Solir Sage
A Solir sage is the senior Sun Channel caster of a temple and the authority the Solir refer questions of light to. Sages keep the temples on the core worlds and the warm worlds and are consulted by other channelers of Sun. Their spells ward, heal and burn, and a sage keeps its allies in daylight where it stands.
- Physiology
- Humanoid, Elemental
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 17 (light-woven mantle)
- Hit points
- 135 (18d8 + 54)
- Proficiency
- +3
- STR 12 +1 save +1
- DEX 16 +3 save +3
- CON 16 +3 save +6
- INT 17 +3 save +3
- WIS 20 +5 save +8
- CHA 18 +4 save +7
- Skills
- Arcana +6 , Religion +6 , Insight +8 , Medicine +8
- Passive Perception
- 15
- Senses
- truesight 30 ft., darkvision 120 ft.
- Languages
- Common, Solir, Primordial
- Damage resistances
- fire, radiant
- Condition immunities
- blinded
- Found in
- Settlement , Terran (Verdant)
Equipment
Spells
Channels with WIS. Save DC 16, spell attack +8 .
Casts with Wisdom. Its spells are Sun Channel: light, wards, healing and radiant fire, up to 5th level.
- At will Glimmer , Ember , Light , Sacred Flame
- Level 1 (4 slots) Gleam , Beam , Warmth , Guiding Bolt
- Level 2 (3 slots) Dazzle , Daybreak , Continual Flame
- Level 3 (3 slots) Vigil , Halo , Flare
- Level 4 (3 slots) Noon , Wall of Flame , Death Ward
- Level 5 (2 slots) Radiance , Lance
Traits
-
Unblinded
Immune to the Blinded condition from any source.
-
Standing Noon
Allied creatures within 30 feet have advantage on saving throws against necrotic damage and against being Frightened.
Actions
-
Solar Lance
+8 to hit · long range
1d10 + 5 radiant damage
Three attacks. A creature hit by two or more sheds bright light in a 10-foot radius until the end of the sage's next turn and cannot benefit from being hidden while it does.
-
Zenith
DC 16 Constitution save
A 20-foot radius within 120 feet. Each creature there takes 11d8 radiant damage on a failed save, or half as much on a success. Recharges on a 5 or 6.
-
Standing Noon Reaction
When a creature within 30 feet takes necrotic damage, is Frightened, or is reduced to 0 hit points, that creature takes no necrotic damage from that source, or is no longer Frightened, or is reduced to 1 hit point instead. A creature cannot benefit from this more than once per day.