When you gain access to a new sign of faith, choose one of the following.
In addition to the spells you normally prepare, you always have speak with dead prepared, and you can use this feature to cast it once between long rests without spending a spell slot. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.
Your insight and sympathy more than make up for your lack of formal medical training. You gain an expertise die on Medicine checks. In addition, you may always choose to use Wisdom when making Medicine checks.
You have a deep relationship with religious history and art. You gain an expertise die on History checks. In addition, you may always choose to use Wisdom when making History checks.
During a short rest, you can spend uses from your healer’s satchel to aid your allies in their recovery. A creature you choose may roll expended Hit Dice twice, taking the higher result. You may not expend your own Hit Dice while using this feature, since you use all of your energies to heal your companions.
Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your reaction.
Your greater entity acts as a buffer to shield you from hardship or your religious self-discipline sustains you even during harsh times. Preventing the first level of fatigue you would take each day.
When you see a creature that appears to be a beast, you automatically recognize whether it is a celestial, fiend, or fey. You have advantage on Arcana and Medicine checks made to interact with magical wounds and maladies caused by celestials, fiends, and fey.
You have the ability to interpret messages sent to you in dreams or visions by your greater entity. After each long rest you know either:
The Narrator lets you know which benefit is available whenever you finish a long rest.
Your connection to a greater entity allows you to sense poison or disease in food, drink, or other consumables. You must have had direct contact with them or their container in order to sense this corruption.
Divine intuition guides you through the tangled paths of constructed or inhabited areas without confusion. Once per day you may choose to walk the Righteous Path for 1 hour. While walking the Righteous Path, you are aware when enemies are within 60 feet of you, and you know if backtracking or alternate routes could avoid them. You can also use an action to sense if there are traps within 30 feet, but not the location or nature of the traps.
Your divinely-inspired counsel and wise advice can calm troubled minds. You may reduce one ally’s strife by one level. Once you use this feature, you cannot do so again until you finish a long rest.
Choose a creature type from fiend, fey, celestial, elemental, or undead. You know when a creature of this type is within 60 feet of you, although you do not know its location. Nondetection protects against this feature. You may select this sign multiple times, choosing a different creature type each time.
Years of devoted learning have given you a deep understanding regarding the evolution of religion, theology, and the figures involved. You gain an expertise die on Religion checks. In addition, you may always choose to use Wisdom when making Religion checks.
Your personal knowledge of divine wrath and the end times make your proclamations utterly chilling. You gain an expertise die on Intimidation checks. In addition, you may always choose to use Wisdom when making Intimidation checks.