Spellcasting. Yasmine is an 18-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Yasmine has following druid spells prepared:
Cantrips (at will): frostbite, fire bolt, shocking grasp
1st level (4 slots): absorb elements, cure wounds
2nd level (3 slots): hold person, spike growth
3rd level (3 slots): call lightning, dispel magic
4th level (3 slots): blight, polymorph, wall of fire
5th level (3 slots): conjure elemental, maelstrom, wall of stone, wrath of nature
6th level (2 slots): conjure fey, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind
7th level (2 slots): fire storm, whirlwind
8th level (2 slots): sunburst, tsunami
9th level (1 slots): storm of vengeance
Supreme Mind. Yasmine can maintain Concentration on two spells at once. Whenever she must make a Constitution saving throw to maintain Concentration, she does so twice, once for each spell.
Warcaster. Yasmine has advantage on Constitution saving throws made to maintain Concentration when she takes damage.
Quick Cast. Yasmine can cast cantrips as a bonus action.
Shield of Nature. When she is hit by an attack, Yasmine can spend her reaction to increase her AC by 6 against that attack.
Yasmine can take three 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. Yasmine regains spent legendary actions at the start of its turn.
Storming Winds. Yasmine creates a strong current of wind in a line 120 feet long, 20 feet wide. All creatures in the area must make a DC 20 Strength saving throw. On a failed save, they are pushed back 30 feet and knocked prone.
Unearthing Roots. Yasmine makes roots appear from a point in the terrain in a 10 feet radius within 60 feet of her. All creatures of her choice in the area must make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check. On a failed save, they are restrained and take 3d8 bludgeoning damage. A restrained creature can use its action to attempt another check to escape. The roots have an AC of 15 and 20 hit points. Any creature that ends the turn while restrained suffers 3d8 bludgeoning damage. The roots last until Yasmine use this action again.
Freeze the Earth. Yasmine freezes the ground in a 20 feet radius within 60 feet of her. Any creature in the area has its speed halved, and must make a DC 20 Dexterity (Acrobatics) check whenever it tries to move, or be knocked prone. This effect lasts one full round.
Eruption. Yasmine makes molten lava erupt from a point in the terrain within 60 feet of her. Any creature within 10 feet of that point must make a DC 20 Dexterity saving throw. On a failed save, they suffer 6d8 fire damage, or half as much on a successful save.
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