πππ π ππππ πππππππππ πππππ

β Common, Elven, Undercommon, Dwarvish, Draconic
β Daggers, darts, slings, quarterstaffs, light crossbows
β Darkvision Thanks to her elf blood, Ness can see in dim light within 12 meters, or 40 feet, of her.
β Fey Ancestry Ness has advantage on saving throws against being charmed, and magic can't put her to sleep.
β Drow Magic Her father's desultory tutelage gives Ness access to the Dancing Lights cantrip at level 1, which recharges on a long rest. Charisma is its casting stat.
β Psionic Spells Due to her contact with a mindflayer tadpole brine pool, Ness has access to thematic spells beyond normal sorcerer capabilities.
β Telepathic Speech Ness can form a telepathic connection with any one creature within 9 meters, or 30 feet, of her, which speaks any language she does. While they are both within 6.4 km, or 4 miles, of each other, they can communicate telepathically. This connection lasts for 1 minute, or until she uses this ability to form a connection with a different creature or is incapacitated.
πππππ ππππ
ππππππππ
Messageβ You point your finger toward a creature within 60 feet and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Mind Spikeβ You drive a disorienting spike of psychic energy into the mind of one creature you can see within 60 feet. If successful, the target experiences a bit of psychic pain and is easier to affect with other spells and attacks for a brief period.
Prestidigitationβ This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
πππππ πππππ
Arms of Hadarβ You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 5 feet of you. Each creature in that area must attempt to steel themselves against the sapping power of these tendrils, or otherwise take enervating damage which dulls their reaction times.
Charm Personβ You attempt to charm a humanoid you can see within 30 feet. If successful, the target is charmed by you for one hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Dissonant Whispersβ You whisper a discordant melody that only one creature of your choice within 60 feet can hear, wracking it with terrible pain. The target must focus its will or take psychic damage and immediately move as far as it can away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. A deafened creature cannot be affected by this spell.