An Artist's Vision: Camellia can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. Camellia has advantage on saving throws against being frightened. Camellia can move through the space of any creature that is of a size larger than yours. When she rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die. She must use the new result, even if it is a 1.
An Archfey's Touch: The Brush of Life can give any drawing she makes a physical form, regardless of its nature or shape. Paintings of landscapes or locations can create doorways to their actual positions or a location similar to it from the perspective of her painting. Camellia's pact weapon disappears if it is more than 5 feet away from her for 1 minute or more, if she dismisses the weapon (no action required), or if she dies. When another creature attempts to charm her, she can use her reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against her warlock spell save DC or be charmed by her for 1 minute or until the creature takes any damage.
One with Shadows: When she is in an area of dim light or darkness, she can use her action to become invisible until she moves or takes an action.
Misty Visions: She can cast silent image at will, without expending a
spell slot or material components.
Devil's Sight: She can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Sight: She can cast Detect Magic at will, without expending a spell slot.
Eyes of the Runekeeper: Camellia can read all writing.
Spellcasting. The Camellia is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can cast up to 3 spells before having to rest. Camellia has following warlock spells prepared:
Cantrips (at will): Eldritch Blast, Mage Hand, Prestidigitation, Minor Illusion
1st level: Unseen Servant, Illusory Script, Sleep, Faerie Fire
2nd level: Calm Emotions, Phantasmal Force, Invisibility, Misty Step
3rd level: Blink, Plant Growth, Magic Circle, Dispel Magic
4th level: Dominate Beast, Greater Invisibility, Banishment, Dimension Door
5th level: Dominate Person, Seeming, Contact Other Plane, Dream
6th level: Conjure Fey
Fey Presence: She can cause each creature in a 10-foot cube originating from her to make a Wisdom saving throw against her spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of her next turn. Once she uses this feature, she can't use it again until you finish rest.
Misty Escape: She can vanish in a puff of mist in response to harm. When she takes damage, she can use her reaction to turn invisible and teleport up to 60 feet to an unoccupied space she can see. She can remain invisible until the start of her next turn or until she attacks or casts a spell. She can't use it again until she finishes a rest.
Brush of Life. Melee or Ranged Weapon Attack: +5 to hit, reach 5/60 ft., one target. Hit: 19 (1d20 + 8) acid damage.
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