Ashara

Born over two millennium ago in the height of the Vrinian Empire, Ashara is now a new but welcomed edition to the band of adventurers known as The Pog Champions. An incredibly knowledgeable arcanist and researcher, Ashara hungers for knowledge of the New World and shares whatever she knows of the Old World that is useful. Curious and kind, she wishes to help her new companions on their quest and eventually lead a peaceful, quiet life where she can continue working on her inventions.

Her prosthetic arm that was salvaged form the body of a warforged acts as a reminder to her that although she is still learning about the New World and its people, she must work to thwart chaos and strife that killed destroyed her home and killed her people. As a result she is cautious in using her psionic abilities to override other people's autonomy, but understands that some sacrifices have to be made for peace to be kept.

Appearance
Ashara is a short, thin woman with sickly lilac-pale skin, leading several to believe she is malnourished from her time trapped in a stasis pod and wandering from Bastion to Port Valor without a consistent source of food. She has white, shoulder length hair that is kept in several small braids that frame a sharp, angular face. Her eyes are a deep red, indicating her Drow heritage and light sensitivity, and are often hidden behind glasses with pitch black lenses that enable her to see during the day, Ashara wears flowing white robes that verge on being threadbare, offsetting the extravagantly decorated backpack filled with what little material possessions she has from the Old World.

Personality
Given her time in stasis, Ashara struggles to understand to social and cultural context of the New World, lending to her awkward mannerisms and shyness in most situations. Despite this, Ashara does her best to help those around her by lending her ear, power, or knowledge and is quick to step in when she feels she is able to help. Her past is both a bane and a boon: Ashara is greatly knowledgeable of magic and how to create arcane inventions, while the violent uprising that killed her people has made her fearful of strangers.
 * Strengths: Intelligent, empathetic, helpful.
 * Weaknesses: Cautious, socially and culturally inept, fearful.

Background
Born over two millennium ago during the height of the Vrinian Empire, Ashara grew up in a time of unprecedented magical advancements and was the daughter of two high-ranking arcanists. After succumbing to parental and political pressures, Ashara followed in her parents footsteps and attended the Empire's most prestigious college, the Arcane Studium. Though reluctant at first, Ashara found contentment spending her days hunched over thick tomes, complicated blueprints, and over a worn workbench. She quickly rose to be one of the college's most promising scholars and arcanists in the field of transmutation and thaumaturgy, and was particularly interested in the practical application of dimensional magic in thaumaturgy.

Two years into her education, Imperial Family announced a collaborative project between the Studium and the Imperial Family to create the warforged to supplement army and labor forces. Despite being a vocal opponent to the project due to a moral position against slavery and concern over growing signs of sentience amongst the warforged, the project carried on. Following her publication against the creation of the warforged, the bi-institutional oversight board forced Ashara to work on the project due to her knowledge and skill – or risk her and her loved ones' lives. To everyone but Ashara's surprise, the warforged rebellion began shortly after the project's completion and started the Magewar overnight.

Soonhe Imperial family fell and the outskirts of the Capital were decimated, the warforged marched on their creators at the Studium. Without martial training and after losing her arm in a close call with a warforged, Ashara turned to the the only thing she could: her inventions. After placing herself in her Emergency Displacer, an untested invention whose blueprints were stolen from her by the Imperial Enchanter, she suspended herself in time.

After thousands of years of fitful rest out of time, the pod malfunctioned, and Ashara woke up in the ruins of the only world she knew. Before leaving the Empire for good, she grabbed the stray arm of a warforged to replace what she had lost and hopefully make herself less of a target in this "New World". Eventually, she fought her way out of the Badlands and came to a township. It was only then that she realized how much time had passed between her entering and leaving the pod. Wanting to distance herself from what she lost, she made her way north to a place she'd heard good things about - Port Valor.

Goals
Ashara's main goal is to learn all that she can and spread her knowledge to those she trusts and will bring the most good to the New World. She also hopes she may find descendants of her people among those she comes across in her travels, but understands that is next to impossible given what happened to the Empire.

Abilities
Drow Traits


 * Fey Ancestry: Ashara has proficiency in the Perception skill.
 * Keen Senses: Ashara has advantage on saves against being charmed, and magic can’t put you to sleep
 * Trance: Ashara doesn't need to sleep, instead she meditates semi-consciously for 4hrs.
 * Superior Darkvision: Ashara can see in darkness (in shades of grey) for up to 120ft.
 * Sunlight Sensitivity: Ashara has disadvantage on attack rolls and on Perception checks that rely on sight when her, her target, or whatever she is trying to perceive is in direct sunlight.
 * Drow Magic: Ashara uses Charisma as her spellcasting modifier and knows the following spells:
 * Dancing Lights (cantrip)
 * Faerie Fire (1/LR)
 * Darkness (1/LR)

Sorcerer Features


 * Font of Magic: Ashara has 6 sorcery points that she regains when she finishes a long rest. She can use her sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.
 * Magical Guidance: When Ashara makes an ability check that fails, she can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
 * Sorcerous Origin: Aberrant Mind
 * Psionic Spells: As she levels up, Ashara can learn spells on the Psionic Spells table that do not count towards her total number of sorcerer spells learned.
 * Telepathic Speech: As a bonus action, choose one creature she can see within 30 ft. of her. Her and the chosen creature can speak telepathically with each other while they are within 5 miles of each other). The telepathic connection lasts for 6 minutes.
 * Psionic Sorcery: When she casts any spell of 1st level or higher from the Psionic Spells feature, she can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If she casts the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
 * Psychic Defenses: Ashara gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened.

Extras:


 * Glasses of Darkness: Glasses with circular lenses that are black as night that are her dearest invention and a relic of the Vrinian Empire. While wearing these glasses, she gains these benefits:
 * If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
 * You can see up to 10 feet in magical darkness
 * Warforged Limb (arm): This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. Ashara can detach or reattach it as an action, and it can’t be removed against her will. It detaches if she die. This limb is an arcane focus. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in the Spellcasting section.
 * Veiled White Sunhat: Sun hat with a lace veil, the sunniest of hats, in white. (4sp)

Ashara and Jorah
Relationship 1

Ashara and Kilwin
Relationship 2

Ashara and Reides
Relationship 3

Ashara and Kain
Relationship 4

Quotes

 * Name: "Quote."

Trivia

 * Ashara likes pastries but after seeing horrifically moldy bread in Kahzdurga, she is reconsidering her fondness of bread.