Illumination. The miracle sheds bright light in a 60-foot radius and dim light for an additional 60 feet. This light is sunlight, and it dispels any magical darkness created by a spell of 2nd-level or lower.
Innate Spellcasting. The miracle's innate spellcasting ability is Charisma (spell save DC 18). The miracle can innately cast the following spells, requiring no components:
At will: lesser restoration, revivify
1/day each: greater restoration, hallow
Inspiration Aura. Each allied creature within 60 feet of the miracle has advantage on saving throws against being charmed or frightened. Creatures that cannot see or that are in darkness do not benefit from this aura.
Magic Reflection. The miracle has advantage on saving throws against spells and other magical effects. If the miracle's saving throw succeeds and the spell is of 5th level or lower and only targets the miracle (not an area), the spell has no effect on the miracle and instead targets the caster.
Miraculous Rejuvenation. A miracle that dies comes back to life with all its hit points in 3 days unless it is killed by an evil-aligned creature while a bane spell is cast on the miracle, or if it is killed on desecrated ground.
Radiant Form. The miracle can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. If a creature that is missing hit points starts its turn in the miracle's space, it regains 2 hit points. Undead, constructs, and fiends are immune to this healing. A creature that touches the miracle or hits it with a melee attack while within 5 feet of it takes 7 (2d6) radiant damage.
Darkness Susceptibility. For every 5 feet the miracle moves in darkness, it takes 2 necrotic damage. When the miracle ends its turn within darkness, it takes 10 necrotic damage.
Multiattack. The miracle makes two burn attacks or three ray attacks.
Burn. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) radiant damage.
Ray. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) radiant damage.
Light Beam (Recharge 4–6). The miracle blasts a beam of light in a 15-foot wide, 120-foot long line. Each creature in the line or within 5 feet of the miracle must make a DC 18 Constitution saving throw. On a failed save, a creature takes takes 26 (5d8 + 4) radiant damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and isn't blinded. Undead and fiends have disadvantage on the saving throw.
Description
When glowshards gather on their own, they can reform into a spirit of light. But if their reformation is blessed or ordained by a powerful cleric, angel, or deity, the new spirit is reborn as a more powerful entity devoted to the pursuit of the greater good: a living miracle.
Living miracles resemble spirits of light, as both are composed of pure golden light. But compared to spirits of light, they are much larger and often take a humanoid shape or even the shape of an angel, though a few rare miracles are shaped like a floating crystal.
Much like angels, living miracles are innately driven to protect the forces of good and battle the forces of evil. Though they are not bound by the same codes as the lawful angels, both living miracles and angels usually seek to fulfill the same goals and often work together to achieve them.
Independent Allies. Though intelligent enough to have their own moral ideals, living miracles rarely ally permanently with any particular deity. These celestials seek to maintain balance between all the forces of good, forming only temporary alliances when they are needed. Because of this lack of loyalty to any one deity or angel, living miracles are rarely created for a specific purpose. Any cleric or deity that strives to create one knows that the living miracle will not act as their servant or minion. Instead, living miracles are usually created as an act of general charity to the whole cosmos.
Patient Sentinels. Unlike the angels who act upon orders from their deities, living miracles choose their own battles. These creatures are keenly aware of not only their power, but their rarity within the cosmos. So as to not waste their incredible potential, most living miracles avoid unnecessary conflicts whenever possible, fearing that the forces of evil could surprise them and end their existence once and for all. Miracles wait for the mighty conflicts that threaten entire planes or even creation itself before finally entering the fray to help secure a decisive victory against iniquity.
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