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Sable-of-the-Rain

Tabaxi · Druid · Level 1 · Criminal

Sable-of-the-Rain

Curious, evasive, and sharply observant.
AC16
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 9 · 30 ft., climb 30 ft.
AlignmentChaotic NeutralGenderNon-binaryAge27 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Shields

Weapons

Simple weapons

Tools

Thieves' Tools,
Herbalism Kit

Languages

Common,
Druidic,
Sylvan

Features

8 features

Always on

  • SpellcastingLevel 1

    You can cast Druid spells, prepare four level 1 Druid spells, and use Wisdom as your spellcasting ability. You know three cantrips because of your Magician Primal Order choice and regain expended spell slots after a Long Rest.

  • DruidicLevel 1

    You know the secret language of Druids and can leave hidden messages in it. You always have Speak with Animals prepared.

  • Primal Order, MagicianLevel 1

    You chose Magician. You know one extra Druid cantrip, and you add your Wisdom modifier, minimum +1, to Arcana or Nature checks made using your mystical connection to nature.

  • DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Cat's ClawsTabaxiYour claws are natural weapons that deal slashing damage equal to 1d6 plus your Strength modifier on a hit, and you have a climbing speed equal to your walking speed.
  • Cat's TalentTabaxiYou have proficiency in Perception and Stealth.
  • Feline AgilityTabaxiWhen you move on your turn in combat, you can double your speed until the end of that turn. You cannot use this trait again until you move 0 feet on one of your turns.
  • Criminal ContactCriminal

    You have a history of moving through criminal networks and know how to find contacts, information, and temporary aid in places where lawful society offers little welcome.

Spells

8 spells

Spellcasting. Sable-of-the-Rain casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , , ,

Gear

12 items

Weapons

  • Sickle
    A curved harvesting blade that functions as a simple weapon.
  • Quarterstaff
    A sturdy quarterstaff used as both a weapon and Druidic focus.
  • 2×
    Dagger
    Concealable blades favored by Sable's former profession.

Armor

  • Leather Armor
    Flexible protective armor made from treated leather.
  • Shield
    A wooden shield reinforced with a bronze rim.

Tools

  • Herbalism Kit
    Tools for identifying and preparing medicinal plants and natural remedies.

Gear

  • Druidic Focus
    A focus for channeling primal magic, incorporated into the quarterstaff.
  • Explorer's Pack
    A kit containing basic travel and adventuring supplies.
  • Crowbar
    A simple iron bar useful for forcing doors and prying objects apart.
  • 2×
    Pouch
    Small belt containers for coins, herbs, or stolen trinkets.
  • Traveler's Clothes
    Plain travel clothing with a hood and many hidden pockets.

Purse

  • 16×
    Gold Pieces
    Starting currency retained after purchasing equipment.

Appearance

A lean, long-limbed tabaxi with smoke-gray fur, black ear tips, and pale green eyes that constantly scan for exits. Their forearms are marked with faint white scars from old rooftop climbs, and a small brass key hangs from a cord around their neck. They wear battered leather armor beneath a moss-colored cloak, with a wooden quarterstaff carved like a twisting root.

Mannerisms

Sable pauses to sniff unfamiliar objects, crouches on furniture instead of sitting normally, and flicks their tail sharply when irritated. When thinking, they trace invisible Druidic symbols with one claw.

Personality

Curious, evasive, and sharply observant. Sable treats every room like a puzzle and every conversation like a game of cards. They are suspicious of authority but unexpectedly gentle toward injured creatures, lost children, and anyone being bullied by someone stronger.

Ideals

Freedom. No law, guild, god, or ruler has the right to own a living thing or decide where it belongs.

Bonds

I carry the brass key from the ruined grove, and I will one day return to unlock whatever was sealed beneath it.

Flaws

I assume every offer has a hidden cost, and I would rather lie, steal, or vanish than admit I need help.

Quirks

Names every stray animal they meet, even if it immediately runs away.
Keeps shiny buttons, keys, and bits of colored glass in one pouch.
Sleeps with one hand wrapped around their quarterstaff.
Refuses to walk past a plant growing through stone without touching it.

Background

Sable-of-the-Rain was raised among the tiled roofs, narrow alleys, and crowded markets of a river city where every district had its own rules. As a young tabaxi, they survived by slipping through windows, carrying messages for thieves, and stealing only what they believed the wealthy could spare. Their greatest job was meant to be simple, a burglary at an abandoned manor. Instead, Sable found a dying grove beneath the foundations, its roots strangled by buried iron and fed by foul alchemical runoff. When they cut away the metal, the grove answered with a whisper in Druidic. Sable fled the city with a stolen druidic focus and a conscience they had never expected to possess. A wandering circle taught them the first principles of primal magic, though the tabaxi never fully abandoned their old habits. They now travel as a reluctant protector of wild places, stealing maps, tools, and secrets from those who would poison the land. Sable claims they are only collecting debts from civilization, but every rescued animal and every restored spring makes that excuse harder to maintain.

“Their greatest job was meant to be simple, a burglary at an abandoned manor.”
From their backstory
Background
Criminal

Connections

Species

Tabaxi

Media

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