NameFolk Rite (HB)
Level1
SchoolTransmutation
Time1 hour
RangeVaries
ComponenentsV, S, M (25gp in herbs, incense and other materials, consumed by the spell)
DurationInstantaneous
ClassesSchool: Transmutation, Cleric, Druid, Warlock
TextYou perform a ritual of folk magic designed to bring the blessings of gods or spirits on those who take part. Blessing of the Exorcism: One individual you touch who is charmed or possessed may immediately make a saving throw against that effect (as the original saving throw), ending the effect on a success. Once a creature receives this blessing, it can't do so again for 7 days. Blessing of the Faithful: You perform a worship service with a number of creatures up to your caster level, all of whom must be within 30 feet of you for the duration of the spell. Those creatures gain advantage on their next saving throw against being charmed or frightened for the next 24 hours. Once a creature receives this blessing, it can't do so again for 7 days. Blessing of the Feast: You partake in a feast with a number of creatures up to your caster level, all of whom must be within 30 feet for the duration of the spell. Those creatures can each roll 1d4 and add the number rolled an ability check, attack roll, or saving throw it makes within the next 24 hours. If those creatures have spent at least 24 hours fasting (abstaining from eating, drinking or other specific behaviours as defined by your faith) before taking part in this ceremony, they can apply this blessing to one of each of those rolls within the next 24 hours. Once a creature receives this blessing, it can't do so again for 30 days. Blessing of the Hearth: You ward a single structure, or part of a larger structure, which fits within a 50 foot cube that you are in when you cast this spell. Creatures that complete an entire long rest within the affected area at any point in the next 7 days are blessed while within the area. Whenever such a creature makes an ability check or saving throw while in the affected area, it can roll 1d4 and add the number rolled to the result. This blessing ends on a creature the next time it takes a long rest outside of the affected area. Once a structure or part of a structure has been blessed in this way, it can't be blessed in this way again for 1 year. Blessing of Industry: You bless a vehicle, musical instrument, or set of artisan's tools, that you can see, selected when you cast the spell. Once each day for the following 7 days, a creature using the equipment can roll 1d4 and add the number rolled to a single check using that object. Once a creature has an object belonging to them blessed in this way, they may not have another object of the same type blessed for another year. For example, an individual may have a brewers kit blessed, then a boat blessed, but may not have their brewers kit blessed again for a year. Blessing of the Pilgrim: You touch a creature, giving it protection for an upcoming voyage. For the next 7 days, that creature can roll 1d4 each time it makes a saving throw against exhaustion or inclement weather and add the number rolled to the result, provided that they are traveling to a single destination during that time. If they change destinations or reach their destination during that time, this effect ends. Once a creature receives this blessing, it can't do so again for 30 days. Blessing of the Sick: You bless one creature you touch that is afflicted with a disease or poison. The creature immediately makes a saving throw against the effect with advantage. Once a creature receives this blessing, it can't do so again for a day. Source: Tasha's Crucible of Everything Else, Volume 1 p. 63 (Homebrew)