Warpriest Blessings of Forgotten Realms

The following are additional blessings that correspond to Forgotten Realms domains. (Source: Giant in the Playground† and Rogue Genius Games††.

Aquatic Blessing†

Deities: Blibdoolpoolp, Essylliss, Sseth, Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur

Blessing of the Fish (Minor) (Su): At first level, you can touch an ally and grant it this blessing. This blessing grants a +4 bonus to your swim checks and a +1 bonus to attack and damage rolls as long as the blessing’s target and the target’s opponent are both in water. Also, if the target can’t breathe water, it is refreshed, as though it took a breath of fresh air.
Seaborne (Major) (Su): At 10th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement and a swim speed equal to your base movement until the beginning of your next turn. At 12th level, and every two levels thereafter, you can gain this benefit for an additional turn; these turns do not have to be taken consecutively.

Arctic Blessing†

Deities: Auril, Shaundakul, Tarsellis Meunniduin, Ulutiu, Uthgar

Ice Weapon (Minor) (Su): As a swift action, you can create a melee weapon, bolt, arrow, or sling bullet entirely of ice. The melee weapon only lasts until the beginning of your next turn or until you land a successful attack, breaking apart upon the target. On a successful attack, you add 1d6 plus half your warpriest level modifier cold damage (minimum +1) in addition to the weapon’s usual damage. On a successful critical hit, you can add 1d10 cold damage + 1d10 per point of the critical modifier above 2. One round after the successful attack, the target again suffers cold damage equal to the above amount. At 6th level, this weapon can penetrate damage reduction as though it were a magical weapon.
Freezing Armor (Major) (Su): At 10th level, you can bless a target with the power of the deep cold, adding a thin and uninhibiting layer of ice over the target’s body for one minute. The target gains cold resistance 10 and damage reduction 1/bludgeoning. At 12th level and again every two levels thereafter, the target’s cold resistance increases by 5 and DR by 1 to a maximum of 30 and DR 5/bludgeoning at 18th level.

Badlands Blessing††

Deities: Gwaeron Windstrom, Marthammor Duin, Shaundakul

Wasteland Strider (minor): At 1st level, you can touch one ally and grant it a badlands blessing. For 10 minutes your ally may move through light or dense rubble and up or down steep slopes at its normal speed without any impairment. Areas that have been magically manipulated to impede motion still affect the character, however.
Battle Companion (major): At 10th level, you may summon a medium earth elemental. This ability functions as if you had cast summon monster IV with a duration of 1 minute. For every 3 levels beyond 10, the size of the elemental increases as if the level of the summon monster spell increased by 1. In addition to the elemental’s normal abilities, it may gain your choice of one of the following spelllike abilities, depending on your warpriest class level: geyser (13th), sirocco (15th), or scouring winds (17th). Each spell-like ability is only usable once per day.

Balance Blessing†

Deities: Grumbar, Oghma, Ubtao, Waukeen

Balanced Weapon (Minor): At 1st level, you can bless a single weapon and grant it the ability to deal an extra 1d4 points of damage to any opponent with a non-neutral alignment component per non-neutral alignment component, so a successful attack against a neutral good opponent deals an extra 1d4 points of damage and a strike against a lawful evil opponent deals an extra 2d4 points of damage. During this time, the weapon bypasses all alignment-based damage reduction (chaos, evil, good, and law.) This effect persists for one minute.
Oneness with Battle (Major): At 10th level, you can close your eyes and enter a deep meditative trance. You are effectively blinded, except that you gain 30ft blindsight and are not penalized for blindness inside of that radius. To those you are able to perceive, you gain a +2 insight bonus to your AC and combat maneuver defense and you cannot be caught flat-footed or surprised. At 15th level, the radius of your blindsight increases to 40ft and your insight bonuses increase to +3. At 20th level, these again improve to 50ft and +4, respectively. This effect persists for one minute.

Cave Blessing† ††

Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadar, Gruumsh, Grumbar, Luthic, Segojan Earthcaller, Shar

Uncanny Sense (Minor): At first level, you bless a touched creature with a sort of advanced perception, granting them forewarning of impending attacks. For one minute, the target of this effect gains the benefit of the uncanny dodge ability as a rogue equal to your class level -3. This ability grants no benefit to a target if they already possess uncanny dodge.
Cavern Senses (major): At 10th level, you can touch an ally and grant them cavern senses. The character gains both darkvision 60 ft. and tremorsense 30 ft. for 10 minutes. At 13th level, your ally’s darkvision increases to 90 ft. and the tremorsense ability increases to 45 ft., and at 15th level your ally’s darkvision increases to 120 ft. and the tremorsense ability increases to 60 ft.

