Spellcasting: Solstice can cast spells up to 6th level.
Rapier + 4 to hit / 1d6 + 2
Firebolt: 3d10 fire damage
Spells:
Cantrips: Light, Dancing Lights
Light: This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch.
Dancing Lights: You create up to four torch-sized lights that hover in the air. They can combine into one glowing vaguely humanoid form of Medium size.
Firebolt: 1d10 fire damage
1st Level: Mage Armor, Shield, Faerie Fire, Handfire
Mage Armor: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier.
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Faerie Fire: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.
Handfire: You surround your hand with winking motes of light resembling a cluster of constantly renewed sparks. The lights are any color you choose, but cannot be changed once the spell is cast. The handfire provides illumination equal to a candle . The handfire can be used as a melee touch attack up to one time per level. If a living creature is struck, it deals 1d4 points of damage +1 point/level (maximum +5). Against undead, the handfire deals 1d6 points of damage +1 point/level (maximum +5). It has no effect on targets that are neither living nor undead (such as constructs). It can ignite, ignitable objects after applying it for 1 minute to them.
2nd Level: Arcane Lock, Continual Flame, Moonbeam
Arcane Lock: You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen.
Moonbeam: A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw.
3rd Level: Counterspell, Dispel Magic, Daylight, Clairvoyance
Counterspell: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability.
Dispel Magic: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
Daylight: A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
Clairvoyance: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
4th Level: Private Sanctum, Resilient Sphere, Greater Invisibility
Private Sanctum: You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
Resilient Sphere: This spell creates a sphere of shimmering force that encloses a creature or object of your choice within range. Nothing can physically pass through the sphere, it is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
Greater Invisibility: You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
5th Level: Wall of Force, Teleportation Circle, Scrying
Wall of Light
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Scrying: You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it.
6th Level: Globe of Invulnerability, Sunbeam, True Seeing
Globe of Invulnerability: This spell creates an immobile, faintly shimmering magical sphere around you that prevents any 5th level or lower spell from affecting you or other targets within the sphere.
Sunbeam: A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw.
True Seeing: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane.