When you touch someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+, you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease transfers to you.
You ignore the clumsy tag on armor you wear.
When you give an NPC an order based on divine authority, roll+CHA. On a 10+, they choose to follow you, fear you, or fight you. On a 7–9, they hesitate first.
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do. Choose up to two boons provided by your god and one vow to fulfill while on the quest.
Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the Commune and Cast a Spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
When you take damage, you can grit your teeth and accept the blow. If you do, you take no damage but instead suffer a debility of your choice. If you already have all six debilities, you can’t use this move.
While on a Quest, you deal +1d4 damage.
You get +1 armor while on a Quest.
Take +1 to order hirelings.
When you heal an ally, you heal +1d8 damage.
When you speak aloud your promise to defeat an enemy, you deal +2d4 damage against that enemy and -4 damage against anyone else. This effect lasts until the enemy is defeated. If you fail to defeat the enemy or give up the fight, you can admit your failure, but the effect continues until you find a way to redeem yourself.
When you lead the charge into combat, those you lead take +1 forward.
When you Defend, you always get +1 hold, even on a 6-.
When you Hack & Slash, choose an ally. Their next attack against your target does +1d4 damage.