Imti calls out to the townsfolk,
"Now's your chance! Get out of here!"
Sliding outward to try and remain 30 feet from the fray and hovering in the air, Imti calls upon the stars to provide guidance for her companions. The crystal hung around her neck begins to glow, and beams of light spread outwards to connect her shoulders, hips, and limbs. One beam extends through her outstretched hand and lances out at V1 like an arrow.
Another beam of light streaks out, this one glittering as it goes towards V4.
OOC:
Bonus Action: Wild Shape Starry Form of Archer, attack with luminous arrow at V1.
Action: Cast Guiding Bolt at V4.
[ +- ] Starry Form
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
[ +- ] 1st: Guiding Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 ft.
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.