Anne appears to be a short and skinny human girl in her primary form, around the age of 13. She has long, stringy brunette hair, fairly pale skin, and blue eyes. Upon the back of her neck, she has a unique scar in the shape of a rectangle with a featureless mask inside it. This is the mark of Urreus, the Phantom King, which supplies Anne with her connection to the god.
Anne most commonly is found in comfortable clothes and a red hood. Underneath her clothes, she wears a chain shirt for protection. She wields a shield, but no weapon--relying on her divine magic to threaten her enemies.
Anne puts up the facade of a sweet and innocent girl, but in lonely hallways and behind closed doors her true face shows itself. Raised without morals and a taste for flesh, Anne is fairly evil. She treats herself as a hunter, and others as prey--aiming to pull kids away from groups so she can take their place and attack their parents during the night.
However, after being exposed to the culture of Waterdeep along with growing close to members of the Lif of the Party, Anne has slowly grown to understand kindness, respect, mercy, and love. By the party's affects, Anne has softened. She hunts less, seeking compassion instead of prey, and has stayed clear from breaking the law. However, her naivety seems to catch up with her when her god Bhaal, the God of Murder, becomes upset over her lack of practice.
Because of her abilities as a changeling, Anne has learned to change her form and identities with her emotions. Her primary mode appears to represent stability, while other identities serve as her form of emotional expression. When Anne takes these forms, everything about her changes. Her name, mannerisms, reactions, pronouns, and identity all change to reflect her new form. While we have seen a few of her alternate identities, there are many more forms that have yet to be seen.
No one is recorded to have seen Anne's true form.
Rain represents Anne's sadness. In this form, Anne appears to be a little sea elf girl with long hair and eyes as deep as the void. This form appears to be always crying, permanently sad.
Aside from her main form, Anne has spent more time as Rain than any other form.
Lief represents Anne's loneliness. In this form, Anne becomes a drow boy with short, white, wavy hair and purple eyes. In this form, Anne's red hood is folded more like a modern-styled hoodie.
Lief is much more angsty than Anne. He dislikes talking to or listening to others and tends to do whatever he wants--usually lurking or sulking in a dark corner. In combat, Lief is much more aggressive--preferring to use his spells for high damage instead of healing. Anne has only been seen taking this form once in Session #13, when she was abandoned to the darkness during the battle against the Xanathar within the Xanathar's Lair.
SkyeSkye represents Anne's happiness. In this form, Anne becomes what appears to be a halfling girl with curly hair. This form looks the most similar to Anne's primary form--even wearing the same outfit.
Skye is confident, and enjoys her time. She tends to be much more laid back in her work, getting caught up in the moment instead of planning far ahead of time. While Anne has slipped into Skye's form on occasion while cooking, She has never consciously taken Skye's form.
Sin represents Anne's rage and anger. In this form, Anne retains many of her primary features but they take on a more monstrous form. Sharpened blade-like fingernails and teeth, a deep grin, and very pale skin.
Sin looks like a monster and acts like an animal. He is lethal, ruthless, and enjoys the hunt. This form is primarily used and referred to in Anne's backstory before she met The Mentor. She has never taken this form within the campaign, however Sin was tempted and referred to during Session #6.
Before the Campaign
Not much is known of Anne's life before she joined the Lif of the Party. Her parents and birthplace are unknown to both history and Anne herself, as she spent most of her early life in a feral state as Sin. This came to an end when she met The Mentor, who took her under his wing and helped civilize her. After meeting The Mentor, Anne gained her primary form. From there, The Mentor taught Anne of life, death, Bhaal, and more. From him, she learned basic anatomy and how to hunt. Then, he left; and Anne was left on her own.
Nobody knows what Anne did in the time after The Mentor's sudden departure.
Anne eventually made her way to Waterdeep with the goal to better understand the machinations of her prey. Since she didn't have much of anywhere to go she went to the Yawning Portal. Here she met and befriended Jalester Silvermane, although her intentions for this friendship are unclear. She began hanging out at the tavern and completing small jobs for money until the big job from Volothamp Geddarm came around. From this job, Anne would meet the other core members of the Lif of the Party.
The Phantom King
Soon after completing Volo's job and recovering Floon Blagmaar, Anne was visited in her dreams by a divine being who called himself Urreus, the Phantom King. Seemingly a god of shapeshifters, Urreus claimed to be the father of changelings. He could not talk long, and left after his greeting after imparting the Mark of the Phantom King onto Anne's neck.
Memories of The Mentor
When the Lif of the Party first touch down inside the Xanathar's Lair, they quickly meet a creature known as Qrr'zarq the Vile. After conversing with this character, Anne learns he has met The Mentor. As Qrr'zarq attempts to read Anne's mind, she uses the power of the magic scar left by The Phantom King to reflect Qrr'zarq's spell back onto him, reading his thoughts. Through this, Anne learns the layout of the Xanathar's Lair along with the fate of The Mentor--who was devoured by Qrr'zarq and left to rot. Anne realizes that Qrr'zarq possesses all of her friend's memories, but decides not to pry due to some sort of divine curse that is tied to them.
