You bite either a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d6 plus the ability modifier used to make the attack roll. You may choose to gain temporary hit points equal to the amount of damage dealt. You may gain temporary hit points from this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest.
You can cast the charm person spell once using this trait. Charisma is your spellcasting ability for this spell. You require no components to cast this spell using this trait, but your target must be able to see you. You regain the ability to cast this spell when you finish a short or long rest.
You can briefly unleash your divine power. You become resistant to bludgeoning, piercing, and slashing from nonmagical attacks. You have advantage on saving throws against spells and other magical effects. You are immune to the charmed and frightened conditions. You lose all levels of exhaustion, and you cannot be exhausted. It ends early if you are knocked unconscious. You can also end your true form on your turn as a bonus action. You can enter your celestial form again when you finish a long rest. When you reach 7th level, you can enter celestial form twice before you need to rest.