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Arabis Sabine - AI-generated fantasy Character

Arabis Sabine

Tiefling, Grimling heritage · Rogue (Dreadwraith) · Level 20 · Criminal

Arabis Sabine

Arabis is warm, playful, and disarmingly conversational when she wants something.
AC12
HP143/143
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 143 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property,
Three additional simple weapons of choice

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Infernal,
Thieves' Cant,
Abyssal

Features

32 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus Action

    As a Bonus Action, Dash, Disengage, or Hide.

  • Steady AimLevel 3

    When You have not moved during the current turn

    As a Bonus Action, gain Advantage on your next qualifying attack this turn if you have not moved.

  • WraithstepLevel 6

    When Bonus Action, expend Cunning Action

    As a Bonus Action, expend Cunning Action to become partially incorporeal until the end of the turn. Move through creatures and objects as Difficult Terrain.

  • Avatar of the Last BreathLevel 14

    When Bonus Action, once per Long Rest or by expending a spell slot of 3rd level or higher

    As a Bonus Action for 1 minute, become a dreadwraith, gaining a Fly Speed equal to your Speed, hover, incorporeal movement, resistance to Bludgeoning, Piercing, and Slashing damage, and an additional 2d8 Necrotic damage once per turn.

  • Cunning StrikeLevel 5

    When you take the Attack action, you can make one attack with a weapon that has the Light property as a Bonus Action. If you make the extra attack, you can add your ability modifier to its damage unless that modifier is negative.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you.

Always on

  • Sneak Attack

    When Once per turn when you hit with a qualifying weapon attack

    When you hit with a qualifying Finesse or Ranged weapon attack and have Advantage, or when an enemy of the target is within 5 feet of it, deal an extra 10d6 damage once per turn.

  • Dreadful AmbushLevel 3

    When When you deal Sneak Attack damage

    After dealing Sneak Attack damage, force a Wisdom saving throw against DC 19. On a failure, the target is Frightened of you until the end of your next turn.

  • Withering StrikeLevel 10

    When When you deal Sneak Attack damage

    Once per turn when dealing Sneak Attack damage, add 2d6 Necrotic damage and prevent healing or reduce the target's Speed by 10 feet until the start of your next turn.

  • Weapon MasteryLevel 1

    You gain proficiency with martial weapons that have the Finesse or Light property, plus three simple weapons of your choice. You can also use a Dagger, Shortsword, or Rapier as a spellcasting focus for your Dreadwraith spells.

  • Expertise and Sneak AttackLevel 1

    You gain Expertise in two of your skill or tool proficiencies. Stealth and Deception are chosen. Whenever you make an attack with a Finesse or Ranged weapon and meet the normal Sneak Attack requirements, you deal an extra 10d6 damage once per turn.

  • Thieves' Cant and Thieves' ToolsLevel 1

    You gain proficiency in Thieves' Cant and another language of your choice. You also gain proficiency with Thieves' Tools.

  • Whispered NecromancyLevel 3

    You gain spellcasting using Charisma as your spellcasting ability. You learn three necromancy or illusion cantrips and two 1st-level spells from the Dreadwraith spell list. A Dagger, Shortsword, or Rapier can serve as your spellcasting focus.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Reliable TalentLevel 7

    You can add half your Proficiency Bonus to any ability check that uses a skill or tool proficiency you lack.

  • Reliable TalentLevel 7

    When you make an ability check using a skill or tool with which you have proficiency, a d20 roll of 9 or lower counts as a 10.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Ability Score ImprovementLevel 10

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Improved Cunning StrikeLevel 11

    Your Sneak Attack gains additional tactical options through Improved Cunning Strike, allowing you to apply stronger effects by expending some of your Sneak Attack dice as specified by the Dreadwraith Rogue rules.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Slippery MindLevel 15

    You gain proficiency in Wisdom saving throws or Intelligence saving throws. You already have Intelligence saving throw proficiency, so this feature grants Wisdom saving throw proficiency.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement or another feat for which you qualify.

  • EvasionLevel 7

    You gain Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful save and half damage on a failed save.

  • ElusiveLevel 18

    Attack rolls against you cannot have Advantage unless you are Incapacitated.

  • Ability Score ImprovementLevel 19

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Stroke of LuckLevel 20

    If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you cannot use it again until you finish a Short or Long Rest.

  • TraitTiefling, Grimling heritageDarkvision, 60 feet.
  • Fiendish Legacy, ChthonicTiefling, Grimling heritageYou know the Thaumaturgy cantrip. At 3rd level, you can cast False Life once per Long Rest without a spell slot. At 5th level, you can cast Ray of Sickness once per Long Rest without a spell slot. Charisma is your spellcasting ability for these spells.
  • TraitTiefling, Grimling heritageThaumaturgy cantrip from your fiendish heritage.
  • TraitTiefling, Grimling heritageFiendish Resistance, resistance to Necrotic damage.
  • TraitTiefling, Grimling heritageCreature type Humanoid.
  • Criminal ContactCriminal

    You have a reliable contact who acts as your liaison to a network of criminals. You know how to get messages to and receive messages from your contact, even across considerable distances, though the contact cannot guarantee secrecy or safety.

