Legendary Magical Resistance
Corvus, the Wise has triple advantage against spells and magical effects.
Feathers of Magic
Every Short or Long Rest, Corvus constructs for himself 2 Feathers of Magic.
Sphere Bearer
Corvus has six Sphere of Annihilation equipped along with a Talisman of the Sphere
Mastery of Elements
Corvus the Wise, when Casting a spell that does Thunder, Lightning, Fire, Cold, Acid, or Poison damage, it ignores Resistances of any kind. Additionally, Corvus is resistance to all of these damage types, magical or natural.
Spellcasting. Corvus is a 9th-level spellcaster. His spellcasting ability is +7 (spell save DC 27, +19 to hit with spell attacks). He can cast with Intelligence or Charisma. Corvus has the following Wizard and Sorcerer spells prepared:
Cantrips (at will): Avert The Eye, Druidcraft, Fire Bolt, Frostbite, Minor Illusion, Mold Earth, Shocking Grasp, Chill Touch, Frostbite, Mending, [Tooltip Not Found], Ray of Frost, Shape Water, Sorcerous Burst
1st level (9 slots): Alarm, Chromatic Orb, Expeditious Retreat, Longstrider, Mage Armor, Shield, Burning Hands, Command, Comprehend Languages, Detect Magic, Jump, Ray of Sickness
2nd level (8 slots): Aganazzar's Scorcher, Alter Self, [Tooltip Not Found], Detect Thoughts, Earthbind, Pass without Trace, Snilloc's Snowball Swarm, Dragon's Breath, Enhance Ability, Mind Spike, Phantasmal Force
3rd level (8 Slots): Counterspell, Dispel Magic, Fireball, Lightning Bolt, Phantom Steed, Wall of Water, Fear, Fly
4th level (7 Slots): Banishment, Phantasmal Killer, Vitriolic Sphere, Arcane Eye, Charm Monster, Confusion, Stoneskin
5th level (7 Slots): Contact Other Plane, Dominate Person, Summon Dragon
6th level (5 Slots): [Tooltip Not Found], Circle of Death
7th level (5 Slots): Prismatic Spray, Mordenkainen's Sword, Etherealness, Finger of Death
8th level (3 Slots): Clone, Power Word Stun, Abi-Dalzim's Horrid Wilting, Incendiary Cloud, Demiplane
9th level (3 Slots): Ley Surge, Prismatic Wall, Wish, Meteor Swarm
Overchannel
When Corvus casts a spell with a spell slot of levels 1–5 that deals damage, he can deal max damage with that spell on the turn he casts it.
The first time he does, he suffers no adverse effect. If Corvus uses this before he finishes a Long Rest, he takes 2d12 Necrotic damage. This damage ignores Resistance and Immunity.
Advanced Free Casting
Whenever Corvus cast a spell (level 1-4), he rolls 1d4. If the number he rolls is equal to the level of the spell cast, then he doesn't expend the spell slot. If Corvus fails once, they may roll once more to attempt success.
Sculpt Spells
When Corvus casts an Evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws, and take no damage if they would normally take half on a successful save.
Arcane Recovery (1 Charge)
When you finish a Short Rest, you can recover. The spell slots can have a combined level equal to no more than 10, and none of the slots can be level 6 or higher.
Sorcerous Restoration
When Corvus finishes a Short Rest, he can regain up to 10 Sorcery Points. Once used, he can’t use this feature again until he finishes a Long Rest.
Font of Magic: Sorcery Points
Corvus can tap into the wellspring of magic within himself, which is represented by Sorcery Points (SP). Sorcery Points fuel various magical effects. Corvus has 20 SP and regains all expended points when he finishes a Long Rest.
Draconic Companion
Corvus has the ability to manifest a Draconic Spirit akin to them as their companion. This companion follow the spell block of Penna, the Arcane Spirit.
Feathers of Magic: Protection
Corvus may use an Action to throw a Feather of Magic that seems to revolve around the user's head at a pace up to 3 feet a second, each feather being half-translucent and shining with arcane gleam. Each Feather has a DC of 24, having 10 HP and Resistance to all types of damage. If a Feather of Magic's HP drops to 0, it turns to dust and vanishes completely. Corvus may use an Action at any time in order to take the Feather of Magic back.