Crocodile Blessing††

Deities: Sebek

Tough Hide (minor): At 1st level, with a touch you transform an ally’s skin into a tough reptilian hide. This transformation grants your ally a +2 natural armor bonus for 5 rounds. For every 3 levels beyond 1st, the natural armor bonus increases by 1 (to a maximum of +6 at 16th level).
Crocodile’s Cunning (major): At 10th level, you may bless a touched ally with an unassuming mien (much like a crocodile floating in still water seems no more dangerous than a bit of driftwood). As long as your ally takes no overtly hostile actions, the character may use its Stealth skill to hide even while observed. If you bless an ally who already possesses the ability to use its Stealth skill while observed in the current environment (such as Hide in Plain Sight), it can instead add half your Warpriest level to the skill check.

Desert Blessing††

Deities: Lathander (as Amaunator), Marthammor Duin, Set, Sseth, Shaundakul

Flashing Blade (minor): At 1st level, you can touch a single metal weapon and imbue it with the glaring light of the desert sun for 1 minute. While this blessing is active, the weapon glows with the brightness of a torch as though light had been cast upon it. Additionally, any time the weapon threatens a critical hit the target must succeed on a Fortitude save (DC 10 + half your level) or be dazzled. Weapons crafted from highly reflective materials such as silver and mithril increase the save DC by +2.
Dune Walker (major): At 10th level, you can touch an ally and grant it a desert blessing for 10 minutes. During this time, your ally suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain. Additionally, your ally is protected from the sun and heat. While this blessing is active your ally gains a bonus saving throws against blinding and dazzling effects equal to half your level, and suffers no ill effects from exposure to heat (as though protected by endure elements).

Drow Blessing†

Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun

Bond of the Forsaken (Minor): At first level, you can call upon your deity to embolden the fervor of yourself and your allies, gaining +1 sacred bonus to attack rolls and Will saves. At 5th level, this bonus increases to +2 and also applies to damage rolls. At 10th level the bonus increases to +3 and applies to all saving throws, at 15th and 20th level the bonus again increases to a maximum of +5 at 2oth.
Vengeance of the Rejected (Major): At tenth level, you gain the ability to bless an ally with the power to punish a creature that attacked her. If a creature attacks the target at least once during any round in which this blessing is active, she can add 1d6 points of damage to any attack against that creature for the remaining duration of the blessing. Each successive round in which the target is attacked by that enemy adds an additional point to the target’s damage rolls against that same enemy. This blessing persists for up to one minute.

Dwarf Blessing†

Deities: Abbathor, Berronar Truesilver, Clangeddin Silverbeard, Deep Duerra, Diirinka, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Hanseath, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain

Blessing of the Ancestors (Minor): You or a touched creature receive a blessing from your dwarven ancestors, gaining a +1 morale bonus to all attack rolls and a +2 morale bonus to will saving throws against fear. This blessing also grants 1d8 bonus temporary hit points. These benefits persist for one minute.
Warrior’s Blessing (Major): At 10th level, you or a touched creature gains the blessing of your warrior ancestors and gains the benefit of one combat feat you or the touched creature meets the qualifications for. This benefit persists for one minute. Multiple uses of this blessing on one creature doesn’t stack as only the newest blessing applies. At 18th level, this blessing grants the benefit of two combat feats.

Eagle Blessing††

Deities: Aerdie Faenya, Syranita

Eagle’s Vigilance (minor): At 1st level, you can touch an ally and grant it keen sight for 10 minutes. While this power is active, your ally gains an enhancement bonus to all sight-related Perception skill checks equal to half your level (minimum +1). Furthermore, while this power is active your ally may make a single ranged attack as a full round action, gaining the same enhancement bonus to hit. When the power is used in this way it immediately ends.
Raptor’s Flight (major): At 10th level, you can touch an ally, blessing it with powerful wings that allow it to fly (similar to the fly spell, but with a fly speed of 80 and average maneuverability) for one minute. Your ally also gains a bonus on Fly skill checks equal to your level.

