Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
You call forth a celestial spirit. It manifests in
an angelic form in an unoccupied space that
you can see within range. This corporeal form
uses the Celestial Spirit stat block. When you
cast the spell, choose Avenger or Defender.
Your choice determines the creature’s attack
in its stat block. The creature disappears
when it drops to 0 hit points or when the spell
ends, .The creature is an ally to you and your
companions. In combat, the creature shares
your initiative count, but it takes its turn
immediately after yours. It obeys your verbal
commands (no action required by you). If you
don’t issue any, it takes the Dodge action and
uses its move to avoid danger.
At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, use the
higher level whenever the spell’s level
appears in the stat block.
You call forth spirits of the dead, which
lit around you for the spell’s duration. The
spirits are intangible and invulnerable.
Until the spell ends, any attack you make
deals 1d8 extra damage when you hit a
creature within 10 feet of you. This damage is
radiant, necrotic, or cold (your choice when
you cast the spell). Any creature that takes
this damage can’t regain hit points until the
start of your next turn.
In addition, any creature of your choice that
you can see that starts its turn within 10 feet
of you has its speed reduced by 10 feet until
the start of your next turn.
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d8 for every two slot
levels above 3rd.