You imbue up to 6 creatures you can see within range with divine power. For each creature you imbue, you must spend a spell slot (any level). Each creature you choose gains the benefits of the Magic Initiate feat, with Cleric as the class and Wisdom as the spellcasting ability. You choose the selected spells for the feat upon casting Divine Investment, and cannot change the selected spells. The selected spells are the same for each creature, and they must be spells you can prepare from the Cleric class (but they can be from a subclass).
The spell ends for a creature when they use the 1st level spell of Magic Initiate, or if you take the power back from them (no action required by you). You cannot regain the spell slots spent for imbuement until your next long rest after the imbued creature loses the benefits of this spell.
* - (A statue of your god, worth at least 500 GP)Previous Versions
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