Arwin Thorne
Arwin Thorne
Sheet
AC 14 · HP 13 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
15 featuresBonus action
- Flurry of BlowsLevel 2
When After taking the Attack action and spending 1 Focus Point.
Arwin makes two Unarmed Strikes as a Bonus Action after taking the Attack action.
- Patient DefenseLevel 2
When As a Bonus Action after spending 1 Focus Point.
Arwin takes the Dodge action as a Bonus Action.
- Step of the WindLevel 2
When As a Bonus Action after spending 1 Focus Point.
Arwin takes Disengage as a Bonus Action, or Disengage and Dash together, and doubles her jump distance for the turn.
- Martial ArtsLevel 1
Arwin can use Dexterity instead of Strength for her Unarmed Strikes and Monk weapons. When she takes the Attack action with an Unarmed Strike or Monk weapon, she can make one Unarmed Strike as a Bonus Action. Her Martial Arts die is a d6. She can use Dexterity instead of Strength for the saving throw DC of her Unarmed Strikes and Monk features.
Always on
- Unarmored DefenseLevel 1
While wearing no armor and wielding no shield, Arwin's Armor Class equals 10 + her Dexterity modifier + her Wisdom modifier. Her AC is 14.
- Unarmored MovementLevel 2
Arwin's speed increases by 10 feet while she is not wearing armor or wielding a shield. Her walking speed is 40 feet.
- Focus PointsLevel 2
Arwin has 2 Focus Points. She regains all expended Focus Points when she finishes a Short or Long Rest. She can use Focus Points for Flurry of Blows, Patient Defense, and Step of the Wind.
- Uncanny MetabolismLevel 2
Once per Long Rest, when Arwin rolls Initiative and has no Focus Points remaining, she regains all expended Focus Points and can make one Unarmed Strike as part of the same Initiative roll.
- ResourcefulHumanArwin gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanArwin gains proficiency in one skill, chosen here as Perception.
- VersatileHumanArwin gains one additional Origin feat, chosen here as Alert.
- TraitHumanMedium size.
- TraitHumanSpeed of 30 feet before Unarmored Movement, increasing to 40 feet while unarmored and not wielding a shield.
- TraitHumanCommon and one additional language, chosen here as Draconic.
- Magic InitiateSage
Arwin is trained in Arcana and History, knows how to use calligrapher's supplies, and speaks one additional language. Her Sage origin feat is Magic Initiate, Wizard. She can cast the chosen wizard cantrips Mage Hand and Minor Illusion, and can cast Detect Magic once per Long Rest without a spell slot. Intelligence is her spellcasting ability for this feat.
Spells
3 spellsSpellcasting. Arwin Thorne casts with Intelligence (spell save DC 9, to hit with spell attacks).
Cantrips (at will): ,
1st level:
Gear
7 itemsWeapons
- QuarterstaffA plain wooden staff used for practice, travel, and writing notes in dust when parchment is unavailable.
- 10×DartsA set of three balanced darts, useful for distraction as well as combat.
Tools
- Calligrapher's SuppliesA small kit containing ink, several quills, sealing wax, and a sand shaker.
Gear
- Scholar's PackA collection of books, writing materials, ink, parchment, and reference tools suitable for field research.
- Traveler's ClothesA simple traveler's outfit with a saffron sash and weatherproof mantle.
- Focus BeadA smooth wooden bead used as a focus for breathing exercises and concentration.
Purse
- 8×Gold PiecesA small purse containing the remaining funds from her scholarly stipend.
Appearance
Arwin is a medium-sized human woman with warm brown skin, dark auburn hair usually tied into a severe high knot, and observant gray-green eyes. She moves with a deliberate forward lean, as if every step begins a fraction before she has finished deciding where to place it. In conversation she stands unnervingly still, but when waiting she rolls a small wooden bead between her fingers. Her clothing is practical and carefully maintained, with a saffron traveling sash, loose dark trousers, and a sleeveless monk's tunic beneath a weathered scholar's mantle. Ink stains mark the sides of her left hand, and she keeps her fingernails meticulously clean despite her travels.
Mannerisms
Arwin pauses before answering simple questions, as though checking the wording against an invisible index. She counts doorways, taps twice on the spine of any book she opens, and punctuates serious statements by gently touching her thumb to each fingertip in sequence.
Personality
Arwin is incisive, curious, and unexpectedly warm toward people who are ignored by scholars and nobles. She speaks in precise observations, asks questions that seem unrelated until their connection becomes clear, and becomes animated when discussing obscure history. She dislikes ceremony but loves well-made notebooks, clean handwriting, and arguments conducted in good faith.
Ideals
Truth belongs to everyone. Knowledge should liberate the powerless, not become a private weapon for those already in control.
Bonds
She carries a copied fragment from the vanished monastery and will risk almost anything to discover who deliberately erased its teachings. She is also fiercely loyal to ordinary people whose histories have been dismissed as insignificant.
Flaws
She cannot leave a contradiction unchallenged, even when correcting it is tactless, dangerous, or likely to make an ally furious. Arwin also has a habit of treating personal grief like an academic problem, analyzing it until she no longer has to admit that it hurts.
Quirks
Background
Arwin was raised in the archive-city of Veyruun, where her mother repaired manuscripts and her father copied legal histories for a temple that had long since lost its congregation. She learned early that knowledge is never as still as it appears. A missing page could start a war, a mistranslated name could ruin a family, and a neglected footnote could reveal that an entire kingdom had lied about its founding. Arwin became a junior scholar, specializing in disputed accounts and forbidden marginalia, until she discovered references to a vanished monastery whose teachers had recorded a discipline capable of turning attention itself into a weapon. She followed those references into the hill country and found the monastery abandoned, except for an elderly instructor who agreed to teach her after watching her spend three days reconstructing a ruined inscription from fragments. The discipline suited her restless mind. The monks taught her to treat motion as argument, breath as punctuation, and violence as a last sentence that should never be written lightly. Arwin eventually left to investigate why the monastery had been erased from every official history. She travels now as a scholar, mediator, and occasional troublemaker, protecting people whose stories powerful institutions would rather misplace.
“She learned early that knowledge is never as still as it appears.”
- Background
- Sage
Connections
Species
Human
Media
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