Controlling Annihilation
Corvus has Advantage on any Intelligence (Arcana) check he makes to control a Sphere of Annihilation. In addition, when he starts his turn in control of a Sphere of Annihilation, he can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier (+7) . This movement doesn’t have to be in a straight line.
Talon Strike
Deals 1d4 +3 Slashing Damage with a Hit DC of +9
Spells
Corvus can cast Expeditious Retreat, Dragon's Breath, and Jump using a Bonus Action.
Otherworldly Flight (1 Charge)
For one hour, Corvus' feathers begin to glow with an otherworldly Aura of amethyst and white opal, causing their Flight Speed to gain an additional 60 feet. Corvus may dispel this without using an Action and may replenish the ability using 3 Sorcery Points.
Font of Magic: Create Spell Slot Level 1
Corvus can transform 2 unexpended Sorcery Points into a level 1 spell slot, which vanishes when he finishes a Long Rest.
Font of Magic: Create Spell Slot Level 2
Corvus can transform 3 unexpended Sorcery Points into a level 2 spell slot, which vanishes when he finishes a Long Rest.
Font of Magic: Create Spell Slot Level 3
Corvus can transform 5 unexpended Sorcery Points into a level 3 spell slot, which vanishes when he finishes a Long Rest.
Font of Magic: Create Spell Slot Level 4
Corvus can transform 6 unexpended Sorcery Points into a level 4 spell slot, which vanishes when he finishes a Long Rest.
Font of Magic: Create Spell Slot Level 5
Corvus can transform 7 unexpended Sorcery Points into a level 5 spell slot, which vanishes when he finishes a Long Rest.
Innate Sorcery (2 Charges)
Twice per Long Rest, Corvus can take a Bonus Action to unleash the simmering magic within himself for 1 minute. He may do this twice per Long Rest. This increases his Spell Save DC by 1, and gives him advantage when casting magic and advantage against Magical Effects.
Blink Steps (No Action)
Immediately after Corvus takes the Attack action or the Magic action, he can teleport up to 30 ft. to an unoccupied space he can see.
Font of Magic: Convert Spell Slots (No Action)
Corvus can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level.
Metamagic: Distant Spell (No Action)
When Corvus casts a spell with a range of at least 5 ft., he can spend 1 Sorcery Point to double its range. Or when he casts a spell that has a range of Touch, he can spend 1 Sorcery Point to make the spell’s range 30 ft.
Metamagic: Empowered Spell (No Action)
When Corvus rolls damage for a spell, he can spend 1 Sorcery Point to reroll up to 6 damage dice and he must use the new rolls. Corvus can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell.
Metamagic: Extended Spell (No Action)
When Corvus casts a spell with a duration of 1 minute or longer, he can spend 1 Sorcery Point to double its duration to a max duration of 24 hours. If the affected spell requires Concentration, he has Advantage on any saving throw made to maintain concentration.
Metamagic: Heightened Spell (No Action)
When Corvus casts a spell that forces a creature to make a saving throw, he can spend 2 Sorcery Points to give one target Disadvantage on saves against the spell.
Metamagic: Quickened Spell (No Action)
When Corvus casts a spell with a casting time of an action, he can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting.
Metamagic: Seeking Spell (No Action)
If Corvus makes an attack roll for a spell and misses, he can spend 1 Sorcery Point to reroll the d20, and he must use the new roll. You can use Seeking Spell, even if you’ve already used a different Metamagic option.
Spells
Corvus can cast Shield and Counterspell using a Reaction.
Feathers of Magic: Arcane Absorption (50 Charges Each)
Feathers of Magic, while revolving around Corvus' head may be used to Absorb an incoming spell completely, expending a number of Charges equal to the level of the spells absorbed.
Description
The head of the Ministry of Magic during the Elden Era/Golden Age. They are a very old and wise member of High-Elf society, hosting the Carnival of Secrets and The Conclave of Stars every year for the world's most famous and successful magic users to gather and share studies and practices, as well as to meet to discuss updates to the Code of Practice, of which dictates the laws surrounding magic study, experimentation, and practice around the world.
Corvus is the Fifth Servant of Wonder, serving the Otherworldly Monolith.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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