Avoidance. If Cauri is subjected to an effect that allows her to make a saving throw to take half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Boon of Immortality. Cauri is immune to any effect that would age her, and she can't die from old age. She is also immune to madness.
Fighting Style. At the start of her turn, Cauri can choose from one of the following styles (she benefits from the effects of a style until the start of her next turn):
Defensive Style. Cauri gains disadvantage on all melee weapon attack rolls during that turn, but attack rolls against her have disadvantage.
Offensive Style. Cauri gains advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage.
Mind-Snapping Aura (Primordial Awakening only). Cauri exudes excitement, emotion, and rage which manifests in a black and crimson aura around her. When a hostile creature starts its turn within 15 feet of Cauri or enters the area for the first time on a turn, it must make a DC 20 Wisdom saving throw or be corrupted for 1 minute. A corrupted creature can repeat the saving throw at the end of each of it’s turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Cauri’s Mind-Snapping Aura for the next minute. While corrupted, the creature goes berserk and must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack action or Multiattack, the creature moves to attack the next nearest creature once it fells it’s last target. If there are multiple possible targets, it attacks one at random.
Legendary Resistance (3/Day). If Cauri fails a saving throw, she can choose to succeed instead.
Reactive. Cauri can take one reaction on every turn in combat.
Superhuman Nature. Cauri can’t be affected or detected by spells of 6th level or lower unless she wishes to be. Additionally, Cauri has advantage on saving throws against spells and other magical effects. Finally, Cauri’s weapon attacks are magical, and she deals twice as much damage to objects and structures.
Savior from Heaven (Mythic Trait, Recharges after a short or long rest). If Cauri is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she unleashes fourth a never-seen before level of primal potential. Cauri immediately regains 303 hit points and gains 303 temporary hit points, and any spells or conditions affecting her end immediately. Additionally, Cauri immediately recharges her Unsealed Rectitude, and for 1 hour, her Dexterity becomes 33 (+11), and her Strength and Constitution become 31 (+10).
Standing Leap. Cauri’s long jump is up to 40 feet and her high jump is up to 20 feet, with or without a running start.
Multiattack. Cauri makes four attacks with her Unarmed Strike or with her Energy Blade. She can use her Insightful Judgement in place of one of these attacks.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage. Instead of dealing damage, Cauri can grapple the target (escape DC 20).
Energy Blade. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft., or range 80/300 ft., one target. Hit: 19 (4d6 + 5) slashing damage, plus 5 (1d10) force damage. Once per turn, Cauri can choose one of the following additional effects (choose one or roll a d6):
1-2: Disarm. If the target is a creature, then it must succeed on a DC 20 Strength saving throw or drop one item it is holding (Cauri’s choice) and take 9 (2d8) force damage the first time it deals damage to another creature before the start of Cauri's next turn.
3-4: Sweep. If the target is a creature, then it must succeed on a DC 20 Dexterity saving throw or be knocked prone and have disadvantage on the next attack roll it makes before the start of Cauri’s next turn.
5-6: Feint. If the target is a creature, then it must succeed on a DC 20 Constitution saving throw or until the start of Cauri's next turn, the creature can’t take reactions, and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. A creature that fails the saving throw by 5 is more is also stunned until the end of Cauri’s next turn.
Insightful Judgement. Cauri uses one of the following abilities of her choice:
Scatterslash Strike. Cauri moves in a straight line up to her speed without provoking opportunity attacks, and makes one energy blade attack with against each creature of her choice that she moves past.
Désastre Cleave. Cauri unsheathes and swings her katana at blinding speed, creating a series of intense slashes at a point she can see within 300 feet of her. Each creature of Cauri’s choice within 15 feet of that point area must make a DC 20 Dexterity saving throw, taking 22 (4d10) force damage on a failed save, or half as much damage on a successful one.
Unsealed Rectitude (Recharge 5-6). Cauri uses one of the following secret techniques:
Azure Rhapsody. Cauri unleashes her power into a display of innumerable slashes, annihilating everything around her. Each creature of her choice within 40 feet of her must make a DC 20 Constitution saving throw, taking 72 (16d8) slashing damage on a failed save, or half as much damage on a successful one.
