Type: Divination
Casting time: 1 action
Components: verbal
Save: dexterity
Range: 15 feet
Duration: 1 minute
Effect: As an action, bless a creature, granting it a 1d3 bonus on an ability check roll of their choice for 1 minute.
Type: Abjuration
Casting time: action
Components: verbal
Range: self
Duration: special
Effect: As an action, gain 1d6 + casting bonus temporary health, which lasts a number of rounds equal to your casting bonus(min 1.)
At 5th level, increase temporary health gained to 2d6 + casting bonus.
At 9th level, increase temporary health gained to 3d6 + casting bonus.
Type: Enchantment
Casting time: bonus action
Components: verbal
Range: 30 feet
Effect: As a bonus action, chant, granting all allies within 30 feet a +1 bonus to AC until the start of your next turn. Multiple chant bonuses cannot stack.
At 7th level, also provide allies with damage reduction 1.
Type: Evocation
Casting time: action
Components: somatic, verbal
Save: constitution
Range: touch
Effect: As a bonus action, cause a creature within range to take 1d4 fire damage, and lose the sickened, poisoned, diseased, staggered, confused, blinded, possessed, charmed, dominated, or stunned conditions. This damage cannot be blocked.
Type: Abjuration
Casting time: action
Components: verbal, somatic
Save: charisma
Range: 30 feet
Effect: As an action, condemn a creature. The target must make a charisma save. On a failure, your attacks against the creature deal an additional 1d4 necrotic damage. This lasts for 1d8 turns. The extra damage cannot be blocked. Only one creature at a time can be condemned.
At 4th, 7th, and 10th level, increase damage dice by 1 size category.
At 5th level and 9th level choose one additional upgrade:
The condemned target has disadvantage on block checks made against you.
The condemned target has disadvantage on attacks made against you.
The duration is increased to 3d6 turns.
The extra damage dealt is cursed, and cannot be healed with magic.
Type: Divination, passive
Casting time: action
Components: verbal
Range: self
Effect: As an action, determine the following about a known object or person that you have access to:
If a known entity or group considers the target dangerous.
If a known entity or group considers the target important.
Answers are subject to GM.
Passive: you gain a +1 bonus on checks made to evaluate decisions.
Type: Evocation
Casting time: action
Components: verbal
Range: self
Effect: As a bonus and move action, pray to grant you one of the following benefits to your next attack until the start of your next turn:
Your next attack gains a +1 bonus to hit.
Your next attack deals an additional 1d8 radiant damage.
Your next attack gains a +2 bonus to the block DC.
At 7th level, the effects are doubled.
Type: Evocation
Casting time: action
Components: somatic, material(1 phial of oil worth 1 gold coin)
Range: touch
Effect: As an action, Ignite a melee weapon for 1d6 rounds, causing it to deal an additional 1d6 fire damage that cannot be blocked. This damage is doubled on a critical hit.
At 4th and 10th level, increase the duration and damage dice by 1 dice category.
At 7th level, targets damaged by this must also make a constitution save to not catch fire.
Type: Necromancy, abjuration
Casting time: action
Components: verbal, somatic
Range: touch
Effect: As an action, cause a dying creature to become stable, lose up to 1 failed death save, and gain one temporary hit point.
Passive: Once per long rest, when reduced to 0 health, remain at 1 health instead.