Across the front of the shield is inscribed a needle with an image of flames rising out from it, the symbol of Sharindlar. This shield was bestowed from Sharindlar to her champion during the Time of Troubles to aid in guarding her. The harder her champion fought to protect her, the more she lent her divine power.
After each battle during which you are holding the shield and either an enemy makes an attack against you or you heal an ally you may spend 1 minute praying to Sharindlar to unlock a new ability of the shield. At sunrise every day the shield resets to Stage 2. While attuned you can use this shield as your spell focus.
Stage 1: As a bonus action you cause the flames on the shield light up as bright as a torch. You can dismiss the light with another bonus action.
Stage 2: The flames of the shield (while lit) strike out an enemies. You can use your reaction to deal 2d6 radiant to the attacker whenever you are hit by a melee attack.
Stage 3: You can cast Spirit Guardians using your channel divinity ability (whether or not you have it prepared and without expending a spell slot). Otherwise the spell has the same restrictions, e.g. you must maintain concentration on it.
Stage 4: Anytime you heal someone (including yourself) instead of rolling dice you heal them for the maximum the dice could have been rolled for.
Stage 5: You have advantage on divine intervention rolls
By living the path of the Lightbringer you have the potential to unlock more abilities of the shield. Conversely straying from the path may cause the shield to lose some of it's abilities.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Notes: Bonus: Armor Class, a cleric or paladin of Sharindlar, Combat, Warding
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