Sidekick (Spellcaster). Arabelle is a spellcaster sidekick. She has access to the following abilities listed below based on her level. Her level is always equal to the average level of the PCs unless otherwise declared by the DM. When she gains a level in this class, she gains 1d8 hit points (minimum 1 hit point)
The abilities listed below only go up to level 10.
(1st) Bonus Proficiencies. Arabelle gains proficiency in either Wisdom or Charisma saving throws, light armor, simple weapons, and two skills from the following list: arcana, history, insight, investigation, medicine, performance, persuasion, and religion.
(1st) Spellcasting. Arabelle has the ability to cast spells. She can cast spells using her Wisdom ability score and derives her spell list from the cleric spell list. At 1st level, Arabelle knows two cantrips and one 1st-level spell of the DM's choice from the cleric spell list. Arabelle can use a holy symbol or a Tarokka deck as a spellcasting focus.
The Spellcaster table (TCoE 145) shows how many spell slots Arabelle has to cast her Spellcaster spells of 1st level and higher. To cast one of these spells, Arabelle must expend a slot of the spell's level or higher. She regains all expended spell slots when she finishes a long rest.
Arabelle's spell save DC is equal to 8 + her proficiency modifier + her Wisdom modifier. Her spell attack bonus is equal to her proficiency modifier + her Wisdom modifier.
(4th) Ability Score Improvement. Arabelle's Intelligence and Charisma both increase by 1.
(5th) Proficiency Bonus Increase. Arabelle's proficiency bonus is +3.
(6th) Potent Cantrips. Arabelle can add her Wisdom to the damage she deals with any cantrip.
(8th) Ability Score Improvement. Arabelle's Intelligence and Wisdom both increase by 1
(9th) Proficiency Bonus Increase. Arabelle's proficiency bonus is +4.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
Curse (Recharges after a Long Rest). Arabelle targets one creature that she can see within 30 feet of her. The target must succeed on a DC 13 Wisdom saving throw or be cursed. While cursed, the target is either:
- The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, Arabelle takes 1d6 psychic damage.
- A nonmagical item in the target’s possession (chosen by the DM) disappears and can’t be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, Arabelle takes 1d6 psychic damage.
- The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana’s choice. When this curse ends, Arabelle takes 3d6 psychic damage.
The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic.
Evil Eye (Recharges after a Short or Long Rest) Arabelle targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 13), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Arabelle is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
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