Solir Acolyte
A Solir acolyte is a student of the Sun Channel in the first years of training at a sun temple. Acolytes train under open sky and are taught to hold light before they are taught to throw it. Their spells are wards, healing and radiant fire, and they serve the temples of the warm worlds.
- Physiology
- Humanoid, Elemental
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 15
- Hit points
- 65 (10d8 + 20)
- Proficiency
- +2
- STR 11 +0 save +0
- DEX 16 +3 save +3
- CON 14 +2 save +2
- INT 15 +2 save +2
- WIS 16 +3 save +5
- CHA 16 +3 save +5
- Skills
- Arcana +4 , Religion +4 , Perception +5
- Passive Perception
- 15
- Senses
- darkvision 60 ft.
- Languages
- Common, Solir
- Damage resistances
- fire, radiant
- Found in
- Settlement , Terran (Verdant)
Equipment
Spells
Channels with WIS. Save DC 13, spell attack +5 .
Casts with Wisdom. Its spells are Sun Channel: light, wards, healing and radiant fire.
Traits
-
Light Bearer
The acolyte sheds bright light in a 10-foot radius at will, and allied creatures within it cannot be Blinded.
Actions
-
Sunbolt
+5 to hit · medium range
1d8 + 3 radiant damage
The acolyte makes two Sunbolt attacks. The second attack against the same target ignores any cover the target has from an object the acolyte can see through.
-
Flare
DC 13 Dexterity save
Each creature within 20 feet takes 4d8 radiant damage and is Blinded until the end of its next turn on a failed save, or half damage on a success.
-
Hold the Light Reaction
DC 13 Constitution save
When an allied creature within 30 feet is hit by an attack, the damage is reduced by 2d8, and the attacker is Blinded until the end of its next turn unless it succeeds on a Constitution saving throw. The 10-foot radius of light the acolyte sheds goes out until the end of its next turn.