Legendary Resistance (3/Day). If Cantebury fails a saving throw, he can choose to succeed instead.
Gift of Luck (3/day). Whenever Cantebury makes an attack roll, ability check, or saving throw he may choose to roll a second d20.
The Miller and the Pardoner. If Cantebury is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Font of Magic (20 sorcery points). Cantebury has an innate connection to magic represented by Sorcery Points he can use for the following effects:
- Flexible Casting. Cantebury can regain a spell slot equal to an amount of sorcery points spent.
- Annihilating Spell (5 points). Cantebury can deal maximum damage on a spell.
-Instant Spell (3 points). At the beginning of Canteburys turn he can cast a spell without spending an action.
Chromatic Spell (1 point). Cantebury can change the damage type of a spell.
Quickened Spell (1 point). Cantebury casts a spell with a cast time of 1 action as a bonus action.
Heightened Spell (2 points). Cantebury can give 1 creature disadvantage on a saving throw against one of his spells.
Spellcasting. Cantebury is a 28th-level spellcaster. His spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): mage hand, vicious mockery, spare the dying, sacred flame, ray of frost, mending
1st level (4 slots): fog cloud, color spray, chromatic orb, bless, guiding bolt
2nd level (3 slots): reduce/enlarge, invisibility, enhance ability, heat metal, levitate
3rd level (3 slots): tongues, lightning bolt, major image, counterpsell, dispel magic
4th level (3 slots): dimension door, polymorph, guardian of faith, stoneshape
5th level (3 slots): animate objects, creation, awaken, dream
6th level (2 slots): eyebite, disintegrate, true seeing
7th level (2 slots): prismatic spray, magnificent mansion, plane shift
8th level (2 slots): glibness, antimagic field, mind blank
9th level (2 slots): true resurrection, time stop, meteor swarm
Innate Spellcasting. Cantebury's spellcasting ability is Charisma (spell save DC 24, +16 to hit). He can innately cast the following spells while attuned to The Uncommon Ensemble, Phoenix Gauntlets and Boots of the Elder Tempest, requiring only sematic components:
At will: Identify, control flames, produce flame, firebolt, gust, burning hands, hellish rebuke, thunderwave, warding wind, flame blade, fire shield
3/day each: Hold Monster, Bestow Curse, Command, Scrying, scorching ray, gust of wind, silence, fireball, wind wall, wall of fire, control winds, flame strike
1/day each: immolation, investiture of flame, investiture of wind, fire storm, whirlwind, control weather, incendiary cloud
Avatar of the Arts (Recharges after a Short or Long Rest). If Cantebury would be reduced to 0 hit points, his current hit point total instead resets to 250 hit points, he recharges his Magic Bullet, and he regains any expended uses of Legendary Resistance. Additionally, he can now use the options in the "Mythic Actions" section for 1 hour.
Uncommon Ensemble. Melee or Ranged Weapon Attack: +19 to hit, reach 10 ft. or ranged 120ft., 1 target. Hit: 29 (4d8 + 11) slashing damage plus one of the following effects:
- Pardoner- an extra 11 (2d10) force damage, if the target is knocked to 0hp they are stabilized.
- Miller- an extra 13 (2d12) slashing damage.
- The Lost- an extra 14 (4d6) necrotic damage.
- The Found- an extra 15 (6d4) acid damage.
- The Apprentice- an extra 14 (3d8) radiant damage.
- The Edge of The Known- Cantebury regains 1 use of his Threads of Fate ability.
- The Historians Quill- and Cantebury is teleported to an unoccupied space within 5ft of the target.
Phoenix Flame. Ranged Spell Attack: +16 to hit, range 240 ft., 1 target. Hit: 77 (14d10) fire damage and the target must make a DC 24 Strength saving throw or be pushed 15ft back and be knocked prone.
Magic Bullet (1/day). Cantebury points to a line before him, each creature and object in a 120ft long 5ft wide line originating from Cantebury suffers 150 force damage that ignores resistances or immunity.
Threads of Fate (3/day). Brandishing The Edge of the Known ability Cantebury can cause one of the following effects.
- a creature Cantebury can see within 60ft has disadvantage on its next saving throw.
- Cantebury gains advantage on his next ability check or attack roll.
- Cantebury regains 27 (6d8) hp.
Tempest Step. Cantebury can move 60ft in a straight line provided a gap of at least 1 inch, creatures and objects in his way do not block this movement or get an opportunity attack, but must make a DC 24 Dexterity saving throw, taking 36 (6d10) fire damage on a failed save or half as much on a success.
Uncommon Ripiste. Cantebury can add +8 to his AC against an attack roll, if this causes the attack to miss he can make a Unccommon Ensemble attack against the target if they're within range.
Cantebury 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. He regains spent legendary actions at the start of its turn.
Spellcasting. Cantebury casts a spell with a casting time of 1 action or bonus action.
Step of the Wind. Cantebury uses his Tempest Step ability.
Uncommon Barrage. Cantebury makes 2 Uncommon Ensemble attacks.
Pheonix Wrath (2 actions). Canteburry makes a Pheonix Flame attack.
If Canteburys Avatar of the Arts trait has activated in the last hour, he can use the options below as legendary actions.
Slashing Storm (2 actions). The Uncommon ensemble flash around Cantebury, each creature within 30ft of him must make a DC 24 Dexterity saving throw, taking 54 (12d8) slashing damage on a failure or half as much on a success.
Failure of Craft. Cantebury teleports to a creature within 60ft and grabs them, they must make a DC 24 Constitution saving throw or begin to turn to glass and become restrained. The target can repeat the saving throw at the end of their next turn, ending the effect on a success, becoming petrified on a failure.
- While petrified in this way the creature is vulnerable to bludgeoning and thunder damage.
The Muse. Each creature within 60ft of Cantebury must make a DC 24 Wisdom saving throw or be charmed by him until the end of their next turn.
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