To regain more Favor quickly, a cleric must perform a Communion.
Divine miracles are divided into spheres. All clerics are bestowed the spheres of Divination and Healing, but each deity has their own sphere that only their dedicated clerics can cast miracles from.
Divine spheres of magic have seven levels of power. A cleric cannot cast miracles higher than their experience level. For example, a 3rd-level cleric can use 1st-, 2nd-, and 3rd-level miracles but cannot access miracles of 4th-level or higher.
Divine Power is equal to the cleric's HD plus their WIS modifier. Several miracles also rely on this Divine Power to work effectively. Most Sacraments and some Miracles require a Spell Check, this is done by rolling 2d6 and adding the cleric's Divine Power.
All deities have a specific time of day when their clerics are renewed and refreshed, this is called Observance. Clerics receive 1 point of Favor, and all of their day-long miracles expire at this time. Clerics who have Sinned do not have their Favor renewed, and any active miracles also end at this time.
All deities have a collection of 3 to 5 commandments that a cleric must adhere to. If they break one of these commandments, or fail to perform it when the opportunity arises, they Sin against their deity and lose all access to Divine Powers until they Atone.
When a cleric casts a Miracle, they spend 1 or more points of Favor. Some Miracles require a Spell Check when there is some chance that another person could resist the Miracle.
Sacraments are Divine powers similar to Miracles that all clerics have access to. These include Atonement, Blessing, Bolster, Communion, Sanctify, and Turning. Sacraments can be performed by any cleric that has at least 1 or more points of Favor. However, Sacraments require a Spell Check and if the result is 10 or higher then the Sacrament doesn't cost Favor.
If a cleric has zero Favor and they perform a Sacrament, all deities consider that a Sin. Some Sacraments will activate Favor costs, and if the cleric has no Favor to draw upon then they have Sinned twice! In both cases, the Sacrament is performed but the cleric has Sinned.
This Sacrament can be invoked for a cleric who has Sinned and must restore their deity's Favor. If the cleric seeking Atonement committed the Sin by accident or via magical compulsion, the Atonement can be performed by the cleric in question. However, for clerics atoning for deliberate and willful Sins, an Atonement must be invoked by another cleric of the same faith.
The Atonement is unique, and should be tailored to the Sin committed. Many times this requires the atoning cleric to fulfill a quest for their deity, but the deity may call for a sacrifice of some kind in place of a quest.
This Sacrament takes 1 hour to perform and must be invoked within a Sanctified space.
A Blessing is bestowed upon another person or creature (never the cleric themself) or upon a vial of water no larger than 1 pint. Blessings take one minute to perform (or 10 combat rounds), and the cleric can take no other action while the Blessing is made - no movement and no defending.
Performing a Blessing upon an NPC grants them a +1 bonus to Armor and Attack scores.
Performing a Blessing upon a PC grants the player a bonus 1d4 which they have until the cleric's next Observance. This bonus 1d4 can be used at any time before or after a roll. It can be used with a Saving Throw, Reaction check, Surprise check, Skill check, Attack roll, Armor roll, or damage roll. The character can only have one Blessing at a time, and if the character Sins, as defined by the deity's commandments, then they lose the Blessing immediately. While a PC has an active Blessing, all of their followers and any hired retainers have +1 to Morale.
Performing a Blessing upon a vial of water makes Holy Water. This is permanent but always requires a point of Favor, no Spell Check is rolled. Otherwise, and in general, Blessings last until the cleric's next Observance.
Holy Water can be used to store a single Divine Power, either a Sacrament or a Miracle, which is activated when drunk. The person or creature that drinks the Holy Water becomes the target of the spell. The spell must be cast into the Holy Water after it is made.
Holy Water also causes 2d4 damage to Un-dead or Demon creatures.
Clerics can bolster their own health by spending 10 minutes kneeling and praying with both hands on their holy symbol. A cleric cannot move or take any other actions while Bolstering. At the end of this prayer, the cleric recovers Hit Points equal to their HD plus CON modifier (same as a Rest).
This Sacrament has multiple functions. The most common use is to provide funeral rites for a deceased person or creature. At the completion of the Communion, the body cannot be raised as Un-dead.
Communion is also used to bring new clerics into the service of the deity. At the end of the Communion, the character abandons their old class and becomes a cleric. Any PC wishing to undergo this change becomes dual-classed.
Finally, a cleric may wish to seek guidance or counsel directly from their deity, and Communion also allows them to do this. At the conclusion, the cleric can ask questions that can be answered with a simple yes or no, or one-word answer. The cleric can ask a number of such questions equal to their Hit Dice. Answers given are correct within the limits of the deity’s knowledge. In cases where a yes-no answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.
Communion takes 2 hours to perform and requires a Sanctified space.
This Sacrament allows a cleric to create a holy space, suitable for other Sacraments. Typically, Sanctify is performed at a cleric's time of Observance as the holy space created by Sanctify expires at that time. If a cleric spends 5 Favor while performing Sanctify, the space continues to remain Sanctified for as long as the cleric lives.
A Sanctified space is very beneficial for clerics in service to the same deity, allowing Miracles to be performed at +1 Power and bestowing a +1 bonus to reaction checks. Un-dead and Demons whose HD is equal or less than the performing cleric's Divine Power cannot enter the Sanctified space, and if they manage to make it inside their Attack, Armor, and Morale are all reduced by the cleric's Divine Power. Also, clerics within Sanctified spaces have Advantage while attempting to Turn such creatures.
While they remain inside the Sanctified space, clerics in service to the same deity can see when another person within the Sanctified space is cursed, charmed, poisoned, or under the effects of a Geas, no roll or Miracle is required.
Sanctified spaces are required for Atonements and Communions.
Clerics can Turn wild beasts and unholy creatures by holding their deity's holy symbol aloft and commanding the creatures back. This is the only Sacrament that never costs Favor to use!
At any time the cleric may use an action to make a Turning attempt. Clerics can attempt to Turn any creature with the Animal, Un-dead, or Demon trait. This Turning check uses 2d6 and adds their Divine Power. Unlike a Spell Check, this roll doesn't suffer penalties for wearing armor. The base roll needed is 8 or higher to turn Animals, 10 or higher to turn Un-dead, and a 12 or higher to turn Demons. The HD of the target is added to the number needed to successfully Turn them. For example, a Demon with 3 Hit Dice will only be Turned on a roll of 15 or higher.
Animals and Un-dead that are successfully Turned will try to flee from the cleric until the cleric is out of sight. If cornered or trapped, the Turning ends and the creature will likely attack the nearest opponent. Demons that are successfully Turned are not compelled to flee, but cannot willingly approach the cleric. If forced to approach the cleric, or cornered by the cleric, the Turning ends and the Demon may act as it pleases.
An attempt to Turn a creature that has already broken free from being Turned will automatically fail. Failing a Turning attempt doesn't count as breaking free from being Turned, and the cleric may attempt to Turn a creature (or creatures) as many times as they wish.
The cleric names something to detect. This could be poison, disease, gold, food, magic, un-dead, life, heat, etc. Anything that could be defined as a substance, whether it is a material or energy (illness, disease, or secret doors could be detected, but deception, emotions, or "evil" could not).
The cleric can sense the presence of this chosen substance if it is Nearby even through walls or barriers, as long as they are not magically concealed. The cleric detects it as a glowing aura. This Miracle lasts for as long as the cleric concentrates on it.
The cleric is gifted with a supernatural sense of what is about to happen for certain situations of their choosing. The cleric rolls dice equal to their maximum Favor - they can be of any size. Until their next Observance, the cleric can use these dice rolls to replace any rolls of the same size dice. For example, a cleric casts Augury and rolls 2d20, these results can be used later to replace rolls that used d20s but wouldn't be usable for rolls made with d4s, d6s, etc.
