***Effect.*** A small shell launches 5 feet into the air where it detonates and releases a spray of shrapnel in a 10-foot cube, covering the area directly above the trap. Any creature in the area must make a Dexterity saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much damage on a successful save.
***Countermeasures.*** A successful Wisdom (Perception) or Intelligence (Investigation) check reveals the presence of the trap. A successful Dexterity check using thieves’ tools disables it, and a check that fails by 5 or more triggers the trap.
***4. Blessing of Mystic Corruption.*** You add one additional Pious Fury die to your damage rolls with a simple weapon or unarmed strikes. The damage type of your Pious Fury die changes to necrotic or radiant (your choice) for the duration of this blessing. ***5. Blessing of Purification.*** While you are affected by a poison or disease, you gain a bonus to AC equal to your Charisma modifier. In addition, when you hit a hostile creature with a melee attack using a simple weapon, you can transfer one poison or disease affecting you to the target. ***6. Blessing of Testimony.*** When you must make a saving throw, you lose 1 hit point and gain a bonus to the saving throw equal to your Charisma modifier (minimum of 1). ***7. Blessing of Thorns.*** You have resistance to bludgeoning, piercing, and slashing damage. You lose 1d4 hit points at the end of each of your turns unless you have less than half of your total hit points remaining.