Attuned Resistance. Avery has resistance to cold, fire and lightning damage.
Eyes of the Elementals. Avery may commune with the elementals in the surrounding area. They gain a mental map of an area of 2 mile radius centered on them. Also, Avery can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Spellcasting. Avery is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Avery has the following White Mage spells prepared:
Cantrips (at will): Druidcraft, light, Guidance, Mold Earth
1st level (4 slots): guiding bolt, bane, bless, thunderwave, healing word, cure wounds
2nd level (3 slots): lesser restoration, spiritual weapon,earthbind
3rd level (3 slots): dispel magic, erupting earth,mass healing word
4th level (3 slots): death ward, Watery Sphere
5th level (2 slot): greater restoration, conjure elemental
Soothe Sayer. Whenever Avery uses a spell to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Cure. One target creature within 30 ft. Avery can see regains 16 (2d8+7) hit points.
Protect/Shell. Avery casts a protective ward over one target creature within 30 feet. that they can see. Until the end of their next turn, all damage the target would receive is reduced by 7 (2d6).
Arise (1/day). Avery restores the vitality within 60 ft. to one target creature with 0 hit points that she can see. That creature regains 43 (10d6+8) hit points.
Assize (2/day). An eruption of energy from Avery's body soothes allies and wounds enemies. All allies within 60ft. recover 21 (3d8+7) hit points and all enemies within 60ft. must make a wisdom saving throw. They take 10 (4d4) radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling.
Elemental Aid. Avery calls on aid from the elementals to resist their enemies. For Avery's next saving throw, Avery has advantage on Strength and Dexterity saving throws.
Description
White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again.
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