Uncommon wondrous item
(requires attunement)
This small medallion is carved from petrified wood and dotted with tiny gleaming clusters of azurite. From dawn until dusk, the azurite is colored a deep blue. From dusk until dawn, the azure is instead a dark, vivid purple.
The crest has 3 charges, and regains 1 charge at dawn.
During the day, the crest's wielder can spend 1 charge as an action to cast aid.
At night, the crest's wielder can spend 1 charge as an action to cast spirit guardians (save DC 15). When cast in this way, the guardians take the form of shadowy, ash-like moths, and the spell deals only necrotic damage.
The wielder can spend all 3 charges as an action at any time of day to cast enervation (save DC 15). If they do, the crest doesn’t regain charges for the next three dawns.
Aid
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
Spirit Guardians
level 3 - conjuration
Casting Time: Action
Range: Self
Components: V, S, M (a prayer scroll)
Duration: Concentration, up to 10 minutes
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Enervation
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.