Once per long rest, you thrust a palm towards a target within 5 feet, blasting electricity outwards at them. The target must make a dexterity saving throw or take 1d10 lightning damage. If the target fails the save, you may have the lightning arc to another target within 5 feet of the first target, who must then make a dexterity saving throw as well. If they too fail the throw, roll an additional 1d6 lightning damage, taking the total of the rolls and dividing them between the two targets. The second target cannot take more damage than the first target.
At 5th level, on a successful save the first target takes 1d6 lightning damage, and any further target who successfully save takes 1d4 lightning damage (the chain cannot continue past a target who succeeds the save). At 9th, 14th, and 19th level, an additional target can be chained within 5 feet of the last target who failed the save.
At level 10 this gift can be used once per short rest.
Once per long rest, as a bonus action, immediately after striking a target with a melee attack this turn, you may use this gift to roll 1d20 and gain one of the following results.
1-4: You take 1 radiant damage.
5-19: The weapon ignites as it strikes the target, and the target takes an additional 1d4 fire damage.
20: The weapon glows a swirling mix of red and purple as the target hears a quiet cackle in their head, and the target takes an additional 2d4 radiant damage.
At level 9, the ratios become 1-2, 3-18, and 19-20 respectively, and at level 16 the ratios become 1, 2-14, and 15-20 respectively.
At level 10, this gift can be used once per short rest.
Once per long rest, you may touch another person you are entangled with and swap use of your divine gifts with each other temporarily. This swap is for one use, unless otherwise mentioned in the gift.
This swap must be agreed upon, and the gifts revert if either party involved ceases to be conscious for any reason, even if the gift hadn't been used.