(Granted Tenser's Floating Disk) Can Cast any spell in spellbook as a ritual.
Takes 10min to cast no spell slot requirement.
(no materials needed) Cast any level 1 spell without using a spell slot once per long rest.
(no materials needed) Can see in dim light as if it is bright to 60ft.
Can see in darkness as if it is dim light to 60ft.
- Cannot see in color.
(no materials needed) As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus.
The creature regains a number of Hit Points equal to the total rolled.
Once you use this trait, you can’t use it again until you finish a Long Rest.
You touch one Large or smaller object that isn't being worn or carried by someone else.
It sheds light in a 20-foot radius.
The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
(no materials needed) Climb Speed. You gain a Climb Speed equal to your Speed.
Hop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.
Jumping. You can make a running Long or High Jump after moving only 5 feet.
(no materials needed) Once on each of your turns before the transformation ends, you can deal extra damage equal to Proficiency Bonus to one target on one attack.
The extra damage equals your and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Heavenly Wings - Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance - For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud - Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.