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Ringmaster Cassian

Cassian is an Imperial wizard, the leader of Cassian's Traveling Circus. He works as the ringmaster, conducting the performances and being the frontman of the circus as well as handling its business arrangements and being the primary fincancial beneficiary. Originally from Cyrodill, he was a wizard of the Mages Guild, being an acomplished domination mage. He had talent for showmanship though, and a moral compass that saw him at odds with the guild. Leading to his expulsion from the guild for using his considerable power as a domination mage to enrich himself. He took to the road, founding Cassian's Traveling Circus both in pursuit of more profit and acclaim for himself.   Quotes:
"Step right this way. Step right this way. A wonderous cacophony of delights I have assembled. For your viewing pleasure, at a reasonable price."
"Feats of daring, athleticism and magic. Laid out for for you to enjoy. You need only pay the toll and your wonder, is guaranteed."
"Welcome friends; lords, ladies and gentlefolk. The circus is in town and to entertain, is my pleasure."
"Take your mind from your troubles, from hardship and labour. Pay your fare, sit back, relax, enjoy the show."
"Come friends, come. For a wonderous show I have assembled. Such delights await you, should you pay the price."
"Such a wonderful display of mystism, merriment and marvel I have in store. Come and see, if you dare."
Cassian wear's an entertainer's costume with matching boots, gloves and hat. In battle, he wields a whip and an elven dagger (+1) and carries 2 Potion of Plentiful Healing along with a selection of rare loot and gold.
Children

Ringmaster Cassian

Medium Imperial, Entertainer, Any

Armor Class 13 (16 with mage armour)
Hit Points 58 (9d8+18) 9d8+18
Speed: 30 ft

STR

9
( -1 )

DEX

16
( +3 )

CON

14
( +2 )

INT

16
( +3 )

WIS

12
( +1 )

CHA

18
( +4 )

Saving Throws Intelligence +6, Wisdom +3
Skills Arcana +6, Deception +7, Perception +4, Performance +7, Sleight of Hand +6
Senses passive Perception 14
Languages Common, Dunmeris, Yoku
Challenge Rating 6
Proficiency Bonus +3

Cassian is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Cassian has the following wizard spells prepared:

Cantrips (at will)

Mage Hand, Mind Sliver, Minor Illusion, Poison Spray  

1st-level (3/4 slots)

Fear*, Mage Armour, Magic Missile, Puppet  

2nd-level (3 slots)

Blur*, Invisibility*, Misty Step,  

3rd-level (3 slots)

Frenzy, Hysteria*  

4th-level (3 slot)

Ego Whip*, Psychic Lance  

5th-level (1 slot)

Dominate Person*   *Concentration

Actions

Fighting Initiate: Two Weapon Fighting. When Cassian engages in two-weapon fighting, he can add your ability modifier to the damage of the second attack.   Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d4+3 slashing damage.   Elven Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+4 piercing damage.   Hypnotic Gaze. Choosing one creature within 5ft. If the target can see or hear Cassian, it must succeed on a Wisdom saving throw DC 14 or be charmed until Cassian's next turn. A creature that succeeds cannot be charmed this way again.

Bonus Actions

Helping Hands. Cassian can take the Help action as a bonus action on each of his turns in combat.

Reactions

Instinctive Charm. When a creature within 30ft makes an attack roll against Cassian, it must make a Wisdom saving throw DC 14 or target the closest creature. Not including Cassian or itself. A creature that succeeds cannot be charmed this way again.   Saving Face (1/day). If Cassian misses with an attack roll or fails an ability check or a saving throw, gains a bonus to the roll equal to the number of allies within 30ft (Max +5).   Bountiful Luck (1/day). If Cassian or an ally within 30ft rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw. Can reroll the die and must use the new roll.   Serpent’s Wyrd (1/day). When Cassian rolls a 1 on an attack roll, ability check, or a saving throw, can choose to reroll the die with advantage and must use the new roll.


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