Arasha
Arasha
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Eldritch Blast
When As an action
Arasha creates a beam of crackling eldritch energy and makes a ranged spell attack against one creature within 120 feet. On a hit, the target takes 1d10 force damage.
- Mage Hand
When As an action
Arasha touches a willing creature and grants it a spectral floating hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks within 30 feet.
- Hex
When As a bonus action
Arasha curses one creature within 90 feet. Until the spell ends, she deals an extra 1d6 necrotic damage whenever she hits the target with an attack, and she gains advantage on ability checks to find it. The curse lasts up to 1 hour with concentration.
- Armor of Agathys
When As an action
Arasha surrounds herself with spectral frost. If a creature hits her with a melee attack while the spell lasts, it takes 5 cold damage. She gains 5 temporary hit points for the duration, which lasts 1 hour.
- Otherworldly Patron, The FiendLevel 1
Arasha has made a pact with a mysterious otherworldly patron. Her patron is the Fiend, granting her access to additional magic and the Dark One's Blessing.
- Pact MagicLevel 1
Arasha can cast warlock spells using Charisma as her spellcasting ability. She knows two cantrips and two 1st-level warlock spells, and she regains her expended spell slot after a short or long rest.
- Dark One's BlessingLevel 1
When Arasha reduces a hostile creature to 0 hit points, she gains 4 temporary hit points, equal to her Charisma modifier plus her warlock level.
- DarkvisionTieflingArasha can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- Hellish ResistanceTieflingArasha has resistance to fire damage.
- Infernal LegacyTieflingArasha knows the Thaumaturgy cantrip. At 3rd level, she can cast Hellish Rebuke once per long rest, and at 5th level, she can cast Darkness once per long rest.
- Ability Score IncreaseTieflingArasha's Intelligence increases by 1 and her Charisma increases by 2.
- LanguagesTieflingArasha can speak, read, and write Common and Infernal.
- Guild MembershipGuild Artisan
As a member of a guild, Arasha can secure lodging and food for herself and her companions from other guild members, and she can call upon the guild for support, information, and assistance. She must pay customary dues and respect the guild's authority.
Spells
5 spellsSpellcasting. Arasha casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (1 slot): ,
Gear
9 itemsWeapons
- Light crossbowA simple ranged weapon with a case of ammunition.
- DaggerA small blade used for fine work and personal defense.
Armor
- Leather armorA practical suit of hardened leather armor, reinforced at the shoulders and fitted for movement.
Tools
- Jeweler's toolsA compact set of jeweler's tools, including files, pincers, a small hammer, wire, and a magnifying lens.
Gear
- 20×Crossbow boltsBolts suitable for the light crossbow.
- Arcane focusA polished black opal set in a copper frame, used as a focus for Arasha's pact magic.
- Scholar's packA pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Traveler's clothesGuild-marked traveling clothes suitable for visiting workshops and clients.
Purse
- 15×Gold piecesCoins saved from guild work and carried in a leather pouch.
Appearance
Arasha is a lean tiefling woman with deep burgundy skin, swept-back black hair, and curved ivory horns wrapped with thin copper wire. Her amber eyes gleam with restless curiosity, and a narrow tail curls around her ankle when she is concentrating. She wears scuffed leather armor beneath a dark artisan's apron, decorated with tiny brass charms, broken gemstones, and fragments of engraved metal.
Mannerisms
Arasha polishes an invisible speck from her horns when lying, taps rhythms against metal surfaces while thinking, and tilts her head toward magical whispers as if listening to a distant conversation.
Personality
Arasha is clever, irreverent, and intensely observant. She treats conversations like negotiations and problems like flawed gemstones, turning them over until she finds the hidden weakness. She is generous toward outsiders and suspicious of anyone who claims unquestioned authority. Beneath her confidence is a constant fear that her patron knows her better than she knows herself.
Ideals
Freedom. No guild, patron, devil, or tradition has the right to decide what someone must become. Choice matters more than respectability.
Bonds
She will protect the guild workshop that gave her a place in the world, even if doing so means defying powerful patrons or criminal rivals.
Flaws
Arasha cannot resist opening a locked box, deciphering a forbidden inscription, or accepting a dangerous bargain if it promises useful knowledge. She also assumes that everyone has a price, because she fears discovering that she does too.
Quirks
Background
Arasha was raised in the back room of a small jewelry workshop, where her infernal heritage made customers suspicious but her remarkable eye for flaws made her indispensable. She learned to cut stones, set metal, and identify forged work before she was old enough to join the guild. Her horns and tail were often treated as omens, so she answered prejudice with precision, becoming known for crafting pieces so beautiful that even the most distrustful clients had to admit her talent. Her life changed when a black opal arrived at the workshop inside a sealed iron coffer. The stone whispered in a language she somehow understood, offering knowledge in exchange for a promise to open doors that should remain closed. Arasha accepted before fear could stop her. The bargain awakened strange magic in her hands and drew the attention of a distant fiend, whose influence now waits patiently behind every flame and shadow. Arasha left the workshop with her tools, her guild credentials, and the opal hidden beneath her collar. She adventures to discover whether she is using the pact, or whether the pact is patiently using her.
“She learned to cut stones, set metal, and identify forged work before she was old enough to join the guild.”
- Background
- Guild Artisan
Connections
Species
Tiefling
Media
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