Cassandre


Cassandre

7 Class & Level
Soldier Background
Half Elf Race
Lawful Good Alignment

Strength 20
+5
Dexterity 12
+1
constitution 14
+2
intelligence 8
-1
wisdom 10
+0
charisma 18
+4
Total Hit Dice 7
Hit Die 1d10+2
3 proficiency bonus
10 Passive perception
8 Strength
4 Dexterity
5 Constitution
2 Intelligence
6 Wisdom
10 Charisma
saving throws
1 Acrobatics
0 Animal Handling
-1 Arcana
8 Athletics
4 Deception
-1 History
3 Insight
7 Intimidation
-1 Investigation
3 Medicine
-1 Nature
0 Perception
4 Performance
7 Persuasion
2 Religion
1 Sleight of Hands
1 Stealth
0 Survival
skills
20
AC
84
Hit Points
1
Initiative
30 ft
Speed
Light, Medium, Heavy, Shield Armor
Simple, Martial Weapons
Languages:
Common
Elvish
Proficiencies
Dagger undefined undefined Piercing
Divine Smite undefined Radiant
Cure Wounds undefined Healing
Compelled DuelDC 11
Searing Smite undefined fire
Thunderous Smite undefined thunder
Wrathful Smite undefined psychic
Channel Divinity undefined undefined slashing
Holy Avenger undefined undefined radiant
Attacks
Cantrips:
Light: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Polaris: Triggers whenever Cassandra has her Sacred Weapon active and one of the following spells from Elara: Bless, Shield of Faith, or Beacon of Hope.
Whenever Cass hits an enemy while under the effect of Polaris, the creature lights up momentarily creating advantage to any allies that hit the start of Cass' next turn.

Level 1:
Sanctuary:You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Bless: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Command: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Cure Wounds: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

Detect Magic: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison and Disease: For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divine Favor:Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Detect Evil and Good: For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Heroism: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Protection from Evil and Good:Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Purify Food and Drink: All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Shield of Faith: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Ceremony: You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Compelled Duel: You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move into a space that is more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Level 2:
Aid: Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

Find Steed:You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Lesser Restoration: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Locate Object:Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Magic Weapon: You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Protection from Poison: You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.





Spellcasting

Equipment
Once she has been by your side, she will stay there and protect you. She believes in love and wants it to be protected. Has abandonment issues.
Personality Traits
If you're by her side, she will protect you to her last breath
Ideals
Oath of Devotion
Bonds
If people leave her side, they will die.
Flaws
Darkvision:60 ft darkvision

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Divine Sense: The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.

Lay On Hands: Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.
This feature has no effect on Undead and constructs.

Protection Fighting Style:When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Divine Health: Immune to disease

Channel Divinity: Sacred Weapon-As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

Channel Divinity: Turn the Unholy-As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Starlight Guardian: Whenever you use the protection fighting   option to protect an ally, you become the target of the damage if the attack does hit.
You gain the Light Cantrip for free.

Polaris:Cassandre has her Sacred Weapon active.
Cassandre is under effect from one of the spells from Elara: Bless, Aid, Shield of Faith, or Beacon of Hope.
Whenever Cass hits an enemy, the enemy lights up and any attack roll against the creature has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. This effect until the start of Cass' next turn.

Major Arcana Cards: Emperor: +5 Max HP*
The Devil: Talent ()
Justice: +1 Strength
Death: +5 Max HP*

*Max HP Cannot Exceed Level * (10+ConBonus)

Radiant Longsword: Magical weapon, can be activated as a bonus action once a day to give radiant damage for a minute. Is recharged by bathing in sunlight.

Aura of Protection:Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. Any ally within 10 ft of you cannot be charmed.

Northern Lights: As a standard action for both Elara and Cassandre, both spend 1 level spell slot to create 3d4 radiant stars. These stars can be distributed to any member of the initiative group.
As a bonus action, an   of a star can fire it at an enemy up to 120 feet away. The enemy must make a Dex save versus DC 15 or take 2d6 radiant damage. Half is saved.

Holy Light: Cassandre's paladin aura also originates from where Pangur is placed.

Taunt: You cause a ruckus or hurl a string of insults and slurs at a creature you can see, distracting it and trying to gain its attention.
BENEFIT: As a bonus action, choose a creature you can see within 30 feet that can hyear and understand you. That creature must make a Wisdom saving throw equal to 8 plus your Charisma modifier or Intelligence modifier or Wisdom modifier (your choice). If it fails its saving throw, it gains disadvantage to all attacks not made against you. It can continue to make a saving throw at the end of each of its turns.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Features & Traits

The major events and journals in Cassandre's history, from the beginning to today.

The list of amazing people following the adventures of Cassandre.