Arsinoe
Arsinoe
Sheet
AC 14 · HP 8 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Weapons
Tools
Languages
Features
9 featuresAlways on
- Tides of ChaosLevel 1
When After casting a sorcerer spell of 1st level or higher
Arsinoe can attempt to create a sudden, unpredictable magical effect after casting a sorcerer spell of 1st level or higher. She first rolls for Wild Magic Surge, then may roll on the surge table if the result is not a 1. Usable once per long rest unless refreshed by the DM.
- SpellcastingLevel 1
Arsinoe has an innate connection to arcane magic. Charisma is her spellcasting ability for her sorcerer spells, and she can use a spellcasting focus or component pouch for sorcerer spells that require material components.
- Wild Magic SurgeLevel 1
Arsinoe's magic is touched by unstable planar forces. When she casts a sorcerer spell of 1st level or higher, the DM can require her to roll a d20. On a roll of 1, she rolls on the Wild Magic Surge table, creating a random magical effect.
- Ability Score IncreaseAir GenasiConstitution increases by 2 and Dexterity increases by 1.
- DarkvisionAir GenasiArsinoe can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
- Unending BreathAir GenasiArsinoe can hold her breath indefinitely while she is not incapacitated.
- Mingle with the WindAir GenasiArsinoe can cast levitate once per long rest, requiring no material components. Constitution is her spellcasting ability for this trait.
- TraitAir GenasiGenasi do not need to eat, drink, or breathe, though they can choose to do so.
- DiscoveryHermit
Arsinoe has discovered a unique and powerful insight during her seclusion, a revelation concerning the nature of the planes and the forces that once abducted her. She can pursue unusual or supernatural leads with the patient authority of someone who has spent years studying what others dismiss as impossible.
Spells
6 spellsSpellcasting. Arsinoe casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
8 itemsWeapons
- 2×DaggerA light, balanced blade used for defense and utility.
Tools
- Herbalism kitA kit for gathering, identifying, and preparing medicinal plants.
Gear
- Component pouchA small leather pouch containing the mundane components needed for Arsinoe's spells.
- Dungeoneer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Scroll case filled with notesA case containing diagrams, observations, and fragmented memories of impossible planar architecture.
- Winter blanketA thick blanket suitable for cold mountain nights.
- Common clothesPractical, faded clothing repaired many times at the cuffs and knees.
Purse
- 5×Gold piecesLoose starting currency.
Appearance
Arsinoe is a tall, lean air genasi woman with pale blue-gray skin that seems faintly translucent around her hands and throat. Her white hair drifts as though stirred by a breeze no one else can feel, usually gathered beneath a weathered charcoal hood. Her eyes are silver-blue and intensely alert. She wears layered travel clothes beneath a patched cloak, with an old brass astrolabe hanging against her chest. The astrolabe is polished smooth where her thumb repeatedly rubs its broken central ring. Before speaking, she pauses, draws in a careful breath, and clears her throat as if checking whether the room itself is safe.
Mannerisms
Before answering a question, Arsinoe pauses and takes one measured breath. She clears her throat before casting, counts exits under her breath, and keeps one hand resting on her brass astrolabe whenever she enters an unfamiliar room.
Personality
Arsinoe is watchful, self-contained, and startlingly practical. She dislikes being touched without warning and prefers high places, open windows, and campsites with multiple escape routes. Beneath her suspicion is a fierce curiosity about the planes and an unexpected tenderness toward other survivors. She can seem cold until someone is frightened, at which point her attention becomes absolute and protective.
Ideals
Freedom is worth any cost. No creature, institution, god, or plane has the right to decide what another person is for.
Bonds
She carries the broken brass astrolabe taken from the interdimensional prison. Its needle still points toward the place where her captors exist, and she intends to find that place before they can take anyone else.
Flaws
She assumes captivity is always the first step toward betrayal. When frightened, she may abandon allies, conceal vital information, or sabotage a safe plan simply because it resembles a trap.
Quirks
Background
Arsinoe was taken from the mortal world through a door that opened in the middle of an empty road. Her captors were not devils, fey, or anything she could name. They moved through impossible chambers where gravity changed direction and distant stars shone beneath the floor. They treated her as an instrument, exposing her to currents of raw planar energy until something inside her began answering back. When the facility ruptured, Arsinoe escaped through a collapsing passage and fell into the open sky above a remote mountain range. The wind caught her before the rocks did, and she has never again trusted a doorway that stands where it should not.
“Her captors were not devils, fey, or anything she could name.”
- Background
- Hermit
Connections
Species
Air Genasi
Media
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