Manifestation of Space. As a passive, Cassandra gains +1 to saving throws for each creature within 30ft of her. She can use her Intelligence Modifier in replacement for Dexterity when working out AC. If intelligence is used this way, ranged attacks have disadvantage to hit her.
Weakened Mind. Due to the trauma throughout Cassandra’s life, she has be left in a catatonic state for the past 25 years. Cassandra has disadvantage on all mental skill checks and saving throws. She also has a vulnerability to psychic damage.
Graviturgy. Cassandra has mastered the magic surrounding space and gravity. Cassandra has advantage on any saving throws against effects that would move her without her will. Cassandra and up to 7 other creatures take no fall damage while she is not unconscious or incapacitated. Cassandra can use intelligence instead of strength when making Strength (Athletics) checks while grappling creatures.
Event Horizon. Cassandra magically emits a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until concentration ends (as if she were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of Cassandra, it must make a DC 19 Strength saving throw. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
Spellcasting. Cassandra casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 19, +11 spell attack bonus.)
At will: Firebolt, Mage Hand, Gift of Alacrity,
1/day each: Reverse Gravity, Teleport
Multiattack. Cassandra makes two telekinetic force attacks or one telekinetic force and one pulse strike attack.
Telekinetic Force. Melee Spell Attack: +11 to hit, reach 10 ft., 1 target. Hit: 12 (1d10 + 7) Force damage. Cassandra can move the target 10ft in any direction. The creature is considered grappled by Cassandra and can attempt to escape at the start of their turn. Cassandra can have two creatures grappled at once and the creature must be large or smaller.
Pulse Strike. Ranged Spell Attack: +11 to hit, range 30 ft., 1 target. Hit: 21 (4d6 +7) Force damage and the target is knocked prone.
Channel Space (Recharge after a certain amount of time has passed) Cassandra becomes bathed in spatial energy. She gains 60ft flying speed which cannot be reduced by any means. Telekinetic Force now deals 23 (3d10+7), has a range of 60ft and can move creatures up to 30ft. She can now grapple any number of creatures at once.
As an action, Cassandra can attempt to destroy a large or smaller creature within 30ft of her while channeling. The creature must make a DC 19 Constitution saving throw or take 10d10 Force damage or half as much on a success. A creature who falls to 0 by this effect have their very atoms ripped apart, killing they instantly. A creature can only be revived by a True Resurrection or Wish spell.
Catapult. Cassandra launches a lose item towards a single creature. The target must make a Dexterity saving throw or take 6 (2d6) bludgeoning damage on a fail or half as much on a success.
Body Shield. When an attack hits Cassandra, she can move a creature she has grappled up to 10ft (30ft when Channeling) in between her and the attacker. If the attack roll would hit the new target, the damage is dealt to them instead.
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