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Abeni

Human · Commoner with an unexplained custom magical gift · Level 20

Abeni

Traveling child and occasional helper
“But where does the water go?”
AC12
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“the big thing”
From how they speak

Voice

Abeni's voice is clear and lightly husky from wind and roadside dust, with quick little catches of breath when they are excited. Before speaking, they often take a short, audible inhale, a habit left from listening for ferry calls through rain. Their name is soft and rounded in their mouth.

Abeni's speech is shaped by a childhood spent around ferry ropes, rain, and people giving hurried instructions over rushing water. They pronounce words plainly, clip the ends of sentences when excited, and often start with a practical question. They pause for a small breath before saying something difficult, as though checking that the words are safe to let out.

Speech patterns

Asks concrete questions when adults speak in abstractions: "But where does the water go?"
Uses "I think" before claims they are sure about, as if leaving room to be corrected.
Calls dangerous magic "the big thing" and changes the subject afterward.
When angry, speaks faster and names the exact unfair thing they noticed.

How to play them

Treat Abeni as a person with agency, not as a magical object or a mascot. They warm to patient questions, shared tasks, and adults who explain risks honestly. They withdraw from threats, arguments about ownership, or anyone who tries to make them prove their power.

Goal

Find a healer for Jora, understand the strange magic, and return home by choice rather than being taken there.

Motivation

To get help for Jora without letting fear or powerful adults decide what Abeni is allowed to become.

Secret · GM only

Appearance

Abeni is a small child with wind-ruffled brown hair, warm brown eyes, and freckles scattered over their nose like crumbs. Their bare feet are dusty and toughened from walking, and they move with a quick, watchful sidestep, as if always leaving room for someone else to pass. Their magic arrives with the smell of rain on hot stone, which they notice and dislike because it means people will stare. The unexpected detail: they carry a tiny wooden toy boat and carefully patch its cracked hull with scraps of bright blue thread.

Clothing

A faded, oversized shirt under patched brown overalls, rolled at the cuffs. They wear no shoes. A strip of blue thread is knotted around one overall strap, and a small pouch is tied at the waist.

Body language

Abeni stands close to trusted adults but angles their toes toward the nearest exit. When thinking, they rub the wooden boat's patched seam with one thumb. They look directly at people when asking a serious question, then glance away as if embarrassed by their own courage.

Height
3 feet 10 inches
Build
Small, wiry, and sturdy from walking; still unmistakably a child.
Eyes
Warm brown
Hair
Brown
Skin
Warm medium brown
Age
About nine years old
Gender
Non-binary
Size
Small

Distinguishing features

A cluster of freckles across the bridge of their nose.
A faint scent of rain on hot stone precedes their strongest magic.
A wooden toy boat, repaired with conspicuous blue thread, is almost always in hand or pocket.

Personality

13 traits and drives

Abeni is curious enough to ask a stranger why their boots are muddy, yet guarded enough to keep their own worries tucked away. They are generous with food and small kindnesses but resent being praised as brave when they are simply trying to get through the day. In safe company they chatter, invent games, and make room for everyone. When adults argue, they become sharply practical; when someone is hurt, they turn gentle and focused. Their magic frightens them more than they admit, and they sometimes mistake being needed for being loved.

Alignment
Neutral good

Quirks

Names every bridge they cross, even if the bridge already has a name.
Tucks crumbs into a pocket for birds, then forgets they are there.
Arranges shoes outside a room in pairs, despite not wearing any.
Tests the wind by holding up a loose overall strap and watching it twitch.
Says "thank you" to doors after they open.

Habits

Counts doorways and windows whenever they enter a room.
When frightened, asks practical questions rather than admitting fear.
Offers food or small repairs to anyone who has been left out of a group.
After using powerful magic, checks that every nearby person is still breathing.

Traits · 3

Curious about how ordinary things work, wary about why people want to know about their magic.
Quick to share what little they have, slow to ask for help.
Playful with trusted companions, matter-of-fact when danger becomes real.

Flaws · 3

Hides pain and worry to avoid becoming a burden.
Believes that being useful is the best way to earn a place with others.
Can be stubborn about returning home, even when the route is unsafe.

Fears · 3

That Jora will die before Abeni can find help.
That the party will decide the magic makes them too dangerous to keep close.
Deep water during a flood, though they still watch rivers carefully.

Wants and needs · 4

A healer and medicine for Jora.
Adults who tell the truth about danger without treating Abeni as property.
A safe place to sleep where they can see the door.
Time to understand the voice beneath the river.

Combat

AC 12 · HP 38 · 25 ft.

Abeni avoids direct harm. They begin by asking combatants to stop, then create barriers, calm frightened creatures, or use control magic to make space for escape. If a companion is in immediate danger, they may use a powerful spell, but afterward they become shaken and seek reassurance. They do not understand how dangerous their highest magic can be.

Abeni

Small humanoid (human), neutral good
Armor Class12
Hit Points38
Speed25 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsCharismaWisdom
SkillsInsightPerceptionStealthPersuasion
SensesPassive Perception 12
Languages
Common
Small and untrained, Abeni is not a 20th-level spellcaster in the conventional sense. Their magic is an unexplained, innate force represented by the custom abilities below.
Custom. Unbidden Wonder. Abeni can cast any spell listed in their spell selection without material components. They do not need spell slots, but may cast only one spell of 6th level or higher between long rests. Their spellcasting ability is Charisma (spell save , to hit).
Custom. The World Says No. When Abeni is reduced to 0 hit points, they can choose to remain at 1 hit point instead. Once this occurs, their magic goes silent until they finish a long rest.
Custom. Small Hands, Large Door. Abeni can magically open or close one nonmagical door, gate, or container they can see within 60 feet, provided it is not held shut by a creature. This takes an action.
Custom. Not a Weapon. Abeni is a child, not a combatant by training. They avoid hurting people and will try to flee, hide, bargain, or end a fight rather than kill.

