Spellcasting. Cornix is a 9th-level spellcaster. Her spellcasting ability is +7 (spell save DC 21, +16 to hit with spell attacks). Cornix has following spells prepared:
Cantrips (at will): Avert The Eye, Minor Illusion, Resistance, True Strike
1st level (5 slots): Mage Armor, [Tooltip Not Found], Command, Entangle, Magic Missile, Sleep, Sleep, Tasha's Hideous Laughter
2nd level (4 slots): Alter Self
3rd level (4 slots)
4th level (4 slots)
5th level (4 slots): Mislead, Modify Memory, Reincarnate, Summon Dragon
6th level (3 slots): Chain Lightning, Eyebite, Programmed Illusion
7th level (3 slots): Conjure Celestial, Etherealness, Finger of Death, Project Image, Resurrection, Whirlwind
8th level (2 slots): Incendiary Cloud, Mind Blank
9th level (2 slots): Astral Projection, Power Word Heal, Power Word Kill, Storm of Vengeance, Weird
Font of Inspiration
Cornix can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Words of Creation
Cornix always has Power Word Heal and [spells]Power Word Kill[spells] prepared, and when she casts either spell, she can target a second creature if its within 10 ft. of the first target.
Spell Recall
Whenever Cornix casts a spell with a level 1–4 spell slot, she rolls 1d4. If the number she rolls is the same as the slot’s level, the slot isn’t expended.
Relentless Endurance (1 Charge)
Once per Long Rest, when Cornix is reduced to 0 HP but not killed outright, she drops to 1 HP instead.
War Mage
Cornix ignores Half-Cover when making Spell Attack rolls.
Ethereal Armor (1 Charge)
While Cornix is wearing this armor, she can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if Cornix removes the armor or takes a Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.
Mark of Protection
Spell Resistance
Cornix has Advantage on Saving Throws against spells and magical effects.
Preservation (12 Charges)
The Mark of Protection has 12 charges. If Cornix fails a saving throw against a Necromancy spell or a harmful effect originating from an Undead, she can take a Reaction to expend 1 charge and turn the failed save into a successful one. The Mark of Protection completely diminishes and vanishes when its last charge is expended.
Three Wondrous Orbs
Cornix has three arcane crystal orbs orbiting in a clockwise motion behind their back at all times. Each Orb has a AC of 23, as well as Resistance to All, and 40 HP. If destroyed, they turn to dust and their effects are diminished completely. If Cornix dies, they slowly float toward the ground within the nearest unoccupied area, resting their with their effects dispelled.
Orb of Eyes
While having this crystal orb, Cornix can cast Scrying (save DC 17) with it. In addition, she can cast Detect Thoughts (save DC 17) targeting creatures she can see within 30 feet of the spell’s sensor. Cornix doesn’t need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.
Orb of Thoughts
While having this crystal orb, Cornix can cast Scrying (save DC 17) with it. In addition, she can communicate telepathically with creatures she can see within 30 feet of the spell’s sensor. Cornix can also cast Suggestion (save DC 17) through the sensor on one of those creatures. She doesn’t need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. Cornix can’t cast Suggestion in this way again until the next dawn.
Orb of Visions
While having this crystal orb, Cornix can cast Scrying (save DC 17) with it. In addition, she has Truesight with a range of 120 feet centered on the spell’s sensor.
Monk's Focus (20 Charges)
Cornix's focus and martial training allows her to harness a well of energy within herself called Focus Points. She has 20 Focus Points and regains all expended points after she finishes a Short or Long Rest.
Uncanny Metabolism (1 Charge)
Once per Long Rest, when Cornix rolls Initiative she can regain all expended Focus Points, and regain 1d12+20 HP.
Evasion
When subjected to an effect that allows cornix to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds, and only half damage if she fails. She doesn’t benefit from this feature if she has the Incapacitated condition.
Acrobatic Movement
Cornix has the ability to walk across liquids and other vertical surfaces without falling.
Self-Restoration
Cornix can remove one of the following conditions from herself at the end of each of her turns: Charmed, Frightened, or Poisoned. Additionally, she is immune to Exhaustion.
Disciplined Survivor
Cornix can expend one Focus Point to reroll a Saving Throw, in which they must us the new roll. Additionally, Cornix has an additionally +6 to all Saving Throws.
Superior Defense
At the start of Cornix's turn, she can expend 3 Focus Points to have Resistance to all damage except Force damage for 1 minute or until she has the Incapacitated condition.
Peerless Aim
Once per turn, when Cornix misses an attack, they can choose to land it instead.
Improve Fate (1 Charge)
When Cornix or another creature within 60 ft. of her succeeds or fails a D20 Test, she can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once she uses this benefit, she can't use it again until she rolls Initiative or finishes a Short or Long Rest.
