Warpriest Blessings

## Culture

*Inspiration of the Village (Minor):* At 1st level, when you confirm a critical hit, you may as a free action grant your allies within 30ft gain a +2 morale bonus to hit and to damage for one round.

*For Kin And Country (Major)*: At 10th level, you gain the ability to rally your allies to your cause - regardless of if it's their own. As a standard action, you may grant all allies (including yourself) a single teamwork feat you qualify for but do not currently possess for 1d4 rounds. Each time you or your allies make use of this feat, extend its duration by one round.

## Death

*Beyond The Grave (Minor)*: At 1st level, you can peer into a creature's judgement. As a move action, you may learn a creature's type, subtype(s), and alignment. If a creature has damnation, atonement, or other effects currently impacting its alignment, you learn those as well.

*Not My Time (Major):* At 10th level, you gain the ability to give yourself temporary immunities in order to avoid death. If you would die of a death effect, poison, disease, or negative energy effect, you may render yourself immune as an immediate action. This does not remove prior damage caused by poison and disease.

## Dwarf

*Brewed Blessing (Minor)*: At 1st level, you may drink a potion as a swift action. Drinking a potion this way grants you 1d4 temporary hp.

*Mountain-Mind (Major)*: At 10th level, you may as an immediate action use your Will saving throw in place of a sense motive, diplomacy, bluff, or intimidate roll. You gain a +4 on Will saves when used this way.

## Earth

*Grounded (Minor)*: At 1st level, you've learned to ground yourself to remain steady. If you would be bullrushed, tripped, or otherwise displaced, you may as an immediate action grant yourself a sacred bonus to CMD equal to your spellcasting modifier +2.

*Gravitational Pull (Major)*: At 10th level, you're able to better guard your allies by forcing your foes to target you. As a standard action, all enemy attacks within 30ft made with weapons made of metal or stone take a -4 to hit all targets except yourself for a number of rounds equal to your spellcasting modifier.

## Law

*Determine Order (Minor)*: At 1st level, you may as an immediate action after rolling initiative decide to reroll your initiative. You may also grant this ability to another ally, forgoing your own reroll.

*Chaosbreaker (Major)*: At 10th level, you may imbue your weapon with the ability to banish chaotic forces. As a free action when you succeed an attack against a Chaotic aligned creature, you force them to make a Will saving throw (DC = 10 + your spellcasting mod + 1/4th your Warpriest level). If they fail and are an Outsider, they are banished as per the spell Banishment. If they fail and are not an outsider, they take 1d10 extra Lawfully-aligned damage.

## Magic

*Power Siphon (Minor)*: At 1st level, you may expend a spell slot as a swift action to grant yourself a bonus to attacks for one round equal to the level of the spell slot expended.

*Spell Conduit (Major)*: At 10th level when an ally within 30ft uses a spell that requires a melee or ranged attack, you may as an immediate action deliver that attack in their place, using your deity's favored weapon regardless of whether the spell specified melee or ranged attack. You must be able to reach the target to use this effect.

## Work

*Working God, Working Faithful (Minor)*: At 1st level you may as a swift action choose to treat the tools of your profession as your deity's favored weapon for the purpose of the Warpriest's sacred weapon ability. This lasts for a number of rounds equal to your spellcasting modifier.

*Clocking In Early (Major):* At 10th level when you roll initiative, you may choose to give yourself a +10 to initiative. You may also grant this ability to other allies, at a cost of one blessing use per ally.