Astral Halo. While Saerthe is wearing no armor and wielding no shield, their AC includes their Wisdom modifier. In addition, a creature that hits Saerthe with a melee attack while within 5 feet of them takes 9 (2d8) force damage.
Innate Spellcasting. Saerthe's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They can innately cast the following spells, requiring no material components:
At will: detect magic, guidance, light, thaumaturgy
3/day each: bless, guiding bolt, healing word, hold person
Eldritch Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage.
Astral Insight (3/Day). When Saerthe or a creature they can see makes an attack roll, a saving throw, or an ability check, Saerthe can cause the roll to be made with advantage or disadvantage.
Description
Despite their extravagant showboating, Saerthe Abizjn (pronounced SAIR-th ah-bih-ZEEN) remains as mysterious as the isle of Nimbral from which they hail. Although relatively inexperienced in comparison to some of the other instructors at the academy, Saerthe is an experienced spelljammer. Their eyes shimmer like pools of quicksilver, allowing them to see magical auras.
Saerthe’s quick wit and sharp tongue provide them with an inexhaustible supply of jabs and quips (though never mean-spirited), accompanied to great effect by their natural talent with illusory magic. Saerthe’s white skin is so pale as to be almost translucent, and their blonde hair is worn in a fashionable, immaculately manicured pompadour.
Based this on the Oracle from MoT.