Prayer

A payer is a specific Ritual that can establish a Connection between a person and an object of worship, allowing them to communicate, and for the object to use the act as a conduit of its power, typically giving their followers a temporary bonus. A prayer, like most rituals and ceremonies, must be performed in a Consecrated place.
== Known Prayers ==
Prayers are easily shared: they can be taught, inscribed in a book or on a wall, or learned by reading and memorizing them. Most characters will know one or two prayers, depending on their background and faith. By default, you known at least one prayer from your patron deity.
== The Power of Prayer ==
The power derived from prayer is dependent on the object of worship. Typically, a god will detail the powers 'It' grants from prayer, and can easily have multiple associated prayers. Each Domain also has an associated prayer, as detailed below, which can be used in place of the regular prayers or in cases where no prayer power is specified for an object of worship. One can perform the prayer of a specific deity, or one of their domain's prayers. 
A prayer takes 1 minute to perform, and its effects last for 8 hours, unless they state otherwise. A prayer's effects are canceled if you receive those of another prayer.
== Domain Prayer Powers ==
Domain 	Prayer Power
Arcana 	When you examine an object, you may attempt to gleam hidden information from it. If it is a magic item or some other magic-imbued object, you learn whether any spells are
affecting the item, their School, and whether it requires Attunement to use. If you instead touch a creature throughout the casting, you learn the School of each spell, if any, are currently affecting it.
Art 	As a 1 minute action, in which you touch a piece of artwork, you can alter bits of the art, such as changing a sculpture's pose slightly or changing the expression of a portrait.
Blood 	As an action, you may Concentrate for up to one hour on a sample of a creature's blood to learn the approximate location of that creature relative to you. When Concentration is broken, or an hour has passed, the effect of the prayer then ends.
Chaos 	You gain a 1d6 that, as an action, you can add or subtract to any d20 roll within sight. The effect of the prayer then ends.
Celebration	You may use the Help action with any creature within 10 meters of you. The effect of the prayer then ends.
Courage 	The next time you become Frightened, you are immediately cured of the condition. The effect of the prayer then ends.
Craft 	The result of your next crafting roll will be doubled.
Earth 	When you would normally roll one or more dice to heal a creature as a result of Spell you casted, you instead use the highest number possible for each die. The effect of the prayer then ends.
Entropy 	You may touch a non-magical object, mass or a part of a structure no larger than a 2-meter cube, and may have it rapidly rot and decay, reducing its integrity and making it susceptible to breaking. Additionally, soft organic matter will quickly be reduced to compost, and Injuries will rapidly heal, halving the time or difficulty it needs to fully recover.
Fate 	Roll a d20, whenever you make an attack roll, saving throw, or ability check, you can choose to replace your roll with that one. You must choose to do so before the roll is resolved. The effect of the prayer then ends.
Fire 	You can use an action to Concentrate, for up to minute, on an area no larger than a 2-meter cube within 4 meters of you.
You can heat anything within the area to any degree, including up to the point where flammable objects catch on fire. The effect of the prayer then ends.
Freedom 	You have advantage on your next save to resist or break free from a movement-impairing effect.
Frost 	You can use an action to Concentrate, for up to minute, on an area no larger than a 2-meter cube within 4 meters of you.
You may cool anything within the area to any degree, up to the point where water is frozen. The effect of the prayer then ends.
Hope 	You have advantage on your next save to avoid gaining a Stress Token.
Hunt 	You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a target. You can only define one target at any time. If you designate a different target, the prayer's effect ends.
Knowledge 	For the duration, you gain a bonus to your Intelligence(History) checks equal to your Intelligence modifier, even if you do so already.
Life 	Whenever you restore the Condition of a creature, you can choose to restore additional Condition equal to your Level. Once you use any of these effects, the prayer's effect end.
Additionally, plants under your care will not wilt due to disease or pests for the next 24 hours.
Light 	You may choose to cast bright light over 10 meters around you, plus another 10 meters of dim light for up to 10 minute. This light has the exact same properties and effects as daylight, and most undead find it repulsive.
Liminality 	When a Critical Hit is scored within your sight, you may have it turn into a regular hit. The effect of the prayer then ends.
Love 	You gain advantage on your next Charisma(Seduction) check, and you have a +20% bonus to fertility until the end of your next rest.
Moon 	For the duration of the prayer's effect, you gain Darkvision up to 10 meters.
Nature 	For the duration of this prayer's effect, your skills checks to harvest, forage, animal handling, or resource extraction is made with advantage.
Night 	For the duration of the prayer's effect, you may treat dim-light as complete darkness for the purpose of hiding things or people from others.
Oath 	You may have one or more willing creatures swear by an agreement, which they must both read aloud. The effect of the prayer then ends. If any of the creatures who swore by the agreement break it, they gain a Stress token, and all the other creatures that made the agreement will be notified.
Ocean 	You always know which way is north, and have advantage on Wisdom skill checks required to operate a naval vessel.
Order 	You may use an action to compel an ally. They may then perform a free action to do a single attack or movement action. The effect of the prayer then ends.
Passion 	You may double your proficiency bonus to a skill in which you are proficient in. The effect of the prayer then ends.
Sacrifice 	You use an action to spend a number of your own Condition to restore the condition of another creature you touch.
Song 	Your next spell with a range of Touch can instead be cast against any creature of your choice that can hear you, within 10 meters.
Spirit 	As an action, you can open your awareness to magically detect spirits. Until the end of your next turn, you know the location of any Undead or Spirit within 24 meters of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. The effects of the prayer then end.
Star 	You create an invisible sensor within 10m of you. The sensor remains in place for the duration of the prayer, and it can’t be attacked or otherwise interacted with by mundane means. 
When you cast the prayer, you become able to see through the sensor as if you were in its space. 
A creature that can see the sensor (such as a creature benefiting from see invisibility or true-sight) sees a luminous, intangible orb about the size of your fist.
Sun 	As an action, you may remove a non-magical Condition affecting a target you touch. The effect of the prayer then ends.
Strength 	Your Physique counts twice as much when calculating the weight you can push, drag, lift or carry.
Tempest 	For the duration of the prayer's effect, you can perfectly forecast the weather for up to the next day.
Time 	For the duration of the prayer's effect, you are always aware of the exact time, and recall any events within the past month with perfect clarity.
Trickery 	You have advantage in your next Charisma (Deception or Persuasion) roll.
Twilight 	As an action, you may give one creature you touch advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll.
War 	Next time you successfully hit a creature with a weapon attack you deal an extra d4 of the weapon’s damage. The effect of the prayer then ends.
Water 	For the duration of the effect, you can sense the location of any body of water within 5km. The amount of information revealed depends on how long you Concentrate on a particular area. On the first round, or 6 seconds, you learn whether water is present or absent within the area. On the second round, or 12 seconds, you learn the number of water sources and their rough size. On the third round, or 18 seconds, you learn the approximate location of each source of water. Creatures cannot be found by this spell.
Ward 	Select a creature, location or item. For the duration of the prayer's effect, that target may add a 1d4 to a saving throw, or to their Guard for one attack. You are aware if the target has used this bonus.
Wealth 	Your proficiency bonus applied to your next Charisma or Appraisal skill check is doubled.