Acts of Faith List

## Available from 1st Level Onward

### Ceremony

You perform one of several religious ceremonies. Choose one of the following ceremonies, the target of which must be within 10 feet of you.

***Atonement.*** You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a success, you restore the target to its original alignment.

***Coming of Age.*** You touch one humanoid old enough to be a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this ceremony just once.

***Dedication.*** You touch one humanoid who would willingly convert to the Andrastian faith or who wishes to be dedicated to the Maker. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this ceremony just once.

***Funeral Rite.*** You bless one corpse within 5 feet of you. For the next 24 hours, the target can’t become undead by any means short of a Wish spell.

***Marriage.*** You touch multiple adult humanoids willing to be bonded together in marriage. For the next 24 hours, each target gains a +2 bonus to AC and saving throws while they are within 30 feet of one of their new spouses. A person can only benefit from this bonus once per marriage—there is no limit on the total number of marriages a person may have.

***Divorce.*** You touch one or more already married adult humanoids and annull their marriage, so long as at least one wishes for the marriage to be ended. For the next 24 hours, all targets deal an additional 1d6 rage damage on all weapon attacks.

### Exhortation

You call out to a creature, exhorting it to live up to the example of Andraste, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your Faith ability modifier. This effect lasts one round. When used on a creature with zero hit points, it is stabilized.

### Encouragement

You lay a reassuring hand on a willing creature you, and offer some encouraging words. They are now imbued with bravery. For the next minute the creature is immune to being frightened and gains temporary hit points equal to your Charisma modifier at the start of each of its turns. When the effect ends, the target loses any remaining temporary hit points from this spell.

### Guidance

You offer sage advice to an ally. Once before the effect ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check.

## Available from 3rd Level Onward

### Anointed Oils

You take a salve of the sacred oils from your priest's pack and touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

### Canticles of the Chant

You take half an hour to tell an enthralling tale out of mythology or folklore to one of your companions. Choose one of the following legends; the target gains the effect associated with that tale for the next four hours.

***Canticle of Trials.*** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

***Canticle of Andraste.*** The target has advantage on Strength checks, and their carrying capacity doubles.

***Canticle of Transfigurations.*** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

***Canticle of Exaltations.*** The target has advantage on Charisma checks.

***Canticle of Erudition.*** The target has advantage on Intelligence checks.

***Canticle of Threnodies.*** The target has advantage on Wisdom checks.

## Available from 5th Level Onward

### Enthralling Chant

You begin to sing a verse from the Canticle of Andraste, lasting one minute. Each creature within a 40 foot radius must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by the song, the creature is incapacitated and has a speed of 0.

The song ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. Affected creatures may attempt the saving throw once more at the end of each of their turns.

### Beacon of Hope

You begin to sing a verse from the Canticle of Trials, lasting one minute. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

## Available from 7th Level Onward (consume 2 Faith Points each)

### Conflicting Orders

You shout a series of confusing orders whilst mimicking the voice of a commander. You're good enough at copying voices (or animal howls) that you can even do it to a pack of wolves. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this talent or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

* **1 :** The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
* **2-6** : The creature doesn’t move or take actions this turn.
* **7-8 :** The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
* **9-10** : The creature can move and act normally.

### Banishment

Even without lyrium in your veins or magic in your soul, you still wield the unyielding faith of Andraste. By extending your will, you attempt to send one spirit, shade, or abomination that you can see within range back to the Fade. The target must succeed on a Charisma saving throw or be banished.

## Available from 9th Level Onward (consume 2 Faith Points each)

### Liturgical Lore

Name or describe a person, place, or object. You recall a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language.

### Whispers of the Faithful

You expend a talent point to catch sight of a contact, or pick up a dead drop. This contact or dead drop fills you in on information concerning a faraway target. If the target is aware that they might be being spied upon or followed, they must make a Wisdom saving throw, which is modified by how well you know the target. If a target knows you’re attempting to monitor it, it can fail the saving throw voluntarily if it wants to be observed.

* Secondhand (you have heard of the target) +5
* Firsthand (you have met the target)
* Familiar (you know the target well) -5

On a successful save, your spy network was unfortunately unable to get any information, and you can’t use this talent against it again for 24 hours.

On a failed save, your agent is able to spot the target and report on them for a period of an hour. Their information will be at most an hour old, having been rushed to you as quickly as possible. It will be as detailed as possible, describing it as if you were there yourself.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the spy report is concerning everything that occurred at that location in the past hour.

## Available from 11th Level Onward (consume 3 Faith Points each)

### Find the Path

Your knowledge of pilgrimage routes and wayshrines has reached the point where you are now able to find the shortest, most direct physical route to a specific fixed location that you are familiar with. If you name a destination somewhere besides the Free Marches, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as "a green dragon’s lair”), the talent fails.

For the duration, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

## Available from 13th Level Onward (consume 3 Faith Points each)

### Sacred Ashes

You carry a pinch of the sacred ashes of Andraste with you. It is possible for you to use them as a tonic, allowing you to return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This ashes also remove magical diseases, curses, or similar effects.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the ashes automatically fail.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.