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Dr. James Mousel in Dungeons & Dragons 5e

Homebrew

Dr. James Mousel

Medium Humanoid (Human, Analyst, Lawful Good

Armor Class 11
Hit Points 22 (5d8)
Speed: 30 ft

STR

9
( -1 )

DEX

12
( +1 )

CON

11
( +0 )

INT

12
( +1 )

WIS

15
( +2 )

CHA

12
( +1 )

Saving Throws Intelligence +3, Wisdom +4
Skills

Arcana +3, Insight +6, Investigation +3, Medicine +4, Perception +4

Senses

Passive Perception 14

Languages Common, Dwarven, & Elven

Ear for Deceit. The analyst has a talent for picking out lies. Whenever it makes a Wisdom (Insight) check to determine whether a creature is lying, it treats a roll of 7 or lower on the d20 as an 8.

Actions

Syringe. Melee or Thrown Weapon Attack: +3 to hit, 5' reach or 20'/60' range, one target. Hit: 3 (1d4 + 1) piercing damage. The target must make a DC 14 Constitution saving throw or fall unconscious for 1 minute. The sleeping creature can repeat this saving throw if it takes damage or someone uses an action to shake or slap the sleeping creature.

The serum has no effect on constructs, elementals, oozes, or undead creatures.

Bonus Actions

Inspired Breakthrough (2/Day). Dr. Mousel can target one friendly creature that is within 60' of him & can hear him with words of encouragement. The targeted creature receives an inspiration die (1d4) that can be added to one ability check, attack roll, or saving throw within the next 1 minute. Once the inspiration die is used it is gone & a creature can only have one inspiration die from this feature at a time.

Reactions

Pacifying Rebuke (2/Day). Trigger: Dr. Mousel is targeted with an attack by a hostile creature that he can see & is with 60'. Result: The hostile creature's attack now is made with disadvantage. Also, it must succeed on a DC 13 Charisma saving throw or else it becomes stunned until the end of its next turn as it ponders its life choices.


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