Arsinoe
Arsinoe
Sheet
AC 13 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
8 featuresAlways on
- SpellcastingLevel 1
When When Arsinoe casts a known spell
Arsinoe releases a minor magical effect, such as a harmless gust, a spark, a faint sound, or a small sensory illusion.
- Sorcerous OriginLevel 1
Arsinoe's magic comes from an innate and unpredictable source within her, awakened and warped by her passage through multiple dimensions. This is the source of her sorcerous power, though her sorcerous origin has not yet manifested as a formal subclass.
- Ability Score IncreaseGenasiConstitution increases by 2.
- TraitGenasiDarkvision is not granted by the base genasi species.
- Elemental natureGenasiArsinoe is a humanoid shaped by elemental power and can speak Common and Primordial.
- TraitGenasiMedium size.
- TraitGenasiWalking speed of 30 feet.
- DiscoveryHermit
Arsinoe's long isolation and study have given her a unique discovery, a truth about the nature of the world or the cosmos that only she, and perhaps a few others, understand. The exact nature of this discovery is left open for the Dungeon Master to develop.
Spells
6 spellsSpellcasting. Arsinoe casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
10 itemsWeapons
- Light crossbowA light crossbow suitable for keeping enemies at a distance.
- 2×DaggersA pair of simple, balanced blades used as backup weapons and ritual implements.
Tools
- Herbalism kitA kit containing herbs, mortars, dried plants, and basic medicinal supplies.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA small pouch containing the mundane and arcane components needed for Arsinoe's spells.
- Dungeoneer's packA pack containing essential adventuring supplies, including rations, rope, tinder, and basic tools.
- Scroll case with notesA leather scroll case containing Arsinoe's notes about dimensional boundaries and impossible geography.
- Winter blanketA thick blanket designed for long periods of solitary travel.
- Common clothesPlain, well-maintained clothing chosen for practicality and anonymity.
Purse
- 5×Gold piecesStarting coin remaining after purchasing or receiving equipment.
Appearance
Arsinoe is a medium-sized genasi woman with cool, ash-gray skin that subtly shimmers like dust suspended in moonlight. Her dark hair lifts and drifts around her head as though caught in a constant, gentle breeze, and pale blue irises give her an unsettlingly distant gaze. She dresses in layered, weather-worn traveling clothes beneath a charcoal-gray cloak, with a tarnished brass compass hanging from a cord at her throat. The compass is heavily worn along one edge from years of nervous handling. Her voice begins with a quiet intake of breath before each sentence, as though she is checking whether the air around her is safe.
Mannerisms
Before speaking, Arsinoe takes a careful breath and briefly studies the nearest exit. She often turns her brass compass in her fingers while listening, and she speaks more quickly when discussing places she has never seen.
Personality
Quiet, observant, and intensely self-reliant, Arsinoe is fascinated by unfamiliar places but distrustful of the people who inhabit them. She can be unexpectedly warm toward other outsiders, prisoners, wanderers, and anyone who dislikes being told where they belong. Her curiosity often overcomes her caution, especially when she encounters strange architecture, unusual magic, or evidence of planar travel.
Ideals
Freedom. No mind, institution, deity, or dimension has the right to own another thinking being. Arsinoe will break any rule that turns a person into property.
Bonds
The battered brass compass at her throat belonged to another captive who did not survive. Arsinoe keeps it as both memorial and promise, and she will risk almost anything to find the people who took them and learn whether any other prisoners remain trapped between worlds.
Flaws
Arsinoe assumes every unfamiliar person may be observing her for someone else. When frightened, she may abandon allies, conceal vital information, or flee toward danger simply because it is farther from the last place she felt trapped.
Quirks
Background
Arsinoe was born where elemental air moved freely through the high passes, though even as a child she felt that the world contained doors no one else could see. Those suspicions became terror when she was taken by interdimensional kidnappers who dragged her through impossible places, rooms without walls, skies beneath oceans, and corridors where distant voices spoke in her own voice. She escaped only because wild sorcerous power erupted from her in a violent surge, tearing open a passage back to the Material Plane. She remembers little of her captors, but she remembers their instruments, their numbered doors, and the certainty that something followed her through the breach.
“She escaped only because wild sorcerous power erupted from her in a violent surge, tearing open a passage back to the Material Plane.”
- Background
- Hermit
Connections
Species
Genasi
Media
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