Gains the ability to maintain concentration on up to 2 spells and can cast other non-concentration spells without interrupting concentration.
Roll with Advantage when concentration is being interrupted.
A bright streak flashes from your original location to a point you choose within range and then blossoms with a low roar into an explosion of flame when you are instantly teleported.
Each creature in a 20-foot-radius sphere centered on your location must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.
Enchant your melee attacks to siphon enemy life force.
On a hit, the target takes 3d6 additional necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2rd.
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric leveI. Choose any creatures within 30 feet of you, and divide those hit points among them.