Elf Blessing†

Deities: Aerdrie Faenya, Araleth Letheranil, Corellon, Deep Sashelas, Eilistraee, Erevan Ilesere, Hanali Celanil, Labelas Enoreth, Melira Teralen, Naralis Analor, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Tarsellis Meunniduin, Tethrin Veralde, Vandria Gilmadrith

Blessing to the Elf Friend (Minor): At 1st level, you can touch an ally and grant an elven battle blessing. For one minute, the touched ally gains a +1 bonus to all attack rolls and a +2 bonus to all damage rolls with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and any weapon with the word “elven” in its name. The bonus to attack roll bonus increases by 1 at 8th level and the damage rolls increases by 2 at 12th level.
War Party (Major): At 10th level, you and one ally per two class levels within 30 feet of you gains the coordination and grace of an elven war party. You gain a +2 competence bonus to all initiative, perception, and stealth checks, the ability to silently communicate with one another out to a distance of 100ft from one another with just whispers, and any time you and one ally or any two allies are adjacent to one another, each such ally gains a +2 dodge bonus to AC. In addition, you and all affected allies are not hindered by natural difficult terrain. Affected allies are still hindered by magical or other forms of unnatural terrain. This effect lasts for one minute.

Fate Blessing†

Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras, Semuanya, Shekinester

Fated to Die (Minor): At 1st level, you can touch one weapon and enhance it to inflict a minor curse on the next target it strikes. Any opponent struck by the enhanced weapon suffers 1d6 bleed and must succeed a will saving throw or be unable to heal through the use of magic unless the caster succeeds a caster level check against a DC of 11 + your class level. Failure of this check still stops any bleed effect but fails to cure any hit point damage. This effect persists for one minute.
Fated to Live (Major): At 10th level, you can touch an ally and grant them a change of fate if they are killed. If they are killed by gaining enough hit point damage to equal or exceed the necessary amount of negative hit points to be dead, they gain the benefit of a breath of life spell at the end of their next turn. If they are killed by gaining negative levels that equal or exceed their total hit dice, they are instead returned to life at the end of their next turn with one fewer negative levels than the number required to kill that character. If the character would be killed by ability score damage or drain, they are instead brought back at the end of their next turn with enough damage or drain to that ability score to be left with a one. Ability damage is lessened first, then drain if there is no ability damage. If the character is killed by any other effect, this blessing fails. This blessing persists for one minute or until it is expended.

Gnome Blessing†

Deities: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Sheyanna Flaxenstrand, Urdlen

Enemy of the Gnomes (Minor): You can bless an ally with a +1 divine bonus to all attack rolls against a single target of your choice. This benefit increases to +2 when using any weapon with the word “gnome” in its name. You also gain a bonus 1d4 divine bonus to all damage rolls against humanoids with the giant, goblinoid, and reptilian subtypes as well as aberrations, oozes, and vermin. This benefit persists for one minute.
Never there to Begin With (Major): At 10th level, you can bless an ally with a touch, rendering that ally invisible. This ability works as the spell invisibility except the ally is replaced seamlessly with a specialized illusion that continues fighting in their place. The created illusion looks like your ally well enough that it would require close examination to notice a difference. It is not intelligent and can’t make decisions on it’s own outside of attacking and responding to attacks, but it will continue combat against a single opponent in your ally’s place. The illusion can mimick any form of attack they’re capable of, including casting spells, and it will move to maintain the same position or it will take total defense actions as appropriate. It’s AC and combat maneuver defense are the same as your ally’s touch AC minus any magical effects from spells or items, adding in any dodge bonuses from total defense if it is taking that action. Any successful attack against the illusion dispels it. If the illusion successfully attacks an opponent, that opponent must succeed a will save to disbelieve the illusion, which dispels it immediately if successful. Only one save is made in any given round even if the illusion successfully hits the opponent multiple times that round. Each successful hit deals 1d6 points of nonlethal damage against the target regardless of the nature of any attack you would ordinarily make. If the attack requires an attack roll, it uses a bonus equal to your level plus your wisdom modifier. This ability persists until it is dispelled, disbelieved, or until one minute passes.

Halfling Blessing†

Deities: Arvoreen, Brandobaris, Crrollalee, Sheela Peryroyl, Urogalan, Yondalla

Lucky Break (Minor): You can bless an ally with a bit of the luck that halflings are famous for. At any point within the minute following the blessing, your ally can reroll any one roll they make. They must accept the second roll, even if it’s worse. Once you’ve made a single reroll or one minute passes, this ability ends. An ally can only benefit from this ability once in any given 24-hour period.
Halfling Athletics (Major): At 10th level, you can bless an ally with increased mobility and athletic prowress for one minute, gaining a +4 dodge bonus against attacks of opportunity and a competence bonus to all acrobatics, climb, escape artist, and swim checks equal to half your class level (rounded down). This ability lasts for one minute.

