Abilities[]
Ability | Source | Details | First Appearance |
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Telepathic | Feat | Amangeaux has awakened the ability to mentally connect with others, granting her the following benefits:
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Episode 1: The Seeds of Conflict |
Observant | Feat | Quick to notice details of her environment, Anmangeaux has the following benefits:
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Episode 1: The Seeds of Conflict |
Cunning Action | Rogue Level 2 | Amangeaux's quick thinking and agility allows her to move and act quickly. She can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Episode 3: Yonder Where the Fruit do be Lyin' |
Sneak Attack | Rogue Level 1 | Amangeaux knows how to strike subtly and exploit a foe’s distraction. Once per turn, she can deal an extra 1d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and she doesn’t have disadvantage on the attack roll. The damage increased to 2d6 at Level 3, 3d6 at Level 5, 4d6 at Level 7, 5d6 at Level 9. | Episode 3: Yonder Where the Fruit do be Lyin' |
Thieves Cant | Rogue Level 1 | Amangeaux knows thieves’ cant, a secret mix of dialect, jargon, and code that allows her to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, she understands a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. |
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Mage Hand Legerdemain | Arcane Trickster level 3 | When Amangeaux casts Mage Hand, she can make the spectral hand invisible, and she can perform the following additional tasks with it: she can stow one object the hand is holding in a container worn or carried by another creature; she can retrieve an object in a container worn or carried by another creature; she can use thieves' tools to pick locks and disarm traps at range. Also she can perform one of these tasks without being noticed by a creature if she succeeds on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, she can use the bonus action granted by her Cunning Action to control the hand. | |
Magical Ambush | Arcane Trickster level 9 | If she is hidden from a creature when Amangeaux casts a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. | |
Uncanny Dodge | Rogue Level 5 | When an attacker that she can see hits her with an attack, Amangeaux can use her reaction to halve the attack's damage against her. | |
Evasion | Rogue Level 7 | Amangeaux can nimbly dodge out of the way of certain area effects. When she is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. | |
Skill Expert | Feat | Amangeaux has honed her proficiency with particular skills, granting her the following benefits:
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Spells[]
Spell | Spell Level | Source | Details | First Appearance |
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Mind Sliver | Cantrip | Arcane Trickster | Amangeaux can drive a disorienting spike of psychic energy into the mind of one creature she can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of her next turn. | Episode 3: Yonder Where the Fruit do be Lyin' |
Expeditious Retreat | 1st | Arcane Trickster | This spell allows Amangeaux to move at an incredible pace. When she casts this spell, and then as a bonus action on each of her turns until the spell ends (after 10 minutes or if concentration is broken), she can take the Dash action. | Episode 3: Yonder Where the Fruit do be Lyin' |
Silvery Barbs | 1st | Arcane Trickster | As a reaction after seeing a creature within 60 feet succeed on an attack roll, an ability check, or a saving throw, Amangeaux magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
Amangeaux can then choose a different creature she can see within range (including herself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. |
Episode 3: Yonder Where the Fruit do be Lyin' |
Detect Thoughts | 2nd | Telepathic Feat | Amangeaux can read the thoughts of creatures with this spell, starting with surface thoughts and potentially diving deeper into their reasoning and emotional state if the creature fails a Wisdom saving throw. The spell can also be used to scan for unseen creature's thoughts within 30 feet. | Episode 3: Yonder Where the Fruit do be Lyin' |
Suggestion | 2nd | Arcane Trickster | Amangeaux suggests a course of activity (limited to a sentence or two) and magically influences a creature she can see within 30 feet that can hear and understand her. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action she described to the best of its ability. The suggested course of action can continue for the entire duration (8 hours or until concentration is dropped). If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. Amangeaux can also specify conditions that will trigger a special activity during the duration. If Amangeaux or any of her companions damage the target, the spell ends. |
Episode 5: The Seventh Kingdom |
False Life | 1st | Arcane Trickster | Bolstering herself with a necromantic facsimile of life, Amangeaux gains 1d4 + 4 temporary hit points for 1 hour. | Episode 5: The Seventh Kingdom |
Tasha's Mind Whip | 2nd | Arcane Trickster | Amangeaux psychically lashs out at one creature she can see within 90 feet. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. | Episode 5: The Seventh Kingdom |
Mage Hand | Cantrip | Arcane Trickster | A spectral, floating hand appears at a point Amangeaux chooses within 30 feet. The hand lasts for 1 minute or until she dismisses it as an action. The hand vanishes if it is ever more than 30 feet away or if she casts this spell again. She can use her action to control the hand. She can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. She can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. | Episode 5: The Seventh Kingdom |
Inventory[]
Item | Acquired from | Details | First Apearance |
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A Ring of X Ray Vision | Unknown | While wearing this ring, Amangeaux can use an action to speak its command word. When she does so, she can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To her, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever she uses the ring again before taking a long rest, she must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. |
Episode 2: Bloody Harvest |