Arsenic
Arsenic
Sheet
AC 13 · HP 20 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways 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 spellsSpellcasting. Arsenic casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (2 slots): ,
Gear
10 itemsWeapons
- 2×ShortswordA pair of light blades suitable for close combat and two-weapon fighting.
- LongbowA longbow with a quiver of ammunition.
Armor
- Leather armorLight armor made of supple, worn leather, providing base AC 11 plus Dexterity modifier.
Tools
- CrowbarA metal pry bar useful for forcing open chests, doors, and shutters.
- Thieves' toolsA set of thieves' tools, including picks, small files, and tension tools.
Gear
- 20×ArrowsAmmunition for the longbow.
- Dungeoneer's packA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Dark common clothes with hoodA dark set of common clothes with a hood, suitable for blending into alleys and nighttime streets.
- Gaming setA set of loaded dice, marked cards, or another gaming set used to pass time and gather information.
Purse
- 15×Gold piecesCoin 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
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.”
- Background
- Criminal
Connections
Species
Tiefling
Media
0 imagesNo images yet.
Turn Arsenic into a sheet
A high-res, share-ready sheet you can post or print.