Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather, geas
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes two +3 Lance or +3 Shepherd cane attacks or +6 dex grappling to pin prone.
+3 Shepherd cane. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (4d4 + 11) Bludgeoning non-lethal damage. +6 dex to grappling, then +18 to pin prone (two actions).
+3 Lance. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 11) piercing damage plus 27 (6d8) radiant damage.
Mountless Flying Lancer. While Flying blue can equip the Lance one handed. Standing two handed. Switching as a free action.
Flying Weapon. The solar releases its Weapon to hover magically in an unoccupied space within 5 feet of it. If the solar can see the Weapon, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering Weapon is targeted by any effect, the solar is considered to be holding it. The hovering Weapon falls if the solar dies.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Switch Weapon.(5/day) +3 Cane/Lance is a magical weapon storage weapons. that automatically stores switched weapon into the other enchantment.
The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.
Summon Celestial Armor & Shield. (Costs 2 actions). (Costs one movement & one action) The Solar summons and equips +2 AC plate, & +3 Shield [total: +5] for 12 hours.
Teleport. (Cost 2 Action). The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 3 Actions). The solar emits magical, divine energy. Each creature of its choice in a 20-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 1 Actions). The solar targets two creatures it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Description
Plot Npc. Blue the solar is the manager and owner of Whittlestick camp. This reserved, humble, quiet, and generous to a fault. Blue is tall, genderness, fair-haired, handsome but feminine shape strikes amazement and yet beautiful sight too many. Blue seems unnoticed to all the attraction towards Blue. But Blue's love too help others while watching mortals grow is Blue's passion and hobby. Blue is rather creative and works smelting Iron, Steel, Adamantine, and Mithal from easier to recycle rust metal from the Rust Monster Farm. But cannot remember where Blue comes from other than something called Oarth. Blue loves rust monsters. And the farm is Blue's pets.
Healer. (+ 7 medicine) Blue paid for training in healing and carries one medical supplies in side Satchel at all times.
Handy helper(6/day) (+7 int on aid other skill check)
Insightful Tinkerer. (2/day) From years of Do It Yourself. Blue became is proficient in smithy's tools, Cook's tools, Alchemist supplies, Carpenters tools, & leather workers tools. which Blue has on hand in haversack. (+7 int to craft armor, weapons, jewelry, wands, and repair. +8 Str for furniture, buildings, and mining.)
Lair and Lair Actions
Lair; Area Owner: Camp Whittle (Whittlestick), tradegate (planescape). Blue has hundreds of years in the camp from tents to lodges. And Blue's power is amplified into its peaceful setting even opposite alignments can be non-hostile but still competitive. At (DC: [d20]10 common, 10 owner, +10 Blue's cha, while present and/or invisible) to the visitor's resistance to act violent actions.
Property attunement. In combat Blue's attunement to the land can expand legendary actions by +1. And Healing Touch by (+2/day)
Inside church(Mystra). While Inside Blue's light inside the chapel intensifies ×2. Expanding legendary actions by +2. And Healing Touch by (+4/day). Also allowing Blue to cast (1/day) of one the fireball/speak with dead/summon 1 iron, stone, or wood golum/speak with animals/purify food and drink.
Previous Versions
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5/26/2025 7:05:36 PM
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