Sable-of-the-Rain
Sable-of-the-Rain
Sheet
AC 16 · HP 9 · 30 ft., climb 30 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways 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 spellsSpellcasting. 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 itemsWeapons
- SickleA curved harvesting blade that functions as a simple weapon.
- QuarterstaffA sturdy quarterstaff used as both a weapon and Druidic focus.
- 2×DaggerConcealable blades favored by Sable's former profession.
Armor
- Leather ArmorFlexible protective armor made from treated leather.
- ShieldA wooden shield reinforced with a bronze rim.
Tools
- Herbalism KitTools for identifying and preparing medicinal plants and natural remedies.
Gear
- Druidic FocusA focus for channeling primal magic, incorporated into the quarterstaff.
- Explorer's PackA kit containing basic travel and adventuring supplies.
- CrowbarA simple iron bar useful for forcing doors and prying objects apart.
- 2×PouchSmall belt containers for coins, herbs, or stolen trinkets.
- Traveler's ClothesPlain travel clothing with a hood and many hidden pockets.
Purse
- 16×Gold PiecesStarting 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
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.”
- Background
- Criminal
Connections
Species
Tabaxi
Media
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