Medium Humanoid (Kalashtar), Lawful Good
Armor Class 20 (Glamoured Studded Leather, +1 Shield)
Hit Points 111 (12d8 + 48)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws WIS +9, CHA +6
Skills Insight +9, Perception +9, Persuasion +6, Religion +6
Damage Resistances Psychic
Senses Passive Perception 19
Languages Common, Dwarvish, Quori
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Dual Mind. You have advantage on all Wisdom saving throws.

Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

Magic Items. Asari has Glamoured Studded Leather, a Shield, +1, a Guardian Emblem, and a Holy Mace. 

Spellcasting. Asari is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Asari has following Cleric spells prepared:

Cantrips (at will): Guidance, Light, Spare the Dying, Thaumaturgy, Word of Radiance
1st level(4 slots): BlessCeremonyCure WoundsDetect Evil and GoodHealing WordHeroism, Protection from Evil and GoodSanctuary
2nd level(3 slots): Aid, Calm Emotions, Prayer of Healing, Warding Bond
3rd level(3 slots): Beacon of Hope, Dispel Magic, Mass Healing Word, Revivify, Sending
4th level(3 slots): Aura of Purity, Banishment, Freedom of Movement, Otiluke's Resilient Sphere
5th level(2 slots): Greater Restoration, Hallow, Mass Cure Wounds, Rary's Telepathic Bond
6th level(1 slot): Heal, Word of Recall

Emboldening Bond
You can forge an empowering bond among people who are at peace with one another. As an action, you choose four willing creatures within 30 feet of you (this can include yourself). You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature four times, and you regain all expended uses when you finish a long rest. 

Channel Divinity: Balm of Peace
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action. 

Destroy Undead
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 2. 

Protective Bond
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Potent Spellcasting
You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than 11, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Actions

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) bludgeoning damage. 

Asari received this Holy Mace for her devotion to the Path of Light. 

Holy Weapon: You gain a +1 bonus to attack and damage rolls made with this magic weapon. 

Undead Bane: While you are attuned to this weapon, you are immune to being frightened or charmed by undead creatures. 

Blessing of the Holy: When you successfully hit an enemy with this magic weapon roll a d10 to determine the secondary holy effect. If the creature hit is an undead, roll two d10's and choose your preferred result. 

d10 

Holy Blessing 

1-5

A creature of your choice within 30ft gains 1d6 temp hit points. 

6-7

A creature of your choice within 30ft heals 1d6 hit points. 

8-9

A creature of your choice within 30 ft gains the benefits of a Bless and Protection from Evil and Good spells until the end of their next turn.

10

The target creature must succeed on a DC 15 constitution saving throw or be stunned until the start of your next turn. 

 

Description

22 year old Kalashtar woman. Her white hair is shaved on the left side and her short hair flows down unburdened above her shoulders. Asari is easy on the eyes and has a friendly smile. She is kind and sweet but has a good hearted temper when teased. 

Asari is a staunch cleric of the Path of Light, she wears a rosewood necklace shaped like a star. Her robes are a glowing white with a simple black band around the waist. 

Changes from last seen: Older (birthday during Olarune), her hair has been cut and no longer braided. Her robes now seem to glow and each step leaves a faint footprint of holy light. 

 

Previous Versions

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12/20/2022 10:55:11 AM
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