Hatred Blessing†

Deities: Bane, Baphomet, Ghaunadaur, Great Mother, Grolantor, Gruumsh, Kurtulmak, Set, Urdlen

Reckless Fury (Minor): As a swift action, your blessing can work a touched ally up into a barely-contained fury against one target individual, gaining the benefits and drawbacks of the barbarian’s rage for one minute. However, during this time, your ally can only attack one individual until the duration of the rage has expired, they have not attacked that opponent for two rounds, or that individual is dead, whichever occurs first. If your ally possesses levels in barbarian or a class that grants rage or a similar ability, your ally can gain the benefits of that ability (including any abilities dependant upon rage, such as the barbarian’s rage abilities) and any improved variations when you bless an ally with this ability and using this ability does not count against the duration of any other rage abilities but your blessed ally must still abide by this ability’s limitations.
Body of Spite (Major): At 10th level, you can touch an ally to cause their blood to become highly acidic for one minute. Any time your ally suffers an attack from an opponent, they suffer an additional 2 points of damage with each successful attack. However, each successful attack sprays their blood back at your opponent as long as they’re within your reach, dealing 1d6 points of acid damage per each successful attack and each round following an attack, the acid deals 1d6 +1 per successful hit against that ally since the blessing was activated. This acid damage persists for the duration of the blessing. The damage is cumulative as long as the duration hasn’t expired.

Ice Blessing††

Deities: Auril

Ice Plate (minor): At 1st level, you can touch an ally to bestow an ice blessing for 1 minute. Your ally becomes covered in armor-like plates of ice and frost. These plates grant a +2 enhancement bonus to your ally’s AC, +1 for every four warpriest levels you possess. Additionally, your ally gains cold resistance equal to half your level.
Icewalker (major): At 10th level, you can touch an ally and grant that ally the ability to icewalk for 10 minutes. This is similar to the spider climb spell, but the surfaces the character climbs must be icy. Your ally can move across icy surfaces without penalty, and does not need to make Acrobatics checks to run or charge on ice. During this time, your ally also gains cold resistance equal to 10 plus your level.

Illusion Blessing†

Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Leira, Mystra, Parrafaire, Sehanine Moonbow

Reflected Image (Minor): At first level, you can create an illusory double of yourself within your square that looks, feels, sounds, and mimics your actions, similarly to Mirror Image spell, except it only creates one image. At 6th level, this ability also creates an illusory blurring effect as well, obfuscating your exact position within your space and causing all creatures that attempt to attack you with a 20% miss chance. This ability persists for one minute or until the image is destroyed, whichever happens first.
Disappear (Major): At 10th level, you can bless an ally with invisibility, as the spell greater invisibility for one minute. At any point during this ability’s duration, your ally can teleport up to 10 or more feet as a move action. For every 10 feet in which you teleport, the remaining duration of this effect is reduced by one round. You must have line of sight to your point of destination.

Jungle Blessing††

Deities: Shaundakul, Thard Harr, Ubtao

Beast Tongue (minor): At 1st level, while in jungle environments you can speak with a single native animal (as speak with animals) for 1 minute. At 6th level, you can speak with the animal for 10 minutes, and can additionally charm it for this duration (as charm animal with a DC equal to 10 + half your level + your Charisma modifier).
Jungle Adaptation (major): At 10th level, you can touch an ally to grant it a jungle blessing for 10 minutes. While this blessing is in effect, your ally can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed without taking damage or suffering any other impairment. Obstacles and areas that have been magically manipulated to impede motion still affect the ally. Your ally also leaves no trail in natural surroundings, and cannot be tracked unless they wish to. Additionally, your ally is protected from heat (as endure elements).

Metal Blessing†

Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer

Skin of Iron (Minor): You can bless an ally with a touch, creating a shell of steel around their body, granting a +3 armor bonus for one minute. This bonus increases by one for every four class levels you possess. If they are currently wearing metal armor, this power fuses them to that armor, reducing their armor check penalty by one (to a minimum of 0), increasing the armor’s maximum dexterity bonus by one, and eliminating any reduction in speed due to the armor’s type. These benefits increase by one every four class levels you possess.
Shatter Metal (Major): At 10th level, you gain the ability to bless an ally, a weapon, or an object with the power to shatter metal. A touched ally or weapon can ignore one point of a metal object’s hardness per four class levels you possess. Alternatively, you can affect an object as such that it’s hardness is reduced by one point per four class levels you possess. This blessing persists for up to one minute.

