Wondrous Item, artifact (requires attunement by a Gift From the Wilds)

The voices of the wind whistle around you as your hand grips the lantern. Your heart calms, and the spirits of nature are guided by your light.

This lantern can be used a regular light source w/ out any fuel, but the radius is reduced to 20 ft. Any creature within the lantern's bright light will be visible to you, whether they are invisible or not. The lantern will attract spirits of nature to circle around you like moths to a flame. Each spirit's attribute is akin to the surroundings of your character. The lantern can attract combinations of them, and which ones you will receive will be by the DM's discretion: if you are in a snowy area, you will either receive a water and a wind spirit every turn. The possible elements for spirits are wind, water, fire, earth, light, dark, and arcane, the latter of which is attracted when their are no other elements possible to receive. The combinations of elements will be up to the DM. When you have a certain spirit, you and those bathed in the light of the lantern will receive a benefit. 

1. Wind: The spirits bless you with a tailwind to your back. Once per person, per spirit on the player's turn, they will receive an extra movement of 10 ft.

2. Water: The spirits bless you with vitality. Once per person, per spirit on the player's turn, they will receive (half your level) d6 + your spell modifier in healing.

3. Fire: The spirits fuel your fury in battle. Once per person, per spirit on the player's turn, they will gain multi-attack on one action.

4. Earth: The spirits strengthen your resolve. Once per person, per spirit on the player's turn, they will not be hindered by movement impairing effects for one action.

5. Light: The spirits brighten up the fight. Once per enemy, per spirit on the player's turn,  the targeted creature will be blinded by a flash for 1 turn if has sight.

6. Dark: The spirits darken the battlefield. Once per person, per spirit on the player's turn, the targeted creature will be shrouded in a darkness for 1 round that allies can see through but enemies gain disadvantage trying to attack the targeted creature.

Arcane: The spirits will decide your fate. Once per person, per spirit on the player's turn, the targeted player will roll a d6, and will receive a benefit from the corresponding dice roll.

When you posses a spirit, you can use an action to immediately bestow it's effects to anyone you can see. You can only have 3 spirit at a time and you old one will be replaced by the new one summoned. Every three spirits, you will gain an arcane spirit instead of the attuned element.  

Edited for a campaign got permission from Andros_Timeseeker as Andros_Timeseeker is in my Campaign.

Notes: Gift From the Wilds

ItTakes1ToKnow1

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