Limited Magic Immunity. Unless they wish to be affected, Coin is immune to spells of 6th level or lower. They have advantage on saving throws against all other spells and magical effects.
Sorcery Points. Coin starts the day with 21 sorcery points that they have a variety of uses for. They can regain a spell slot by spending a number of points equal to the slot level + 2 (i.e to regain a 9th level spell they must spend 11 points). Only one of the following options can be used on their turn.
Twinned spell. When they cast a spell that targets only one creature and doesn’t have a range of self, coin can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Quickened spell. When they cast a spell that has a casting time of 1 action, coin can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Sorcerer King Fortitude. As a bonus action, Coin can spend any number of sorcery points to roll a d10 for each point expended. They gain a number of temporary hit points equal to the total rolled.
Source of Magic. As a source of magic Coin gains the following benefits. Any spell of fifth level or lower they cast that deals more damage if cast at a higher level automatically casts as if it were two levels higher while only expending the regular slot. They don't need any type of components to cast spells and they roll concentration checks with advantage. Once a turn allies within 60ft can roll a d4 and regain a spell slot of that level or lower. If they have no spent spell slots of that level or lower, nothing happens.
Legendary Resistance Breaker (3/Day). If creatures taking damage from a spell cast by coin have resistances to the type of damage being dealt then Coin can choose to bypass their resistances for that one casting.
Legendary Resistance (3/Day). If Coin fails a saving throw, it can choose to succeed instead.
Spellcasting. Coin is a 20th-level spellcaster. Its spellcasting ability is charisma (spell save DC 23, +15 to hit with spell attacks). Coin can cast a third level counterspell at will and has the following sorcerer spells prepared:
Cantrips (at will): mage hand, chill touch, fire bolt
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): shatter, detect thoughts, invisibility, mirror image
3rd level (3 slots): slow, fireball, thunder step
4th level (3 slots):polymorph, stoneskin,
5th level (3 slots): dominate person, immolation, cone of cold
6th level (2 slot): disintegrate, globe of invulnerability
7th level (2 slot): fire storm, plane shift
8th level (1 slot): dominate monster, sunburst
9th level (1 slot): wish, power word kill
Push of Force. Melee Attack: +15 to hit, reach 5 ft., one creature. Hit: 21 (6d6) force damage. The target must succeed on a DC 23 strength saving throw or be pushed 15 feet backwards and knocked prone.
Coin 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. Coin regains spent legendary actions at the start of its turn.
Cantrip. Coin casts a cantrip.
Push of force. Coin uses their push of force action.
Small Spell (Costs 2 Actions). Coin casts a spell of fifth level or lower.
Big Spell (Costs 3 Actions). Coin casts a spell of sixth level or higher.
Divine Word (Costs 3 Actions). Coin chooses any number of creatures they can see within 30ft. Each creature that can hear them must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
- 50 hit points or fewer: deafened for 1 minute
- 40 hit points or fewer: deafened and blinded for 10 minutes
- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
- 20 hit points or fewer: killed instantly
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