At 1st cleric level, you gain a +2 bonus to history, religion, and insight checks.
At 1st cleric level, your rest dice maximum is increased by 1.
At 2nd cleric level, you can spend 1 rest dice during a rest to enchant 1 item you own. Only one item can be enchanted at any time, and the blessing differs depending on the type of item chosen, and is determined uppon enchantment:
Weapon blessing - Grant the weapon a +1 bonus. You gain advantage on checks made to retain and not lose it, as well as skill checks involving the use of the weapon.
Shield blessing - Grant the shield a +1 bonus. While wielding it, you can make block checks instead of dex saves against cone and ray attacks.
Ring blessing - The ring grants a +1 bonus to an ability score of choice.
Pendant blessing - The pendant grants a +2 bonus to a save of choice, chosen during the blessing.
Armor blessing - The armor grants the wearer 1d6 temporary health every 2 rounds after taking damage.
At 3rd cleric level, you can spend 1 rest dice to reroll a save or block check.
At 4th cleric level you can spend 1 rest dice and 10 minutes to create a 10ft circle of runes that, by default, lasts 2 days. Creating a new circle will dismiss the old one, unless certain criteria are met.
Creatures native to the plane that are within the circle of runes gain a +2 bonus to checks made to scry, and to arcana checks made to read scrolls or interact with magical items. They also gain advantage on saves against curses, diseases, and to death saves. They also gain a +1 bonus to the level of spells being cast from within the circle.
A creature native to the plane that is reduced below 0 hp by use of magic while within the circle of runes will instead be placed into stasis(unconscious and remaining at 0 hp) and that specific circle will remain in effect until it is either forcibly dispelled by another creature, the creature in stasis is killed by physical and mundane means, or if the caster creates a new circle of runes.
Creatures blinked or summoned into the curcle of runes, as well as outsiders and undead, have disadvantage on saves made to resist banishment, and must make a DC 20 wisdom save to cross the runes. On a failure, they are forbidden from crossing for 1 day.
eAt 5th cleric level, choose 2 upgrades for the blessed tools ability:
Abundance of enchantment - You can simultaneously have two enchantments at once.
Greater weapon blessing - your enchanted weapon gains 1 weapon property of choice(must fit its type, cannot apply ranged to melee and vice versa, subject to GM.) and deals an extra 1d6 damage of your choosing.
Greater shield blessing - Your enchanted shield bonus is increased to +2 and grants 1 temporary block at the start of combat.
Greater ring blessing - Your enchanted ring bonus is increased to +2.
Greater armor blessing - Your enchanted armor grants damage resistance to a damage type of choice and the temporary HP is increased to 2d8.
Greater pendant blessing - Your enchanted pendant can now either apply the bonus to two of any combination of: save, skill, initiative.
Bless scroll - You can target a scroll, increasing its casting level by 1 when cast, and granting it a 1d4 chance of not being consumed on cast. Does not stack.
Bless wand - You can target a wand with blessed tools, granting it an extra 1d6 charges if it has charges, a +1 bonus to spell attacks or buffs granted by the wand, as well as increasing any associated DCs by 1.
Enchanted map - You can enchant a map with blessed tools, granting its user advantage on checks made to navigate while consulting the map, so long as it is within the bounds of the maps area depicted, as well as granting you a +4 bonus to checks made to find hidden or lost locations or passages while consulting the map.
Bless the runes - You can choose to enchant the circle of runes as a blessed item, trapping outsiders within without a save(creatures not native simply cannot pass the runes or disrupt them of their own volition. Subject to GM.) and shielding anything within from scrying effects.
Blessed wards - You can choose to grant an ally your ward of protection ability during a rest. Doing so costs 1 rest dice. You and the ally can now both spend rest dice to allow a reroll for either yourself or the other, as per the ability. The affected ally counts as a blessed item.
At 6th cleric level, you can invoke an elder rune a number of times per rest equal to your wisdom modifier -1 (min 1.) as a bonus action.
An elder rune can modify a spell or cantrip being cast, an item being created or enchanted, a creature being summoned, or a magical ability being used. Anywhere within the description of the effect, either insert a 1d4 or increase a value by 1d4. This cannot modify the number of creatures being created or summoned.