Majestic Kamehameha. Cauri unleashes a beam of ki in a 160 foot line that is 10 feet wide. Each creature of her choice within that line must make a DC 20 Dexterity saving throw, taking 72 (16d8) force damage on a failed save, or half as much damage on a successful one.
Energy Reflection. Cauri unleashes a burst of stored energy in a 80 foot cone. Each creature of her choice within that area must make a DC 20 Strength saving throw, taking 72 (16d8) damage of the most recent type dealt to Cauri on a failed save, or half as much damage on a success. If Cauri hasn’t taken damage in the past minutes, the damage type is bludgeoning.
Primordial Awakening (Recharges after a Short or Long Rest). As a bonus action, Cauri can unleash her full power at the start of her turn. Cauri’s full power lasts for 1 minute, until she is incapacitated, or until she is reduced to 0 it points.
While her full power is unleashed, Cauri gains the following benefits:
Cauri’s irises become red, and she emits dim light for 30 feet in the form of an intense red and black aura.
Cauri’s speed increases to 90 feet.
Cauri gains resistance to all damage (excluding psychic damage).
Cauri’s Armor Class and Saving Throw DCs increase to 22. Whenever she makes a melee or ranged weapon attack, Cauri gains a +2 bonus to her damage rolls.
Cauri regains 30 hit points at the start of each of her turns, so long as she has at least 1 hit point.
Flash Step. Cauri teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space that she can see.
Telekinesis. Cauri targets a creature or can object she can see within 300 feet of her. No one target can weigh more than 1,000 pounds, and objects can’t be targeted if they’re being worn or carried. The target must succeed on a DC 20 Strength saving throw or become restrained in Cauri’s telekinetic grip (objects automatically fail the saving throw).
At the end of her turn, Cauri can move each creature or object she has in her telekinetic grip up to 60 feet in any direction, but nor beyond 300 feet of herself. Additionally, once per turn, Cauri can choose any number of creatures restrained by her telekinetic grip and deal 18 (4d8) force damage to them.
At the end of each of its turns, a creature restrained by Cauri’s telekinetic grip can repeat the saving throw, freeing itself on a success.
Azure Parry. Cauri adds 6 to her AC against one melee or ranged attack that would hit her. To do so, Cauri must be able to see the attacker and be wielding a melee weapon. If the attack misses, Cauri uses her Flash Step (even if she already used her bonus action this turn) and makes a melee or ranged weapon attack against the attacker if it is within her reach.
Cauri can take 3 legendary actions, choosing from the options below. On only legendary action can be used at a time, and only at the end of another creature’s turn. Cauri regains spent legendary actions at the start of her turn.
Lethal Tempo. Cauri makes two weapon attacks or uses her Flash Step.
Eightfold Funeral (Costs 2 Actions). Eight spectral sawblades appear, spinning around Cauri. A hostile creature takes 10 (3d6) slashing damage when it enters a space within 5 feet of Cauri for the first time on its turn or starts its turn there. The sawblades last for 1 minute, or until Cauri’s concentration ends, as if she was concentrating in a spell, or until she uses her bonus action to dismiss them. Cauri can only have one set of sawblades at once.
While Cauri has her sawblades around her, she can use one of the following legendary actions:
Blitz Flash (While Eightfold Funereal is Active). Cauri makes a Energy Blade attack. On a hit, the attack does 41 (8d8 + 5) piercing damage. The sawblades are then dismissed.
Soaring Tempest (While Eightfold Funeral is active). Cauri targets a hostile creature within 300 feet of her. The target and each creature of Cauri’s choice within 15 feet of the hostile creature must make a DC 20 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. The sawblades are then dismissed.
Read or pharaphase the following when Cauri uses her Savior from Heaven trait;
It’s unmistakable that the titanic battle has taken its fair toll on Cauri. The human wipes the blood streaming from her lips, clenching her teeth, her pupils narrowing in a mix of rage of despair and rage - appalled by the injustice she is experiencing.
As though anxious in repose to this sudden change, the dark clouds above begin to twist and shift, as the air around her begins to heat up rapidly. “I won’t let you kill anyone else… you… self-serving… maniacs...!” Suddenly, you watch as light flashes from her chest, as a golden symbol forms on her neck, causing luminous golden flames to erupt from the symbol and quickly engulf her body, as an explosion of thunder and primal energy erupts from Cauri, turning her neck completely black.
