Sinead Method
Sinead Method
Sheet
AC 12 · HP 22 · 30 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
Armor
Weapons
Tools
Languages
Features
18 featuresAlways on
- Mage Hand
When When a distant object needs to be manipulated.
Sinead creates a spectral hand that can manipulate objects, open unlocked containers, stow or retrieve items, and perform simple tasks at range.
- Eldritch Blast
When When a creature is within 120 feet.
Sinead launches a beam of crackling eldritch energy. On a hit, it deals 1d10 force damage, plus her Charisma modifier from Agonizing Blast.
- Minor Illusion
When When she needs a distraction, false evidence, or atmospheric detail.
Sinead creates a sound or image no larger than a 5-foot cube that lasts for up to 1 minute and can deceive the senses.
- Grasp of Ambition
When When a creature threatens her composition or attempts to escape.
Sinead commands a spectral hand to clutch or manipulate a target at range, dealing 1d8 force damage on a hit and possibly pulling or pushing the target according to her patron's influence.
- Pact Familiar: Sprout
When When she needs a scout, messenger, or physical intermediary.
Sinead summons Sprout, a pact familiar shaped like a tiny winged creature of moss, brass, and blue flame. Sprout can scout, deliver touch spells, and interact with objects under her direction.
- Pact MagicLevel 1
Sinead's pact magic is fueled by a supernatural agreement with Ambition Incarnate. She use Charisma as her spellcasting ability and can cast her prepared warlock spells using pact magic spell slots.
- Otherworldly PatronLevel 1
Sinead can communicate telepathically with a creature she can see within 30 feet, provided they share a language. She also learns the Minor Illusion cantrip.
- Eldritch InvocationsLevel 2
Sinead has learned Agonizing Blast, allowing her to add her Charisma modifier to the damage of one damage roll of a cantrip that deals damage, and Pact of the Chain, granting her a supernatural familiar and the ability to cast Find Familiar as a Magic action without material components.
- Patron Feature: Fiendish InfluenceLevel 3
Sinead's patron grants her the ability to force an enemy's mind to recoil. Once per turn when she deals damage to a creature with a warlock spell, she can move that creature up to 10 feet toward or away from herself.
- SpellcastingLevel 1
Sinead knows two warlock cantrips and has four prepared warlock spells. Her warlock spells use Charisma.
- Creature TypeFire GenasiHumanoid
- SizeFire GenasiMedium
- SpeedFire Genasi30 feet
- DarkvisionFire GenasiSinead can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fire ResistanceFire GenasiSinead has resistance to fire damage.
- Reach to the BlazeFire GenasiSinead knows the Produce Flame cantrip. At level 3, she can cast Burning Hands once without a spell slot, regaining the ability after a Long Rest. Charisma is her spellcasting ability for these spells.
- Elemental NatureFire GenasiSinead does not need to eat, drink, or breathe.
- Criminal ContactCriminal
Sinead has access to the criminal underworld and can locate contacts willing to provide information, illicit goods, or discreet services, provided the request is within the network's capabilities and does not create excessive risk.
Spells
7 spellsSpellcasting. Sinead Method casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , , ,
2nd level (2 slots): no spells
Gear
8 itemsWeapons
- SickleA curved artist's sickle used as both a tool and a weapon.
- 2×DaggerSlim blades hidden in pigment cases and coat seams.
Armor
- Leather armorA fitted suit of supple black leather armor, reinforced with brass thread and painted sigils.
Tools
- Thieves' toolsA set of lockpicks, tension tools, files, and probes.
Gear
- Arcane focusA crystal prism mounted in a charred silver frame, used as an arcane focus.
- Scholar's packA backpack containing writing materials, parchment, ink, and other scholarly supplies.
- Service familiar vesselA small brass-and-moss familiar vessel containing Sprout's folded resting form.
Purse
- 15×Gold piecesCoins retained from Sinead's criminal work and corporate commissions.
Appearance
Sinead appears as a slender fire genasi woman whose skin has the warm, translucent glow of banked embers beneath pale bronze flesh. Her hair rises like slow-moving smoke threaded with scarlet sparks, and her eyes burn with painterly gold-orange irises. Fine black cracks trace her cheeks and hands like deliberate charcoal lines. She wears a fitted leather coat stained with pigment, a crimson scarf, and a belt crowded with brushes, vials, thieves tools, and small stolen curios. Sprout, her service familiar, usually perches on her shoulder as a tiny winged creature made of moss, brass, and flickering blue flame.
Mannerisms
Sinead critiques rooms aloud as if they were unfinished paintings. She tilts her head to judge symmetry, wipes imaginary dust from nearby objects, and pauses before answering as though selecting the exact shade of a word.
Personality
Sinead is precise, theatrical, and relentlessly self-assured. She speaks about dungeon architecture, spell effects, and murder with the same professional calm she once used to discuss composition. She is charming when praised, cold when challenged, and sincerely convinced that cruelty becomes elegance when executed flawlessly.
Ideals
Perfection. Mediocrity is a slow death, and anything worth doing must be refined until no rival can improve it.
Bonds
Ambition Incarnate owns the claim to what remains of Sinead's soul, and Sinead intends to turn that debt into a contract she controls. She is fiercely protective of Sprout, the only companion who treats her as more than a discarded mortal ego. She also guards one unfinished self-portrait, convinced that completing it will restore the final piece of her identity.
Flaws
She cannot tolerate being surpassed, corrected, or forgotten. Sinead will sabotage a superior artist even when cooperation would be wiser, and she treats living people as raw materials for a more impressive final composition.
Quirks
Background
As a mortal human, Sinead Method was a world-renowned artist whose name appeared beside the greatest masters in history. She worked until her hands trembled, skipped meals to finish compositions, and abused stimulants to force inspiration past the limits of an aging body. Accolades never satisfied her for long. Every masterpiece became merely the necessary foundation for the next one, and every rival was an insult waiting to be corrected. By the time she realized her body was failing, she was already approaching the fate of the artists whose legends ended before their thirtieth year. Desperate to continue, Sinead sought Ambition Incarnate, a power she believed could restore her youth and grant her the time required to become unquestionably the best. Ambition answered literally. Sinead was pulled from mortal existence, remade as a living flame, and left untethered from the identity she once worshiped. Years among monsters taught her stealth, manipulation, and the practical arts of criminal enterprise. Eventually, she became a Creative Dungeon Producer for The Corporation, designing exquisite labyrinths where aspiring adventurers are invited to admire hidden treasures before becoming part of the installation. Her pact magic manifests as scorching strokes of impossible color, while her pact familiar, Sprout, lets her manipulate the physical world with delicate hands. Sinead considers every dungeon a gallery, every death a critique, and every survivor a potential thief of her legacy.
“Every masterpiece became merely the necessary foundation for the next one, and every rival was an insult waiting to be corrected.”
- Background
- Criminal
Connections
Species
Fire Genasi
Media
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