Moon Blessing†

Deities: Eilistraee, Hathor, Hiatea, Malar, Sehanine Moonbow, Selûne, Sharindlar

Dance of Moonlight (Minor): At first level, you can bless a single ally with the power of a Dance of Moonlight. As long as the blessed target moves 10 or more feet per round, they recieve a +1 dodge bonus to AC and combat maneuver defense. In addition, the target can elect to expend a full round action to fascinate one creature within 90 feet as long as that creature can see and hear the target. The distraction of a nearby combat or other dangers prevents the ability from working. The blessed target can affect one additional creature for every three levels you possess. The creature must succeed a will save to negate the effect. A failed save forces the subject of the fascination effect for one round, though the blessed target can continue using this ability to extend the fascination ability for every round the target maintains it. This is a mind-affecting compulsion effect that lasts for one minute. A will saving throw negates the effect. Multiple allies blessed with this ability cannot attempt to fascinate the same creature but it does cancel out another’s attempt to fascinate that creature.
Gaze of the Moon (Major): At 10th level as a full-round action, you can meet the gaze of one opponent within 30 feet. That opponent must succeed a will save or become dazed for one round and slowed for one minute. A successful will save negates both conditions but that opponent is dazzled for one minute instead. This is a mind-affecting effect.

Mountain Blessing††

Deities: Gwaeron Windstrom, Marthammor Duin, Shaundakul, Syranita, Tarsellis Meunniduin

Foothold (minor): At 1st level as a standard action, you can cause an adjacent stone surface up to 10 feet square to mold itself into ridges and creases. A foothold that is created on a horizontal surface is treated as difficult terrain, and a Medium or smaller creature beginning its turn in the area or moving through it takes a –2 penalty on Acrobatics checks and to CMD due to poor footing. A foothold that is created on a vertical surface grants a +10 bonus on Climb checks to climb the surface. The stone remains altered for 1 hour.
Ascendant Stride (major): At 10th level, you can touch an ally and grant that character a mountain blessing. For 10 minutes, your ally becomes immune to altitude sickness, and may climb natural stone surfaces (as spider climb, but limited to natural stone surfaces). Additionally, this surefootedness grants the character a +4 enhancement bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.

Orc Blessing†

Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus

Orc’s Courage (Minor): At first level, you can bless a single ally with fearlessness in battle, granting a +4 morale bonus to saving throws against all fear effects. If a creature attempts and fails to instill fear in the target ally at any point, such as through a fear aura, spell, or intimidation, that ally gains a +2 morale bonus to all damage rolls against that opponent for the duration of this blessing. The benefits of this blessing persist for one minute.
Will of the Orc (Major): At 10th level, you gain bless a single ally with an orc’s ferocity and tenacity, adding your warpriest level to the target’s constitution score for the purpose of determining how many negative hit points they can possess before dying. In addition, the target remains concious and can take actions but is still staggered and looses one hit point per round when taking strenuous actions. If the target is an orc or has the orc racial subtype, they can choose to not act staggered for one round but looses one hit point for each strenuous action taken. This benefit persists for one minute.

Panther Blessing††

Deities: Cat Lord, Malar, Sharess (as Bast)

Cat’s Awareness (minor): At 1st level, you can alter your senses to become more feline. You gain an enhancement bonus on all Perception and initiative checks equal to half your level (minimum 1) for 1 minute. At 6th level, you gain low-light vision and scent for the same duration.
Panther’s Form (major): At 10th level, you can touch a willing ally and transform it into a humanoid/panther hybrid for 10 minutes. This ability functions as beast shape III (using a leopard for the panther’s base statistics) with a duration of 10 minutes. At 15h level, your ally becomes a large sized hybrid and this ability functions as beast shape IV.

Planning Blessing†

Deities: Chronepsis, Gond, Gorm Gulthyn, Helm, Ilneval, Maglubiyet, Merrshaulk, Red Knight, Siamorphe, Sseth, Task, Ubtao, Vandria Gilmadrith

Prepared for That (Minor): You grant the blessing of advanced preparedness to one touched ally, allowing that ally to have a mundane or non-magical item. For the duration of this ability, the ally can make a check using a modifier equal to the warpriest’s caster level plus his wisdom modifier against a DC of 10 plus the target item’s value in gold (rounded up). The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this ability, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you cannot benefit from this ability until you have at least a day to resupply and “acquire” new items. You must pay for any items acquired through this ability at the time it is used. This blessing persists for one minute until expended. The item is gained as part of the action used to retrieve it and no action is expended if the check is failed. The check can be attempted once per round and but the blessing is expended upon success.
Escape Plan (Major): At tenth level, you gain the ability to bless a single touched ally with the benefit of the word of recall spell that is designated to teleport the blessed target to a predetermined sanctuary under conditions defined at the time of casting, simialrly to a contingency spell though the warpriest can also activate the ability with a word (a swift action). The blessing only affects a single target and the benefits persist for only one minute or until the effect is activated, whichever occurs first.

