Spear +1ShieldChain mail
At the end of a long rest, you can touch one nonmagical suit of armor or weapon. Until the end of your next long rest or until you die, the object becomes magical, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
You have resistance to acid damage.
Action. You exhale destructive energy in a 5 by 30 ft. line. Each creature in the area must make a DC 13 Dexterity saving throw. A creature takes 2d6 acid damage on a failed save, and half as much on a successful save.
Requires holy symbol and verbal prayer. Each visible undead in 30 ft. must succeed on a Wisdom save or be turned for 1 minute or until it takes damage. An undead that fails its save is instantly destroyed instead if its CR is ½ or lower.
A turned creature can’t take reactions and can only Dash or try to escape from an effect that prevents it from moving. It must try to move as far away as possible and can’t willingly move within 30 ft. If it has nowhere to go, it may Dodge.
You conduct an hour-long ritual to craft a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The ritual can create a duplicate of a nonmagical item that contains metal if you possess the original during the ritual.
The thing you create can be worth no more than 100 gp. As part of the ritual, you must lay out metal with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end. The creation appears in an unoccupied space of your choice on a surface within 5 ft.
You always have identify, searing smite, heat metal, magic weapon, elemental weapon, and protection from energy prepared. After a long rest, you can prepare any 8 spells from the cleric spell list.
You can cast a prepared cleric spell with the ritual tag as a ritual.