Magic Guard. The Clefable has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Clefable's innate spellcasting ability is Charisma (spell save DC 17, + 9 to hit with spell attacks). The Clefairy can innately cast the following spells, requiring no material components:
At Will:Moonbeam (at 3rd level)
Doubleslap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Cosmic Power (1/day). The Clefable uses cosmic magic to give itself resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for 1 minute.
Metronome (Recharge 4-6). The Clefable waggles its fingers rhythmically, conjuring wild magic to innately cast a random spell from the Metronome Table, for which it requires no material components. Each spell on the Metronome Table has a casting time of one action, regardless of its normal casting time. The Clefairy can choose the target or targets of the spell cast by Metronome, and does so after the spell is determined.
Moonlight (Recharge 6). As a bonus action, the Clefable basks in restorative moonlight. The Clefable regains 28 (8d4 + 8) hit points, or half as much if it is indoors. The Clefable cannot use this action if it is in magical darkness.
Encore. As a reaction, the Clefairy applauds delightfully and hypnotically, attempting to enchant a creature it can see within 60 ft. of it that has just taken an action. The creature must succeed on a DC 17 Wisdom saving throw or become charmed by the Clefairy. While charmed in this way, the creature cannot take any actions on its turn other than the one given an Encore by the Clefairy for 3 (1d4 + 1) rounds. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Clefairy can only have on creature charmed at a time.
Description
Metronome Table
| d100 | Spell Cast | d100 | Spell Cast |
| 1-2 | Arms of Hadar | 51-52 | Levitate |
| 3-4 | Aura of Vitality | 53-54 | Lightning Bolt |
| 5-6 | Blade Ward | 55-56 | Mage Armor |
| 7-8 | Blindness/Deafness | 57-58 | Magic Missile |
| 9-10 | Blink | 59-60 | Magic Missile (at 2nd Level) |
| 11-12 | Blur | 61-62 | Magic Missile (at 3rd Level) |
| 13-14 | Burning Hands | 63-64 | Mirror Image |
| 15-16 | Call Lightning | 65-66 | Misty Step |
| 17-18 | Dancing Lights | 67-68 | Phantasmal Force |
| 19-20 | Darkness | 69-70 | Ray of Frost |
| 21-22 | Eldritch Blast | 71-72 | Scorching Ray |
| 23-24 | Enlarge | 73-74 | Shatter |
| 25-26 | Faerie Fire | 75-76 | Shocking Grasp |
| 27-28 | Fear | 77-78 | Sleep |
| 29-30 | Fire Bolt | 79-80 | Sleet Storm |
| 31-32 | Fireball | 81-82 | Spirit Guardians |
| 33-34 | Flaming Sphere | 83-84 | Spiritual Weapon |
| 35-36 | Fly | 85-86 | Stinking Cloud |
| 37-38 | Fog Cloud | 87-88 | Tasha's Hideous Laughter |
| 39-40 | Gaseous Form | 89-90 | Thunderwave |
| 41-42 | Grease | 91-92 | True Strike |
| 43-44 | Gust of Wind | 93-94 | Vampiric Touch |
| 45-46 | Haste | 95-96 | Web |
| 47-48 | Heat Metal | 97-98 | Wind Wall |
| 49-50 | Hypnotic Pattern | 99-100 | Witch Bolt |
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