Spells

Prestidigitation (cantrip, transmutation). Abeni makes a harmless sensory effect, such as a brief smell of rain or a tiny blue spark.
Thunderwave (cantrip, evocation). A burst of force pushes a target 10 feet on a failed Strength save.
Minor Illusion (cantrip, illusion). Abeni creates an illusory sound or image that lasts for 1 minute.
Guidance (cantrip, divination). Abeni grants a creature a d4 to one ability check or saving throw before the spell ends.
Shield of Faith (level 1, abjuration). Abeni creates a protective ward that grants a target +2 AC for up to 10 minutes.
Hold Person (level 2, enchantment). Abeni creates an invisible force that restrains a creature on a failed Strength save.
Wind Wall (level 3, evocation). Abeni creates a wall of wind that impedes movement and deflects projectiles.
Wall of Force (level 4, evocation). Abeni creates a shimmering barrier that blocks physical passage and many spell effects.
Leomund's Tiny Hut (level 5, evocation). Abeni creates a protective dome around a group for up to 8 hours.
Wall of Ice (level 6, evocation). Abeni creates a large barrier of ice that can block passage and break into dangerous shards.
Forcecage (level 7, evocation). Abeni creates an invisible, immobile prison around a creature on a failed Dexterity save.
Demiplane (level 8, conjuration). Abeni creates an extradimensional refuge for a small group, where time passes differently.
Wish (level 9, conjuration). Abeni can alter reality in limited ways, such as duplicating a spell of 8th level or lower or producing another effect at the DM's discretion. This spell is emotionally taxing and should not be used to remove Abeni's agency.

Actions

Please Stop. Abeni points at one creature they can see within 60 feet and says what they hope will happen. The target must make a Wisdom saving throw. On a failure, it is affected by the calm emotions spell for 1 minute. A creature that takes damage can repeat the save, ending the effect on itself on a success. This is a custom magical effect, not a spell.
Unbidden Spellcasting. Abeni casts one spell from their spell list. Their spellcasting ability is Charisma (spell save , to hit).
Blue Door. Abeni creates a translucent, child-height wall of pale blue light in an unoccupied space within 60 feet. The wall is 10 feet long, 10 feet high, and 1 inch thick, has AC 15 and 30 hit points, and lasts for 1 minute. It provides total cover and vanishes if reduced to 0 hit points. This is a custom effect.

Reactions

Not Me. When a creature Abeni can see targets them with an attack, Abeni can impose a sudden shimmer of blue light, granting a bonus to AC against that attack, potentially causing it to miss. Abeni can use this reaction three times, regaining all uses after a long rest. This is a custom feature.
Soft Landing. When a creature Abeni can see within 30 feet takes damage, Abeni can reduce that damage by 10 as a flash of blue light cushions the blow. Abeni can do this once per long rest. This is a custom feature.

Services they sell

Can help with simple camp chores and remember routes traveled.
Can offer a small, nonviolent magical solution when the party is in danger.

Rewards they can give

Abeni's trust and candid advice about roads, camps, and the people they have met.
A hand-drawn map showing the safest route to Ford Three.
If the party helps Jora, Abeni may one day return as a loyal friend, not as a weapon.

Equipment

  • Wooden boat (keepsake)A small, patched toy boat that belonged to Miro and survived the flood.
  • Road pouch (gear)A soft pouch containing a heel of bread, blue thread, a dull button, and folded notes for Jora.
  • Patch blanket (gear)A child-sized blanket patched from old shirts, useful for warmth and hiding under.

Possessions

Wooden toy boat with a patched hull
Road pouch with blue thread and folded letters
Patch blanket
A folded map marked with the route back to Ford Three

Background

Abeni was born in the hamlet of Ford Three, where their parent, Jora, repaired harness and their other parent, Miro, kept the ferry. At six, Abeni was aboard the ferry when a spring flood snapped its mooring and carried it toward the mill weir. They remember the water rising over the floorboards, Miro shouting, and the impossible instant when the river folded into a still, glassy arch around the boat. Everyone aboard walked ashore. Abeni had no explanation for it, and neither did the frightened villagers. Afterward, small impossible things followed them: a candle flame leaning toward their questions, a locked latch clicking open when they were afraid, and once a whole room full of quarrelling adults forgetting what they were angry about. When Jora fell ill, Abeni set out with a traveling peddler, hoping to find a healer and keep the villagers from treating them as an omen. The peddler, Vaska, left them at a crossroads inn when rumors spread that a royal assessor wanted to claim the child for study. Abeni now travels with the party, but still sends home scraps of maps and little notes to Jora. Their relationship with Miro is strained: Miro wants them returned to safety, while Abeni believes the magic might be useful enough to save their family. They are currently trying to find a healer before Jora's cough worsens, while dodging the assessor's agents.

Role in the story

A vulnerable traveling companion whose astonishing power creates protection, temptation, and danger. Abeni offers a personal reason to seek help in the region and a moral test for anyone who would use a child's magic as a tool.

“At six, Abeni was aboard the ferry when a spring flood snapped its mooring and carried it toward the mill weir.”
From their background
Faction
None. The royal assessor's office has begun asking after Abeni, but they are not its property or ally.

Known connections

Jora, their ill parent, waits at home and receives Abeni's letters.
Miro, their ferry-keeper parent, loves them but believes the road is too dangerous.
Vaska, the peddler who once sheltered them, knows the first rumors of the royal assessor's search.
The party are the first travelers Abeni has chosen to trust for more than a night.
Major secret · GM only
Minor secrets · GM only

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