Plains Blessing

Deities: Shaundakul

Summon Mount (minor): The plains are home to numerous types of herd animals, including ponies and horses. At first level, while in a plains environment, you may summon a horse or pony to serve as a mount. This functions much like the mount spell, but with a duration of 1 hour per level. The mount arrives without bit, bridle, or saddle, but neither you nor any ally you allow to ride the animal suffer penalties for riding bareback. At 4th level, your summoned mount gains the advanced template.
Battle Companion (major): At 10th level, you can summon an air elemental as a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a single air elemental, regardless of the list used. For every 2 levels beyond 10th, the size of the elemental increases as though the level of the summon monster spell increased by 1 (to a maximum of summon monster IX at 20th level).

Portal Blessing†

Deities: Elistraee, Lolth, Shaundakul

Sense Passage (Minor): You gain the ability to sense portals and ways to exit dangerous situations. This ability functions as the detect secret doors spell except you can also sense portals. This blessing also grants a +1 competence bonus to all escape artist checks and perception checks to locate secret doors and portals per two warpriest levels you possess. This benefit persists for one minute.
Temporary Portal (Major): At 10th level, you can create a temporary portal adjacent to your position (0ft range) and connecting to a location within long range (400 feet + 40 feet per warpriest level you possess) that you designate, similarly to the dimension door spell except that you must be free to move through the portal and do not immediately teleport to the desired location. Instead, the door is free-standing and anyone can pass through while the door. The door persists for one minute or until a number of creatures has passed through the door equal to one per three warpriest levels you possess (maximum 5).

Serpent Blessing†

Deities: Set, Sseth, Talona, Ubtao

Predatory Sense (Minor): You gain the power to sense the heat of nearby creatures, as many snakes are able. You gain a competence bonus to visual perception rolls against targets equal to half your warpriest level (minimum +2) based on the difference between heat signatures. This does not allow you to negate invisibility or stealth but you can search for such creatures as a swift action instead of a move action.
Venomous Strike (Major): At 10th level, you can perform a single, swift strike and deliver a potent venom if successful. This works similarly to the feat vital strike except that, if the attack is successful, the target must also succeed a fortitude save against poison, suffering 1d3 strength and dexterity damage each round for ten rounds, unless the target succeeds the initial fortitude saving throw or three consecutive saving throws following the initial saving throw. Additional strikes after the first offer no benefit with regards to the poison. Successfully negating the poison renders the target immune for 24 hours. If the warpriest possesses the vital strikeimproved vital strike, or greater vital strike, this ability increases the multiplier of damage by one, so a successful greater vital strike deals five times normal damage on a single strike.

Slime Blessing†

Deities: Ghaundaur

Devouring Touch (Minor): With a melee touch attack or unarmed strike, you deal 1d6 points of acid damage on a successful attack. The target must also succeed a fortitude saving throw or suffer 1 point of temporary constitution damage but only if the target suffers any acid damage from the attack.
Greater Devouring Touch (Major): At 10th level, you can bless an ally with the ability to deliver a greater devouring touch once per round for up to one minute. With a melee touch attack or unarmed strike, you deal 1d6 points of acid damage plus 1d6 points of divine damage on a successful attack. The target must also succeed a fortitude saving throw or suffer 1d4 points of temporary constitution damage if the attack is successful. The blessed ally also gains 5ft reach (or increases their reach by five feet) for the duration of this ability.

Spell Blessing†

Deities: Azuth, Io, Mystra, Savras, Shekinester, Thoth

Minor Spell Immunity (Minor): You can bless a single ally with the power to more easily resist a spell, gaining spell resistance 11 plus your warpriest level against one hostile first level or lower spell upon blessing that ally. At 6th level, you this benefit increases in power to include any one 2nd level spell or lower. This benefit increases by one spell level every three levels thereafter to a maximum of one 6th level spell or lower at 18th level. This benefit persists for one minute or until it successfully resists one hostile spell.
Touch of the Weave (Major): At 10th level, you can bless a single ally with vast knowledge of spells and magic, granting that ally a +1 competence bonus per two warpriest levels to all spellcraft checks and use magic device checks to use spell trigger items, such as scrolls and wands. This also allows the blessed target to use those skills untrained, allowing them to succeed checks above DC 10. This benefit persists for one minute.