Unarmed Strike
Reach of 5 feet, dealing 4 Bludgeoning Damage, with a hit DC of +9
Cornix's Greataxe
(Magic Weapon) Has a reach of 5 feet, dealing 1d12 +6 Slashing Damage, with a +6 to Hit DC
Quivering Palm
Cornix has the ability to set up lethal vibrations in someone’s body. When she hits a creature with an Unarmed Strike, she can expend 4 Focus Points to start these imperceptible vibrations, which last for up to 20 days. The vibrations are harmless unless Cornix takes an action to end them. Alternatively, when she takes the Attack action on her turn, she can forgo one of the attacks to end the vibrations. To end them, Cornix and the target must be on the same plane of existence. When she ends them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
Cornix can have only one creature under the effect of this feature at a time. She can end the vibrations harmlessly (no action required).
Peerless Skill
When Cornix makes an ability check or attack roll and fails, she can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.
Stunning Strike
Once per turn, when Cornix hits with a weapon or Unarmed Strike, she can expend 1 Focus Point to attempt a stunning strike. The target must make a DC 19 Con. saving throw. On a failed save, the target has the Stunned condition until the start of Cornix's next turn. On a successful save, the target’s Speed is halved until the start of your Cornix's turn, and the next attack roll made against it has Advantage.
Bardic Inspiration (7 Charges)
As a Bonus Action, Cornix can inspire another creature within 60 feet of her who can see or hear her. That creature gains one of her Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
Number of Uses. Cornix can confer a Bardic Inspiration die 7 times, and she regains all expended uses when she finishes a Long Rest.
Adrenaline Rush (12 Charges)
As a Bonus Action, Cornix can take the Dash action. When she does, she gains 6 Temporary HP.
You regain all uses after a Short or Long Rest.
Unarmed Strike
Reach of 5 feet, dealing 4 Bludgeoning Damage, with a hit DC of +9
Wholeness of Body (5 Charges)
Cornix gains the ability to heal herself. As a Bonus Action, she can roll her Martial Arts die (1d12). She regains a number of Hit Points equal to the number rolled plus your Wisdom modifier (5).
She can use this feature a number of times equal to your Wisdom modifier (5), and she regains all expended uses when she finishes a Long Rest.
Heightened Flurry of Blows
Cornix can expend 1 Focus Point in order to take a Bonus Action to use Unarmed Strike 3 times.
Flurry of Blows: Addle
When Cornix hits a creature with an attack granted by Flurry of Blows, the target can’t make Opportunity Attacks until the start of its next turn.
Flurry of Blows: Push
When Cornix hits a creature with an attack granted by Flurry of Blows, the target must succeed on a DC 19 Strength saving throw or be pushed 15 ft. away from Cornix.
Flurry of Blows: Topple
When Cornix hits a creature with an attack granted by Flurry of Blows, the target must succeed on a DC 19 Dex. saving throw or have the Prone condition.
Heightened Patient Defense
When Cornix expends a Focus Point to use Patient Defense, she gains a number of Temporary Hit Points equal to 2d12.
Patient Defense
Cornix takes the Disengage action as a Bonus Action.
Focused Patient Defense
Cornix can expend 1 Focus Point to take both the Disengage and Dodge actions a Bonus Action.
Heightened Step of the Wind
When Cornix expends a Focus Point to use Step of the Wind, she can choose a willing creature within 5 feet of herself that is Large or smaller. She moves the creature with her until the end of her turn. The creature’s movement doesn’t provoke Opportunity Attacks.
Step of the Wind
Cornix can take the Dash Action as a Bonus Action.
Focused Step of the Wind
Cornix can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and her jump distance is doubled for the turn.
Step of the Wind: Fleet Step
When Cornix takes a Bonus Action other than Step of the Wind, she can use Step of the Wind immediately after.
Cutting Words
When a creature that Cornix can see within 60 ft. of you makes a damage roll or succeeds on an ability check or attack roll, she can expend one use of Bardic Inspiration; roll the Bardic Inspiration die and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.
Countercharm
If Cornix or a creature within 30 ft. of her fails a saving throw against an effect that applies the Charmed or Frightened condition, she can cause the save to be rerolled with Advantage.
Deflect Attack
When an attack roll that includes Bludgeoning, Piercing, or Slashing damage hits Cornix, she can reduce the attack’s total damage by 1d10+27.
Deflect Attack: Redirect Attack
If Cornix reduces the damage to 0 via Deflect Attacks, she can expend 1 Focus Point to redirect some of the attack’s force. If she does, she chooses a creature she can see within 5 ft. of her if it was melee, or a creature she can see within 60 ft. that isn’t behind Total Cover if the attack was ranged. The creature must succeed on a DC 19 Dex. saving throw or take 2d12+7 damage of the same type dealt by the attack.
Deflect Energy
Cornix can use Deflect Attacks against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Slow Fall
When Cornix falls, she can reduce any falling damage she takes by 100.
Description
Cornix was born due to the creation of the Deep Dark from Merlin's Fault. During this time, they had come into contact with a mysterious storm, of which had altered their memories and knowledge greatly. Where had the side effect of such a blessing from the storm usually had spelled death for most, due to Cornix being a ghost, they not only didn't require brain, but also didn't age conventionally, causing them to awaken to 300 years of newfound knowledge within their personal studies.
Cornix is the Sixth Servant of Wonder, serving the Anachronistic Idol.
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