You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
You perform a special religious ceremony 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 make a DC 20 Wisdom (Insight) check. On a success, you restore the target to its original alignment.
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. 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. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse. For the next 7 days, the target cannot become undead by any means short of a Wish spell.
Wedding. You touch two willing adult humanoids, bonding them in marriage. For the next 7 days, each target gains a +2 bonus to AC while within 30 feet of the other. A creature can benefit from this rite again only if widowed.
Wondrous Item — a battered but beloved ceramic teapot, inexplicably warm to the touch even when empty. It seats four cups comfortably and has never once needed washing.
Blessed Brew. Each day, the first pot of tea brewed in this teapot is imbued with a magical effect. The pot produces 4 cups, each of which may be consumed immediately or stored as a potion. Stored cups lose their magical effect at the next dawn, when the pot regains its charge.
A creature that drinks a cup regains one of the following (their choice): one expended 1st level spell slot, one expended ki point, or hit points equal to one roll of their hit die plus their Constitution modifier.
What began as a curse became a covenant. What remains hums with borrowed lightning and unfinished longing.
Rapier +1 — the blade of this weapon does not catch light so much as devour it, its edge alive with a constant crackling arc of violet-black necrotic energy. It carries the weight of a life well-lived and a grief not yet set down.
Spectral Strike. The wielder may choose to make a special attack, driving the blade through armor as though it were mist. The attack deals only its necrotic damage component, ignoring AC granted by armor.
Mastery: Vex. If you hit a creature with this weapon and deal damage, you have advantage on your next attack roll against that creature before the end of your next turn.
Quarterstaff +1 — a walking staff crowned with a head of purple Mournlode, a metal with an innate affinity for the boundary between life and undeath. The staff functions both as a druidic focus and a holy symbol.
Mournlode's Bane. If any spell is cast using this staff as a focus against an undead creature, the Spell Attack roll or Spell Save DC gains a +2 bonus.
Charges. The staff has 5 charges, resetting daily at dawn. The wielder may cast the following spells through the staff: Dancing Lights and Shillelagh at will, or Mold Earth, Shape Water, Gust of Wind, or Control Flames by expending 1 charge per spell.
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 + the ability modifier used to make the attack roll + your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Greater Loregem — an ioun stone of deep violet hue, orbiting the wielder's temple in slow, silent revolution. Elven in origin, ancient beyond reliable record.
Spellbook. The gem functions as a spellbook for its attuned wielder. Spells may be inscribed into and prepared from it as normal.
Truesight. The attuned wielder gains truesight to a range of 30 feet.
Mind Blank. The attuned wielder is permanently under the effect of a Mind Blank spell: they have immunity to Psychic damage and the Charmed condition. The wielder is unaffected by anything that would sense their emotions or alignment, read their thoughts, or magically detect their location. No spell — not even Wish — can gather information about the wielder, observe them remotely, or control their mind.
Circle of the Stars — Class Feature
You have created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells.
Guidance. You know the Guidance cantrip.
Guiding Bolt. You have the Guiding Bolt spell prepared. It counts as a druid spell for you and does not count against the number of spells you can have prepared.
Free Casts. You can cast Guiding Bolt without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Replacement. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.