Spellcasting. Arabelle is a spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +8 to hit with spell attacks). Arabelle has the following spells prepared:
Cantrips (at will): light, mending, thaumaturgy
1st level (4 slots): bane, command, detect evil and good, protection from evil and good, charm person, sleep, hold person, hex
2nd level (4 slots)
3rd level (3 slots): enemies abound
4th level (3 slots): divination, charm monster, compulsion
5th level (2 slots):modify memory (as a ritual spell)
Spellslots past the 5th level are only accessible when Arabelle is stressed or in life-or-death scenario
8th level (2 slots): power word pain
9th level (2 slots): psychic scream, power word kill
You can do it! Arabelle grants a 1d6 bonus to any creature that can see and hear her. This benefit expires if not used at the beginning of Arabelle's next turn.
What are you waiting for? Arabelle grants any creature that can see and hear her an ability to make one attack. Can be used as a reaction on a missed hit.
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 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Arabelle is notified of it.
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 17), 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.
Children's swiftness. As a bonus action, Arabelle can use the Help action, or distract a creature, provided that she is within 5ft. of that create. A distracted creature has disadvantage on attack rolls, while attacks against that creature have advantage. If the distracted creature makes an attack against any creature other than Arabelle, they have a 25% chance of hitting Arabelle instead.
As a bonus action, Arabelle can use Disengage and Dash.
Leave them alone *******! As a reaction, Arabelle can cancel the benefits of a critical strike.
What are you waiting for? Arabelle grants any creature that can see and hear her an ability to make one attack. Can be used as a reaction on a missed hit.
Help me idiots! When Arabelle is struck with an attack, she can use her reaction to allow one creature that can see and hear her to move up to half of their movement speed and make a melee attack against a creature that damaged Arabelle. If this attack hits, Arabelle only takes half the damage.
Description
The talented fortune-teller Arabelle lives among the Vistani. She is only 7 years old, however the power of her bloodline is starting to manifest.
Royal Blood. Arabelle is Strahd’s relative, though Strahd is unaware of this fact. She is the descendant of a Vistani woman whom King Barov, Strahd’s father, took to his bed during one of his many crusades. Arabelle herself is unaware of this, leaving Madam Eva to be the only living creature aware of this fact. Strahd is incapable of scrying on Arabelle or any creature she is touching.
I'm just a kid! Most creatures will not see Arabelle as a threat, unless she gives them a reason to believe otherwise. Humans could be suspiciously, but most will be interested in aiding her. Monsters and creatures that rely on primal instinct are unaffected by her age.
Arabelle's Traits
Ideal. “I wish to live an interesting live. Adventures call to me.”
Bond. “The Vistani are my family.”
Flaw. “There is more to this life than a simple wagon and endless festivities!”
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