Your faith may be the key to your power, or it may bring you a measure of hope and resolve when the dangers of your life seem insurmountable. Whatever the reason for it, you possess a deep well of belief that you reinforce whenever you can.
Undertaking a pilgrimage, retiring to a hermitage, congregating with the faithful, delivering sermons from a street corner, or any other way of practising your faith is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 14. Over the course of a week, you must make three DC 9 Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Religion|Religion]]) Tests. If you undertake this Downtime Activity in an area replete with the faithful, the GM may lower the Goal or give you Advantage on the rolls.
On a success, choose one of the following applicable effects. **This effect lasts until your next period of Downtime:**
- You have Advantage on all Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Religion|Religion]]) Tests and other Attribute Tests your GM rules relevant to your faith.
- If you are a Cleric of 2nd level or above, you may use your [[00-Balance Of Powers/3-Mechanics/3-Classes/Cleric/Cleric#Channel Divinity|Channel Divinity]] feature an additional time per Short or Long Rest.
- If you have at least one level in the Herald Class, your Herald level counts as one higher than it is for your [[01-A5E/3 Classes/Herald/Herald#Lay on Hands|Lay on Hands]] feature.
On a failure, you do not deepen your connection to your deity but endear yourself to the local representatives of your faith. They will freely provide shelter, food, and clothing **for up to a week until your next period of Downtime.**
#religionBonus #cultureBonus #historyBonus #enhancedChannelDivinity #enhancedLayOnHands