Magic Resistance. Aven has advantage on saving throws against spells and other magical effects.
Magic Weapons. Avens weapon attacks are magical.
Solar Absorption. Whenever Aven is subjected to radiant damage, she takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Spellcasting. Aven is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Aven has following spells prepared:
Cantrips/at will: Guiding bolt, faerie fire, dancing lights,
5/day each: absorb elements, aganazzers scorcher, burning hands, misty step
3/day each: crown of madness, suggestion, daylight, fireball, hold monster
1/day each: dominate monster, maddening darkness, reverse gravity, sunbeam
Comet. Ranged Spell Attack: +13 to hit, reach 120 ft., 3 target. Hit: 9 (4d4) bludgeoning damage plus 9 (4d4) fire damage.
Aurora. Aven sends out writhing lights to a creature she can see within 60ft, the creature must make a DC 21 dexterity save or suffer 25 (8d6) radiant damage and be moved 15ft in a direction of Avens choice. On a success the creature takes half damage and is not moved.
Solar Flare (recharge 5/6). A burst of light is seen within 120ft of Aven, all creatures of her choice within that range have 1 of 2 effect (determined creature to creature)
Sear. The creature must make a DC 21 dex save, taking 50 (16d6) radiant damage on a failed save or half as much on a success.
Celestial. The creature heals 25 (8d6) hp.
Un-euclidean form. When an attack hits Aven she can use her reaction to vanish from the battlefield, only reappearing at the start of her next turn.
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