Spider Blessing†

Deities: Lolth, Selvetarm

Spider Sense (Minor): You gain the ability to bless a single ally with a preternatural sense of imminent danger, gaining a +1 dodge bonus to AC and reflex saving throws. This benefit persists for up to one minute.
Entrap Prey (Major): At 10th level, you gain the ability to swiftly wrap a single creature in dense webbing as a ranged touch attack out to 30 feet. The target must succeed a reflex saving throw or gain the grappled condition. A successful reflex saving throw still causes the target to gain the entangled condition. A second application of this ability can cause the target to become pinned without a saving throw. Escaping the webbing requires an escape artist or combat maneuever check against the DC of the effect (+5 if pinned.) The webbing persists for one minute.

Suffering Blessing†

Deities: Diirinka, Jergal, Kossuth, Loviatar, Naralis Analor, Talona, Yurtrus

Strike of Suffering (Minor): You can bless a single weapon or up to 50 ammunition for a ranged weapon with a touch to deliver an attack that, if successful, is extraordinarily painful. A creature struck by the weapon must succeed a fortitude saving throw or gain the sickened and staggered condition. A successful fortitude saving throw negates both conditions. The staggered condition persists for one round and the sickened condition persists for one minute. Attempting to cast a spell while this ability is in effect forces that caster to make a concentration check DC 10 plus the level of the spell to be cast or loose the spell.
Rejuvination of Suffering (Major): At 10th level, you gain the power to benefit from the suffering of others. Any time a creature you can percieve is affected by the Strike of Suffering ability or other spell or effect that causes pain (such as pain strike or symbol of pain), you can activate this ability and gain fast healing as an immediate action. This benefit persists as long as at least one individual suffers from the effects or one minute, whichever ends sooner and healing a number of hit points each round equal to those affected by the attack that causes pain (maximum 10).

Swamp Blessing

Deities: Sebek, Semuanya, Shaundakul

Marsh Light (minor): At first level, you may summon lights similar to dancing lights, except that each of these lights is only about as bright as a single candle (increasing the light level in a 5-foot radius by one step).
Swamper’s Knack (major): At 10th level, you can touch an ally and grant them a swamp blessing for 10 minutes. Your ally gains blindsense 30 feet with respect to concealment and cover from fog, vegetation, or water. At 12th level, this improves to blindsight 30 feet with respect to these conditions. While this blessing is active, your ally can also move through difficult terrain at normal speed while within a swamp. Magically altered terrain affects the character normally.

Time Blessing†

Deities: Chronepsis, Grumbar, Labelas Enoreth

Forsee Death (Minor): You gain the ability to bless a single willing ally with a brief glimpse of an attack that may kill or maim them and grant them the impending sense of that event’s arrival. Any attack that would result in a critical hit or lethal blow against the ally must reroll the critical hit confirmation roll (if the attack was a successful critical hit) or the attack roll (if it was a normal attack that would have otherwise been a mortal wound and reducing the ally’s hit points to less than zero hit points). If the attack was a spell that would have dealt a mortal blow, the final relevant or otherwise most relevant roll that determines whether the ally is struck a mortal blow is rerolled. If there is no relevant attack or saving throw roll involved, then this ability is ineffective. While the blessing is in effect, the ally gains a +1 insight bonus to AC and reflex saving throws. This blessing persists for one minute.
Patient Spell (Major): At 10th level, when you cast a spell of one level lower than the highest spell level you can cast (to a maximum of 5th level) on yourself or a single ally, the spell does not immediately activate. Instead, the spell remains dormant until you or the ally wills the spell to activate as a swift action. Only one such blessed spell can be active on a target at any given time. This blessing persists for one minute with the blessed spell activating at that time. This blessing works similarly to a contingency and cannot be used with other spells that work in the same way.

