While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.
The Chalice: When a creature within your aura regains hit points from any source, they regain additional hit points equal to 1d4 for each level of the spell (minimum 1). Additional Feature: You learn the Spare the Dying cantrip.
The Hood: The bright light your form sheds is changed to a dim light which covers the area of your guardian's aura and darkens light sources. Creatures within your aura gain darkvision out to a range of 60 feet. If a creature already has darkvision, its range increases by 30 feet while within your aura.
The Scales: Critical hits against allied creatures within your aura are instead treated as normal hits. Additionally, when an allied creature within your aura rolls a 1 on a d20 they can reroll the d20 and must use the new roll.
The Staff: When a creature within your aura hits you or an ally with a melee attack, you can use your reaction to deal radiant damage to the attacker equal to 1d6 + your Mental Modifier.
While in any of these forms you also gain the Guiding Bolt spell.When you use guiding wind on a creature, you can give them a starry mote which does one of the following things.
The mote disappears after a minute, and a creature cannot have more than one mote at a a time.
When you cast a circle spell with a Primary Spell Slot that would otherwise cost 2 actions, the casting time is instead one action.
Your mote’s die increases to a d6
When you start your turn, you may change your Constellation
Whenever a creature within your Guardian’s Aura takes damage, they gain a mote.
When an enemy creature leaves your guardian’s aura they take 4d6 radiant damage. A creature can only take this damage once per turn.