innate Spellcasting. The Avatars innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells:
At will: Unseen servant*, find familiar, disguise self, comprehend languages, darkness
Spellcasting. The Avatar is an 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Avatar has the following spells prepared:
Cantrips (at will): fire bolt, mind sliver, blade ward, shocking grasp,eldritch blast
1st level (5 slots): detect magic, identify, shield, absorb elements
2nd level (4 slots): mirror image*, web, hold person
3rd level (4 slots): counterspell, slow, dispel magic, fireball
4th level (3 slots): banishment, greater invisibility, black tentacles, dimension door
5th level (2 slots): dominate person, synaptic static, telekinesis, wall of force, mislead*
6th level (1 slots): chain lightning, disintegrate
*The Avatar casts these spells before combat.
Sorcery Points. The Reflection has 14 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:
Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Devil’s Sight. You can see normally in darkness, both magical and nonmagical, with unlimited range.
Raulothim's Psychic Lance. You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter the creature’s name. If the named target is within range, it gains no benefit from cover or invisibility as the lance homes in on it. If the named target isn’t within range, the lance dissipates, and the spell slot is not expended. The target must succeed on an Intelligence saving throw or take 10d6 psychic damage and be incapacitated until the start of your next turn. At higher level: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. This spell has a range of 120 feet.
Shadow Walk. You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Absorb Elements. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Counterspell. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
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