Arsinoe
Arsinoe
Sheet
AC 14 · HP 8 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
9 featuresAlways on
- SpellcastingLevel 1
Arsinoe is a 1st-level spellcaster. Her spellcasting ability is Charisma. She can use an arcane focus or component pouch as a spellcasting focus for her sorcerer spells.
- Sorcerous OriginLevel 1
Arsinoe’s magic comes from an innate connection to elemental air. Her spells manifest as pressure changes, spiraling dust, sudden drafts, and distant thunder. At 1st level, she has no sorcery points or Metamagic options yet.
- Ability Score IncreaseGenasi, Air GenasiConstitution increases by 2 and Dexterity increases by 1.
- DarkvisionGenasi, Air GenasiShe 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 BreathGenasi, Air GenasiShe can hold her breath indefinitely while she is not incapacitated.
- Mingle with the WindGenasi, Air GenasiShe can cast levitate once per long rest, requiring no material components. Constitution is her spellcasting ability for this racial spell.
- Elemental NatureGenasi, Air GenasiShe does not need to eat, drink, or breathe, though she can still do so if she wishes.
- LanguagesGenasi, Air GenasiShe speaks Common and Primordial.
- DiscoveryHermit
Arsinoe discovered an unusual truth during her isolation, a fragmentary understanding of a strange wind-born magical phenomenon that she believes is connected to her sorcerous power.
Spells
6 spellsSpellcasting. Arsinoe casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
9 itemsWeapons
- Light crossbowA light crossbow suitable for ranged attacks, with 20 bolts.
Tools
- Herbalism kitA kit containing tools and supplies for identifying and preparing medicinal plants.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA leather pouch containing the material components required by her spells.
- Dungeoneer’s packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Scroll case of notesA case containing notes about the unusual wind phenomenon Arsinoe encountered during her hermitage.
- Winter blanketA heavy blanket used during her years in the ruined watchtower.
- Common clothesSimple travel clothing suited to mountain weather.
Purse
- 5×Gold piecesStarting currency retained from her hermit years.
Appearance
Arsinoe is a lithe air genasi woman with cool bronze skin dusted by faint, cloudlike patterns along her shoulders and temples. Her white hair lifts and stirs even in still rooms, as though caught in a private breeze. Her eyes are pale gray-blue, and her voice is soft, airy, and slightly breathless, becoming a rapid whisper when she is frightened or excited. Years of outdoor travel have weathered her cheeks and roughened her hands. She dresses in layered gray and saffron cloth, with a blue scarf that constantly flutters around her neck.
Mannerisms
She tilts her head as though listening to a distant voice, even during ordinary conversation. Her scarf and hair stir with her emotions. When calm, she speaks in measured, breathy phrases. When rattled, her words tumble out in a near-whisper while nearby flames lean toward her.
Personality
Arsinoe is observant, restless, and easily distracted by unusual weather, unfamiliar plants, or secrets that seem to be hiding in plain sight. She is kind in practical ways, offering medicine, directions, or a warm meal, but she dislikes sentimental displays. She enjoys strangers because they are temporary, and temporary relationships feel safer than promises.
Ideals
Truth should move freely. Knowledge becomes dangerous when it is imprisoned by institutions, guarded by possessive people, or treated as a privilege instead of a living current.
Bonds
She protects the ruined watchtower where she first understood her power, and she will return there if the world becomes too loud. She also carries a pressed silverleaf plant from her mother’s garden, the only thing she took when she left home.
Flaws
She mistakes freedom for wisdom and reacts badly whenever someone tries to impose a schedule, hierarchy, or obligation on her. When frightened, she may abandon a sensible plan simply because it feels too predictable.
Quirks
Background
Arsinoe was born during a storm that tore the roofs from half a coastal settlement. Her mother, a mortal herbalist, claimed the newborn never cried. Instead, the room filled with a low humming wind, and every candle flame bent toward the cradle. Arsinoe grew up learning that her elemental nature made people curious, cautious, or superstitious. She answered most questions by leaving before they could become accusations. As a young woman, Arsinoe withdrew to a ruined watchtower in the hills, where she cultivated medicinal plants and studied the voices carried by the wind. Her solitude ended when she experienced a vision of a great invisible current moving beneath the world, carrying secrets, spirits, and forgotten names. The vision awakened her innate sorcery. Since then, she has traveled in search of the source of that current, carrying a collection of weather-stained notes and herbs from every place where the wind behaved strangely. She is willing to help people, but she refuses to be owned by any temple, lord, or prophecy.
“Her mother, a mortal herbalist, claimed the newborn never cried.”
- Background
- Hermit
Connections
Species
Genasi, Air Genasi
Media
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