Rabbit Musteval Aberrant Mind Sorceress
- 1 Attributes and Saves
- 2 Combat
- 3 Attacks
- 4 Identity
- 5 Bennies
- 6 Backstory
Attributes and Saves
Str 8 (-1)
Dex 14 (+2)
Con 14 (+2/+5)
Int 10 (+0)
Wis 13 (+1)
Cha 16 (+3/+6)
Spell Slots: 4/3/2
Sorcery Points: 7
Spell Save DC 15
Dagger (Attack +5, Melee/Thrown, Damage 1d4+2 pierce)
Chill Touch (Attack +7, Range 120, 2d8 Necrotic and target can’t regain Hp, Undead have Disadvantage on next attack)
Mind Sliver (DC 15 Int save or take 2d6 Psychic and subtract 1d4 from next save, Range 60)
Alignment: Chaotic Good
+2 Dex, Spd 30’, Small, Disguise of Mortality, Brave, False Face, Hidden Step, Naturally Stealthy, Seen and Not Heard
Quiet One (Rabbit)
+1 Cha, Bold Ambush, Slippery Escape
Proficiencies, Spellcasting (5 Cantrips, 6 spells known, Spell Slots 4/3/2, Spell Save DC 15, Spell Attack +7, Arcane Focus), Font of Magic (7 Sorcery Points, Flexible Casting, Metamagic 2), Magical Guidance (1 Sorcery point to reroll a check)
Psionic Spells, Telepathic Speech
Proficiencies, Guild Membership
Twinned Spell, Quickened Spell, Heightened Spell, Careful Spell
Mind Sliver (See Attacks), Chill Touch (See Attacks), Mage Hand, Prestidigitation, Light, Minor Illusion
Dissonant Whispers (60’, Instant. Target takes 3d6 Psychic and must use their Reaction to move its speed away. Wis save for half damage, no run), Tasha’s Hideous Laughter (30’, Concentration. Wis save or target is prone and incapacitated. Re-save when takes damage or end of each turn), Mage Armor, Magic Missile, Shield
Detect Thoughts (Read minds or detect unseen minds within 30’. Wis save. Concentration), Tasha’s Mind Whip (90’, 1 round. Target takes 3d6 Psychic, loses Reaction, and is Dazed. Int save for half damage and no other effects), Misty Step, Web (60’, Concentration. Web is 20’ cube that must be anchored. Light obscurement, Difficult terrain. Creatures entering web or starting turn in it make Dex save or be Restrained. Str save to escape as an Action.)
Sending (25 word message, any distance), Hunger of Hadar (150’, Concentration. 20’ radius is magical darkness, difficult terrain. Creatures starting turn in radius take 2d6 Cold. Creatures ending turn in radius make Dex save or take 2d6 Acid), Hypnotic Pattern (120’, Concentration. 30’ cube. Creatures in area make Wis save or be Charmed and Incapacitated, Speed 0 while spell lasts. Creatures may be awakened if adjacent ally uses Action, or if they take damage.)
Con saves, Cha saves, Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Stealth, Perception, Arcana, Intimidation, Insight, Persuasion, Deep Speech, Alchemist’s Tools
Bloodwell Vial, 3 Daggers, Component Pouch, Explorer’s Pack, Traveler’s Clothes, Alchemist’s Kit, Guild Badge, 3 Healing Potions, 1 Antitoxin
What did you do?
It was wonderful! I was good at selling our products, but I wasn’t the best scholar. Still, I tried, and in an obscure text written in Deep Speech, I found a recipe for a drug that would open your mind to see the greater universe! Not for the first time, I tested it on myself, and it was absolutely amazing! I saw space and time and thought all tied together and interacting! I knew what the Illithids and Aboleth and Beholders know! The beauty of the vast place beyond reality as we know it, and I learned how to use that power, and it made me so strong, with so much that I could do… but the powers of this world fear that I’ve been corrupted by touching the Far Realms. I don’t think that’s entirely fair, though. I’m still a good person!
What virtue do you value most?
Generosity! Yes, I’m good at making money, but the point of having it is to use it to give things to other people. If we all went into life with this mindset, wouldn’t we all be happier?
What do you desire?
...to be accepted and loved. Despite what I’ve become.