During the second delve into the Xanathar's Lair, Anne found herself having to choose between Bhaal, the God of Murder and Urreus, the Phantom King. When choosing the latter, Bhaal lashed back in an attempt to bind Anne into servitude. Through her own willpower, Anne was able to avoid and break his grasp. However, Bhaal doesn't seem to be done with her just yet.
Skills and Abilities
Shapeshifting: As a changeling, Anne has the ability to change her form at will. This includes her height, weight, facial features, the sound of her voice, coloration, hair length, sex, and other distinguishing characteristics. She is also able to weaponize this feature in order to make enemies think twice about attacking her by turning into innocent looking civilians. This effect is natural and not magical.
Wanderer: Due to her past as an explorer and wanderer, Anne has an excellent memory for maps and geography and is able to accurately recall general layout of terrain, settlements, and other features around her. She is also extremely adept at finding food within the wilds.
Observant: Anne is exceptionally perceptive of her surroundings, as well as others around her. She is able to accurately read the lips of any creature she can see.
- Cooking Utensils Proficiency
- Pan Flute Proficiency
- Reaper: When Anne casts Toll the Dead, she can target two creatures within 5 feet of each other.
- Channel Divinity: Anne can channel divine energy to fuel magical effects.
- Turn Undead: Each undead that can see or hear Anne within 30 feet must make a Wisdom saving throw or flee in fear.
- Destroy Undead: Particularly weak undead that are subjected to the Turn Undead ability are immediately destroyed instead of feared.
- Touch of Death: When Anne hits a creature with a melee attack, she can inflict additional necrotic damage to that creature.
- Inescapable Destruction: Anne's spells and magical effects ignore resistance to necrotic damage.
The following spells are Anne's most common spells:
|Light||Cantrip||Evocation||You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.|
|Mending||Cantrip||Transmutation||This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.|
|Spare the Dying||Cantrip||Necromancy||You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.|
|Thaumaturgy||Cantrip||Transmutation||You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
|Toll the Dead||Cantrip||Necromancy||You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.|
|Command||1st||Enchantment||You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.|
|Cure Wounds||1st||Evocation||A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.|
|Guiding Bolt||1st||Evocation||A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.|
|Inflict Wounds||1st||Necromancy||Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.|
|Spirit Guardians||3rd||Conjuration||You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.|
Mark of the Phantom King
A magical scar left on Anne's neck by Urreus. While this mark does empower Anne with certain abilities, it also symbolizes her connection to the Phantom King.
- Reflect: When Anne first gained the mark, she gained the ability to shape and reflect magical effects targeting her. This shows up mechanically by Anne's ability to cast the 4th level spell Reflect once per long rest.
- Greater Change Appearance: At 6th level, the mark evolved and Anne gained the ability to shapeshift not just her appearance but her clothes as well.
Guard's Signal Whistle
Cube of Rubik
Anne bought this metal rotating puzzle cube from Xoblob early on in the campaign. While she often plays with it in her free time, she has yet to solve it. Nobody knows what secrets it might hold.
Anne's relationship with Anton is beyond complicated. Early on in the campaign, Anne grew to like Anton due to his protective and kind nature. However, during the raid of the Xanathar's Lair, Anne's relationship with Anton became strained as the two couldn't see eye-to-eye. Eventually, Anton attacked Anne in his frustration; marking the turn in their relationship from close friends to bitter allies.
Anne's relationship with Bhaal was mostly a working relationship. By serving Bhaal, Anne was enhanced with magical powers. Aside from that, her faith in him doesn't seem to go very deep--nor do they appear to communicate very often.
Anne's relationship with Dusk is mostly a one-sided fascination. Due to Dusk's exotic appearance as a tabaxi and his quirky nature, he attracted Anne's attention very quickly. However, Dusk is somewhat uninterested in Anne's attention.
Anne and Jalester can best be described as drinking pals. They rarely meet outside of a tavern and spend most of their time drinking silently within each other's presence with occasional small talk. Jalester often buys food and drinks for the changeling child.
The Mentor serves primarily as a father-figure for Anne. He raised her up from her feral state and taught her many of her core skills. Many years have passed since The Mentor left Anne, and she can barely remember his features.
Urreus' connection to Anne is still new and forming. The god has clearly shown interest in cultivating and protecting Anne, but she still hasn't seen many of his faces. Their relationship drastically improved when Urreus used his depleting powers to bring Sorrow back from death.
Sorrow is best described as Anne's closest friend. He hasn't really done anything wrong to her and has attempted to help her on many occassions. Their relationship grew closer after Sorrow's resurrection with his new goal to protect Anne at all costs.
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