The blowback from the sudden release of ki cascades against your vision and momentarily blinds you. As your sight returns, you notice that the flames momentarily engulf her head, causing her to emit a mighty roar and burst of plasma from her mouth. As the fire travels across her head and the flames fade into oblivion, her eyes begin to glow orange, as her hair and eyebrows rapidly become yellow and glow.
Where Cauri should have laid dead, she still stands, visibly enraged and snarling, but her skin is almost completely black, her fingernails and teeth are far more bestial, and an intense heat coupled with a pulsing yellow aura of rage that arcs with bolts of blistering lightning emanates from her, as she unleashes a hidden power never witnessed beforehand.
If Cauri’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Savior from Heaven.
Primal Power. Cauri ends any ongoing conditions affecting her or attempts to recharge her unsealed rectitude.
Wrist-Breaking Counter (Costs 2 Actions). Cauri tenses up. Until the start of her next turn, any creature that makes a melee weapon attack against her must make a DC 20 Constitution saving throw (a creature grappled by Cauri has disadvantage). On a failed save, the creature takes 11 (2d10) bludgeoning damage and gains a level of exhaustion. While the creature suffers from this exhaustion, it can't use one of its hands and has disadvantage on saving throws. A creature can use an action to make a DC 20 Medicine check, setting the bone and removing the level of exhaustion on a successful one.
Maiden’s Rage (Costs 2 Actions). Cauri unleashes a display of unbridled emotion that causes the heavens to shake. Each hostile creature within 120 feet of Cauri that is aware of her must succeed on a DC 20 Wisdom saving throw or become frightened until the start of their next turn. A creature that fails the saving throw by 5 or more is instead incapacitated until the start of their next turn.
Description
Cauri Drathkala's life was upset at a young age when her caravan home to Goldenfield was beset by Drow raiders. Fortunately that could never come to fruition as a band of monks that hailed from Academy of the Awakened Mind managed to chase the kidnappers through the Underdark for days, before catching them and cutting the drow down.
Though Cauri was retrieved unharmed, she and the monks returned to a farming stead erupted into strife, and her family's estates already being fought over - and she was adopted by the Pathshutters. Months later, as the monks were unsure what to do with the young noble lady that had been taken in by the gnomes, the monks agreed with some bemusement to her request - she wanted to learn to defend herself. And so, weeks later, she was accepted into a monastic academy located in the Sharnlands.
Though initially thought of as a mascot, she quickly proved to have valuable skills like reading, writing, and the ability to do math, becoming a favorite of the academy's grandmaster, and started to pick up ki-based abilities, techniques, swearing, and other essential monastic skills.
During the chaotic months that followed, it wasn't long before the young noble lass took to the battlefield upon seeing the academy in dire straights; for her presence rallied their band as they rallied behind the spirited lass, united in their desire to defend the academy (and also to tell her she was naive to be running onto a field of battle with little monastic experience).
Over the years she became a regular fixture of the academy, first an initiate and adept, then an official martial artist, and, ten years later, as the last of those that had originally rescued the young noble faced attrition or retirement - she found the entire academy turning to her as a grandmaster of martial arts involving the blade - a role that it turned out she excelled at. Honed in tactics, practically raised on the battlefield, and fiercely loyal to those she cares about, she now helps to lead the academy - and has turned it into a morally upright bastion of the Sharnlands.
The chaos that once orphaned her has become her home, for chaos always needs reliable mercenary captains. (Especially when the Underdark is experiencing a Demonic Incursion.)
Roleplaying Cauri
Personality Traits. “I do what feels right and natural by my own heart, whether it aligns or clashes with my order - though bad orders are bad orders! I never let fear of authority pressure me into doing unforgivable acts.”
Ideal. “I never turn down the needy. I share my talent with others to make a better life, as raising up the least of us helps everyone - and I will do everything I can for this monastery of mine.”
Bonds. “Though I’ve found a place where I belong, happy people fill me with joy. They and my friends are who I truly serve, and I’ll never give up on them. What’s more, sometimes I think there's someone out there for me, and that makes all the worries go away.”
Flaw. “I am aware of how different I am to those around me, making it hard for myself when I try to get close to others. What’s more - I resort to expressing myself fully when things seem bleak - and I will never tell a lie. Not. Ever.”
Previous Versions
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