Once per long rest, when you cast a leveled spell, it automatically casts a second time, but the target of the second casting is randomly chosen by the DM.
You can no longer benefit from a short rest. Only a full long rest prevents exhaustion.
You gain advantage on Insight, but disadvantage on Persuasion against good-aligned creatures.
When a creature dies within 30 ft of you, you regain 2d10 HP, but must succeed a DC 15 Wisdom save or be stunned for 1 round.
Celestials, fiends, clerics, paladins, undead within 1 mile automatically sense your presence and direction.
During each long rest, you must make a DC 15 Wisdom save or gain 1 level of exhaustion.
You cannot be teleported, banished, plane-shifted, or transported unless you first succeed a Wisdom save vs spell DC.
Permanently learn one 1st- or 2nd-level spell from any spell list. Cast it without a slot once per long rest.
Once per long rest, when you would die, your soul ignites—revive at full HP and all conditions removed.
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