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Arsenic - AI-generated fantasy Character

Arsenic

Tiefling · Ranger · Level 2 · Criminal

Arsenic

Arsenic is quiet, observant, and relentlessly practical.
AC13
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 20 · 30 ft.
AlignmentTrue NeutralGenderMaleAge32 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
One type of gaming set

Languages

Common,
Infernal,
Thieves' Cant

Features

13 features

Always on

  • Shortsword Attack

    When When Arsenic attacks a target within 5 feet.

    Arsenic makes a melee weapon attack with a shortsword. On a hit, he deals 1d6 plus 2 piercing damage.

  • Longbow Attack

    When When Arsenic attacks a target within the longbow's normal range of 150 feet.

    Arsenic makes a ranged weapon attack with his longbow. On a hit, he deals 1d8 plus 2 piercing damage.

  • Hunter's Mark

    When As a bonus action when Arsenic chooses a creature he can see within range.

    Arsenic marks one creature as his quarry. Until the spell ends, he deals an extra 1d6 damage to the target whenever he hits it with a weapon attack, and he has advantage on Wisdom (Perception) or Wisdom (Survival) checks to find it. The spell requires concentration and lasts up to 1 hour.

  • Goodberry

    When As an action when Arsenic casts the spell using a sprig of mistletoe.

    Arsenic creates magical berries. Up to ten berries appear, and each restores 1 hit point when eaten. A creature can use its action to eat one berry. The berries provide enough nourishment for one day and lose their magic after 24 hours.

  • Favored EnemyLevel 1

    Arsenic has chosen undead as his favored enemies. He has advantage on Wisdom (Survival) checks to track them and on Intelligence checks to recall information about them. He also knows Infernal and one additional language, Thieves' Cant, through his criminal background.

  • Natural ExplorerLevel 1

    Arsenic is particularly familiar with forest terrain. When traveling for an hour or more in forest, he gains the benefits of doubled travel pace, immunity to becoming lost except by magical means, remaining alert to danger while performing other activities, stealthy movement at a normal pace while alone, finding twice as much food when foraging, and learning the exact number, sizes, and passage times of creatures tracked.

  • Fighting StyleLevel 2

    Arsenic has adopted Two-Weapon Fighting. When he engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack.

  • SpellcastingLevel 2

    Arsenic is a 1st-level spellcaster. Wisdom is his spellcasting ability. He knows two ranger spells and has two 1st-level spell slots, which he regains after a long rest.

  • DarkvisionTieflingArsenic can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees only in shades of gray.
  • Hellish ResistanceTieflingArsenic has resistance to fire damage.
  • Infernal LegacyTieflingArsenic knows the thaumaturgy cantrip. At 3rd level, he can cast hellish rebuke once per long rest, and at 5th level, he can cast darkness once per long rest. Charisma is his spellcasting ability for these spells.
  • LanguagesTieflingArsenic can speak, read, and write Common and Infernal.
  • Criminal ContactCriminal

    Arsenic has a reliable criminal contact who acts as a liaison to a network of other criminals. He knows how to get messages to his contact, even across great distances, and can use the contact to obtain information about local criminal activities, although such assistance is not always reliable.

Spells

2 spells

Spellcasting. Arsenic casts with Wisdom (spell save DC 11, to hit with spell attacks).

1st level (2 slots): ,

Gear

10 items

Weapons

  • 2×
    Shortsword
    A pair of light blades suitable for close combat and two-weapon fighting.
  • Longbow
    A longbow with a quiver of ammunition.

Armor

  • Leather armor
    Light armor made of supple, worn leather, providing base AC 11 plus Dexterity modifier.

Tools

  • Crowbar
    A metal pry bar useful for forcing open chests, doors, and shutters.
  • Thieves' tools
    A set of thieves' tools, including picks, small files, and tension tools.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's pack
    A pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Dark common clothes with hood
    A dark set of common clothes with a hood, suitable for blending into alleys and nighttime streets.
  • Gaming set
    A set of loaded dice, marked cards, or another gaming set used to pass time and gather information.

Purse

  • 15×
    Gold pieces
    Coin kept from old scores and current contracts.

Appearance

Arsenic is a lean, sharp-featured tiefling with dusky crimson skin, swept-back black horns, yellow-green eyes, and a narrow tail marked by old knife scars. His dark hair is cropped close on the sides and tied at the back. He wears worn leather armor beneath a forest-green cloak, with a longbow across his back and two shortswords at his hips. A silver gambling token hangs from his neck, blackened by years of handling.

Mannerisms

Arsenic pauses before answering simple questions, as if checking whether the truth is worth the risk. He frequently rubs the silver gambling token at his throat, scans exits whenever he enters a room, and speaks in a low, even voice that becomes almost gentle when discussing animals or wilderness trails.

Personality

Arsenic is quiet, observant, and relentlessly practical. He notices muddy boots, nervous hands, missing arrows, and poorly concealed lies before he notices beauty. He rarely raises his voice, preferring a dry remark or a prolonged silence to an argument. Despite his guarded nature, he is unexpectedly patient with frightened animals, lost children, and anyone who has been abandoned by people they trusted.

Ideals

Freedom. No authority, law, god, or bloodline has the right to decide what a person must become.

Bonds

He intends to find the criminal partners who betrayed him and recover the stolen black ledger that could expose their entire network.

Flaws

He assumes every offer of help conceals a price, and he would rather suffer alone than risk owing someone a favor. When cornered, he becomes coldly vindictive and may pursue a grudge long after practical sense says to let it go.

Quirks

Names every weapon he owns and becomes irritated when others use the wrong name.
Leaves a single copper coin beside any campfire he abandons.
Can identify several common poisons by smell but pretends not to notice them.
Keeps a private tally of every favor owed to him and every favor he owes.

Background

Arsenic grew up in the back alleys of a river city where his infernal heritage made him an easy target for suspicion and an even easier scapegoat. He learned early that a closed mouth, a patient eye, and a steady hand were worth more than any promise of kindness. As a young man, he joined a burglary ring that specialized in robbing caravans along forest roads. His talent for moving silently through tangled undergrowth made him their scout, lookout, and occasional executioner when a job went bad. The ring eventually betrayed him, abandoning him to the city watch after a nobleman's vault was emptied. Rather than accept a prison sentence, Arsenic escaped into the wilderness and survived by hunting, trapping, and guiding fugitives through dangerous country. A retired ranger eventually found him half-starved beneath an oak and taught him to read tracks, judge weather, and kill only when necessary. Arsenic now works as a ranger and occasional criminal intermediary, taking contracts from anyone who can pay, while quietly searching for the former partners who left him to die. He does not seek revenge out of anger. He seeks it because unfinished business is a form of debt.

“He learned early that a closed mouth, a patient eye, and a steady hand were worth more than any promise of kindness.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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