3rd: Read Minds
The cleric can read the surface thoughts of creatures as if they were clearly visible signs. The cleric can only Read Minds of creatures with Hit Dice equal to or less than the cleric's Spell Check. This Miracle lasts for as long as the cleric concentrates on it.
The cleric can see and hear at a location they have already visited. The ability to see and hear in this location is limited to whatever the cleric's former movements were (if the cleric had only walked around the western steps of an arena then their Clairvoyance is limited to that area of the arena).
For Clairvoyance to work the location must be within a certain range of the cleric equal to their Divine Power in miles. Anyone trying to detect magic or living beings will see the luminous form of the cleric using Clairvoyance. This Miracle lasts for as long as the cleric concentrates on it.
The cleric describes or names a specific kind of animal, plant, person, or object that is familiar to them, and the cleric becomes aware of how far away and which direction they are in. If the subject of their Espy is moving, the cleric is aware of the speed and direction of movement as well.
For Espy to work the subject must be within a certain range of the cleric equal to their Divine Power in miles. This Miracle lasts for as long as the cleric concentrates on it.
The cleric names or describes a person, place, or object and a brief summary of significant lore is brought to the cleric's mind about the thing named. The lore might consist of current legends, forgotten stories, or even secret lore that has been destroyed or concealed. If the thing named is of no importance, then the cleric may learn nothing. The lore learned is always accurate but may be framed in obscure language ("the wraiths resist their descent into darkness and persevere along an honorable path" or "only a child of light may awaken the true power of the axe").
7th: True Sight
Until their next Observance, the cleric, or another creature they touch, gains the ability to see all things as they actually are. Anything concealed or hidden with magic and the true forms of polymorphed creatures are revealed, illusions appear as obvious outlines of what they are.
True Sight doesn't penetrate solid matter, and won't reveal things hidden by mundane means such as cover of fog, disguises, someone hiding in shadows, or a secret door that is concealed through nonmagical means.
The cleric touches a subject, not themself, and instantly heals them of hit point damage. The amount healed is equal to their WIS modifier multiplied by their HD.
2nd: Death Rite
The cleric touches a subject, not themself, and until the cleric's next Observance the subject has advantage on all death saving throws and drain attacks. While this Miracle is active the subject, whether they died while the Miracle was active or were dead when the Miracle was bestowed upon them, cannot be raised as an Un-dead - this effect is permanent.
3rd: Mass Heal
The cleric forms a circle with their subjects, usually a ring of hands, and instantly heals those in the circle of hit point damage equal to the cleric's Divine Power. This miracle will only affect a number of people equal to the cleric's maximum Favor, and attempting to heal more than that won't work - and is a Sin.
The cleric touches a subject, not themself, and instantly heals them of illness, disease, poison, or impairment. If the subject is blind, deaf, crippled, or missing a limb, this miracle restores their vision, hearing, or abilities.
5th: Magical Restoration
The cleric touches a subject, not themself, and instantly heals them of drained Hit Dice, ability score damage, and any curses affecting them are also removed. If the subject is under the effect of a Geas or magical compulsion, this miracle also removes those.
6th: Heal Body
The cleric touches a subject, not themself, to instantly heal someone of all damage. The subject recovers their maximum total hit points, and if any diseases or poisons are present those are also removed.
7th: Raise Dead
Upon performing the Miracle, the subject is restored to life as if their death never occurred but in a weakened condition. The subject must have died recently, within a number days equal to or less than the cleric's Divine Power. The subject's body must also be whole with their heart and brain intact. All of the subject's ability scores are at -1 and they must Rest to recover them, magical healing will not restore this loss.
The cleric permanently sacrifices a point of Favor to perform this miracle. Using this miracle on an enemy of the cleric's faith, or a body that doesn't have an intact and connected heart and brain, fails outright and is also a Sin.