Trade Blessing†

Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen

My Property (Minor): You gain the ability to bless a single ally with greater ability protect the things that is theirs, granting them a +2 divine bonus to combat maneuver defense against the dirty trick, disarm, steal, and sunder combat maneuvers. This benefit increases by 1 when the Warpriest reaches 4th level and an additional +1 to a maximum of +4 when the warpriest reaches 8th level. This benefit persists for one minute.
Hostility Fine (Major): At 10th level, you gain the ability to bless a single ally with the ability to financially penalize any opponent that successfully attacks that ally for the duration of the blessing as long as that ally takes no hostile actions. Any successful attack by a hostile opponent against within 10 feet of that ally per warpriest level you possess allows the ally to steal an item from that opponent either through the steal combat maneuver or through the sleight of hand, per the choice of the ally and each can be performed despite any distance between the two. The blessed ally gains a +2 divine bonus to any check to steal or use sleight of hand. Any hostile action performed by the ally immediately dismisses the blessing. This blessing persists for one minute.

Tyranny Blessing†

Deities: Bane, Ilsensine, Sekolah, Tiamat

Kneel (Minor): This ability works similarly to the spell Command, immediately causing the target to face you and drop to one knee for one round, forcing the target to take no actions for one round. This does not make the target helpless or otherwise unable to defend themselves. This ability is ineffective against creatures with more hit dice than the Warpriest but lasts for one round per level of the Warpriest to a maximum of one minute. The target receives a will saving throw to resist the effect and recieves a new saving throw each round the target is subject to the effect. This is an enchantment (compulsion) effect.
Leader’s Request (Major): At 10th level, you gain the ability to bless a single ally with tremendous drive to complete a task you designate at the time you grant the blessing. Your ally gains the benefits of greater heroism, but only when actively working to complete the task you designate. You can change this task as an immediate action. This blessing persists for one minute.

Undead Blessing

Deities: Falazure, Kiaransalee, Orcus, Velsharoon

Commandeer Undead (Minor): With a touch, you can force a non-intelligent undead creature to make a will saving throw or fall under your command for one minute. Undead under your control due to this blessing gain a saving throw each following round to dismiss the effect. Other creatures suffer 1d6 negative energy damage or half on a successful will saving throw. This other effect does not heal creatures that normally heal from negative energy.
Greater Commandeer Undead (Major): At 10th level, you can force any undead creature to make a will saving throw or fall under your command for one minute. Undead under your control due to this blessing gain a saving throw each following round to dismiss the effect. Other creatures suffer 6d6 negative energy damage or half on a successful will saving throw. This other effect does not heal creatures that normally heal from negative energy. Creatures that die from this ability rise as a skeleton or zombie (your choice) under your control for one minute.

Wind Blessing††

Deities: Aerdrie Faenya, Akadi, Auril, Bahamut, Merrshaulk, Odin, Set, Shaundakul, Sheela Peryroyl, Sseth, Syranita, Valkur

Caught on the Wind (minor): At first level, you can touch an ally and grant them a wind blessing for 5 rounds. While this blessing is active, wind conditions within 20 feet of the affected character increase by one step (to a maximum of strong), and the character seems to be carried by these winds, twisting and twirling in the gusts and eddies. Your ally gains a circumstance bonus equal to half your level (minimum 1) on all Acrobatics skill checks made to jump or avoid attacks of opportunity while moving through threatened squares.
Zephyr Companion (major): At 10th level, you can summon an air spirit to grant flight to a medium or smaller-sized ally for 1 minute. This functions as the fly spell, but your ally is carried by an elemental that follows your their mental commands. The elemental remains a separate creature, and has the statistics of a medium air elemental. The elemental may attack if ordered, but suffers a -4 penalty to all attack rolls while carrying your ally. For every two levels beyond 10th, the elemental gains 2 HD, an additional 14 hp, and a +2 to its BAB. If the elemental is slain before the minute is up, your ally is still borne safely to the ground (as per the fly spell).

Wolf Blessing

Deities: Fenmarel Mestarine, Malar, Wolf Lord

Wild Senses (minor): At first level, you can bless an ally with the acute senses of wolves, granting it a +4 enhancement bonus to Perception skill checks for 10 minutes. Additionally, at 8th level your ally gains the scent ability and a +4 enhancement bonus to Survival skill checks made to track by smell.
Pack Tactics (major): At 10th level, you can touch an ally to confer a pack blessing. This blessing remains active for 1 round for every two levels of warpriest you possess. While it is active and your ally is flanking a target, any allies adjacent to him are also considered to be flanking. Additionally, at 15th level your ally and anyone flanking with him may benefit from a single teamwork feat you possess as though they had that feat. If you choose to use this option, you may not benefit from this feat while this blessing is active unless you are also flanking with the ally you blessed.