Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is 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 rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. 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 rite only once.
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a water spout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone.
You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.
Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.
When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an occupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when your reappear.
You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success