Spells

13 spells

Spellcasting. Arabis Sabine casts with Charisma (spell save DC 19, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): ,

2nd level (3 slots): ,

3rd level (3 slots): ,

4th level (3 slots): ,

5th level (2 slots): ,

Gear

10 items

Weapons

  • 2×
    Dagger
    A light, concealable weapon suitable for Sneak Attack
  • Shortsword
    A Shortsword used as a primary finesse weapon and spellcasting focus
  • Shortbow
    A ranged weapon with ammunition

Armor

  • Leather Armor
    Light armor suitable for stealth and mobility

Tools

  • Thieves' Tools
    A set of tools for opening locks and disabling traps
  • Gaming Set
    A gaming set associated with criminal contacts

Gear

  • 20×
    Arrows
    Arrows for the shortbow
  • Burglar's Pack
    A burglar's pack containing adventuring and infiltration gear
  • Criminal's Clothing
    A dark hooded cloak, black gloves, and several small concealed pouches

Purse

  • 100×
    Gold Pieces
    Currency retained from criminal work

Appearance

Arabis has pallid, sickly purple skin and blue-black wavy hair, usually pulled back with a strip of black cloth. Her solid white eyes rarely settle on a speaker for long. One spiral horn, shaped like the horn of a spiral-horned antelope, is completely broken, while the other curls boldly from her brow. Her left ear is ripped, and the left side of her mouth lacks skin, exposing her teeth and one deliberately sharpened canine. She dresses in close-fitting dark leathers beneath a weather-stained charcoal cloak. Every pocket has been repaired at least once, but her daggers are polished obsessively and never misplaced.

Mannerisms

Arabis treats every conversation like a card game whose rules only she has bothered to learn. She leans in when people speak, smiling with unsettling attentiveness, then glances away at precisely the moment they begin to feel understood. Compliments come easily and are usually specific enough to feel sincere, though her pale eyes quietly track exits, hands, pockets, and anyone listening nearby. She has a habit of touching the tip of her broken horn when considering a lie, and of rolling a stolen coin across her knuckles when impatient. In crowded places, she drifts rather than walks, slipping around bodies with the lazy grace of someone who already knows where everyone will move. She laughs softly at danger, often a heartbeat too late, as if deciding whether it deserves amusement. When threatened, her warmth does not vanish. It becomes gentler, more intimate, and far more alarming. She straightens her cuffs after violence, checks her reflection in polished metal, and dislikes leaving a room without taking some small, meaningless object from it. Arabis occasionally pauses beneath doorways to listen to the building itself, head tilted toward creaking beams, distant footsteps, and the imagined complaints of the dead. When she is genuinely pleased, her ghoul-like smile widens without restraint, revealing that her sense of humor and her appetite for trouble are usually the same thing.

Personality

Arabis is warm, playful, and disarmingly conversational when she wants something. She compliments guards on their uniforms, asks merchants about their families, and makes strangers laugh before they realize she has learned everything useful about them. Her humor is fast and cutting, but rarely cruel without purpose. Beneath the charm is a patient predator who regards fear as a practical tool and death as a professional inconvenience.

Ideals

Freedom. No law, church, king, or dead god owns my choices. If a rule exists, it should at least survive being questioned.

Bonds

The street children who raised her are her chosen family. She protects their old neighborhood and quietly pays for food, medicine, and escape routes. She also maintains a web of criminal contacts who know that Arabis will honor a bargain exactly, provided they do not mistake that for kindness.

Flaws

Arabis treats moral boundaries as suggestions and assumes nearly everyone has a price. She enjoys frightening people more than she should, especially when they have already decided she is frightening. She is quick to mock sincerity, slow to apologize, and prone to escalating a minor theft into a personal game simply because someone tried to catch her.

Quirks

Names every lock before opening it, usually with an insulting nickname.
Keeps one perfectly polished dagger called Courtesy and a battered dagger called Consequence.
Leaves a single black thread at the scene of a successful infiltration.
Collects unusual keys even when she has no idea what they open.
Refuses to enter a building through its front door unless challenged.

Background

A Grimling and a Dreadwraith, Arabis Sabine grew up being treated as though she had stepped out of a nightmare. Her family found a place in town, but acceptance came slowly, and most people never learned to look past her pallid purple skin, white eyes, broken horn, or ghoul-like smile. The street children did. They taught her which merchants counted their coins twice, which shutters never latched properly, and how to lift a purse without interrupting a conversation. Arabis learned quickly, not because she was desperate, but because she enjoyed the clean satisfaction of understanding a city better than the people who claimed to own it. Doors became an insult. Windows were invitations. She entered through upper floors, cellar grates, roof hatches, and occasionally the space between a guard's expectations and reality. Her criminal work began with theft and grew into infiltration, blackmail, sabotage, and quiet killings when the price or principle suited her. The Dreadwraith's necromantic talent emerged as an extension of that reputation. Fear became another lock to pick, death another shadow to step through. Arabis has no grand wound driving her forward, and no tragic oath binding her to a cause. She simply decided that if people insisted on judging her as a monster, she would become the most useful monster in the room, then smile pleasantly while doing it.

“She entered through upper floors, cellar grates, roof hatches, and occasionally the space between a guard's expectations and reality.”
From their backstory
Background
Criminal

Connections

Species

Tiefling, Grimling heritage

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