Eris
Eris
Sheet
AC 14 · HP 70 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Cunning ActionLevel 2
When On your turn.
Use your bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
When When using Cunning Action.
Use your bonus action for a Dexterity check, thieves' tools, or Use an Object.
Reaction
- Uncanny DodgeLevel 5
When When you are hit by an attack you can see.
Reduce damage from one visible attacker by half using your reaction.
Always on
- Sneak AttackLevel 1
When When you hit with a finesse or ranged weapon attack and have advantage, or an ally of the target is within 5 feet of it and you do not have disadvantage.
Once per turn, deal an extra 6d6 damage to a target you hit with a finesse or ranged weapon attack when Sneak Attack conditions are met.
- EvasionLevel 7
When When you make a Dexterity saving throw against an area effect.
Take no damage on a successful Dexterity save against effects that deal half damage on a success.
- Criminal SpecialtyLevel 1
You gain proficiency in thieves' tools, the Deception skill, and one gaming set of your choice.
- Saving Throw ProficienciesLevel 1
Your training grants you proficiency in Dexterity and Intelligence saving throws.
- ExpertiseLevel 1
You are particularly skilled at certain tasks. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you choose two more of your proficiencies to gain this benefit.
- Thieves' CantLevel 1
You can decipher thieves' cant, a secret mix of dialect, jargon, and code used by criminals.
- Sneak Attack DieLevel 1
You know how to strike subtly and exploit a distracted foe. Once per turn, you deal extra damage when you hit with a finesse or ranged weapon and have advantage on the attack roll, or when another enemy of the target is within 5 feet of it and you do not have disadvantage. At 11th level, this extra damage is 6d6.
- Expertise SelectionLevel 1
Your proficiency bonus is doubled for any ability check using the chosen expertise skills at 1st level.
- Roguish ArchetypeLevel 3
You adopt the Thief archetype. Your work is faster, slicker, and more audacious than most burglars ever dream of being.
- Second-Story WorkLevel 3
Climbing no longer costs you extra movement, and you can make a running jump farther than normal. Your standing long jump distance and high jump height are also enhanced.
- Expertise ImprovementLevel 6
You gain two more skill or tool proficiencies to apply your Expertise feature to. Your chosen proficiencies are exceptionally refined.
- Reliable TalentLevel 11
You are so adept at your chosen skills that you can reliably perform them under pressure. When you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- Improved Sneak AttackLevel 11
Your extra damage from Sneak Attack increases to 6d6 at 11th level.
- Thief's ReputationLevel 11
Your underworld instincts make you unnervingly hard to pin down. You know when a plan is bad, and you know how to leave before it collapses.
- Ability Score IncreaseHumanIncrease all of your ability scores by 1.
- Extra LanguageHumanYou can speak, read, and write one extra language of your choice.
- Criminal ContactCriminal
You have a reliable and well connected criminal contact who acts as your liaison to a network of other criminals. You know how to get messages, information, and minor favors through the underworld when you need them.
Gear
9 itemsWeapons
- RapierA finesse melee weapon common among rogues, suitable for precise strikes.
- ShortbowA ranged weapon favored by rogues for opportunistic attacks.
- ShortswordA simple ranged backup weapon.
- ShortswordA second shortsword, taken as part of rogue starting equipment options.
Tools
- Thieves' ToolsA set of tools used to pick locks, disarm traps, and bypass secured mechanisms.
Gear
- 20×ArrowsA quiver with 20 arrows.
- Common ClothesA set of dark, worn travel clothes suited to moving unnoticed through crowded streets.
- Pouch of CoinsA small belt pouch holding the modest funds a criminal starts with.
- Criminal's GearA crowbar, hood, and dark practical gear chosen for discreet work and quick exits.
Appearance
Eris is a human woman of average height with a lean, athletic build shaped by hard labor and frequent escapes. Her close-cropped black hair sharpens the angular lines of her face, and her pale skin is dusted with faint freckles across her nose and cheeks. Her eyes are a striking sea-glass green, alert and measuring. She wears a dark shirt, simple trousers, and a worn leather jacket with a frayed collar, practical clothes that look as though they have survived one too many bad nights in a holding cell. Even at rest, she looks ready to move, listening for locks, exits, and lies.
Mannerisms
Eris speaks softly until she wants to be heard, then every word lands like a decision. She rarely faces a door directly when she enters a room, instead angling her body so she can see exits, hands, and reflections at once. When thinking, she taps one finger against her thumb in a quiet, rhythmic count, as if measuring distances only she can see.
Personality
Eris is controlled, incisive, and hard to rattle. She prefers clean solutions, clever exits, and conversations where she can measure every motive before revealing her own. Her humor is dry and understated, often delivered after the danger has passed and the room has finally remembered how to breathe. She is not warm at first glance, but she is deeply observant, and once she decides someone matters, she becomes stubbornly loyal.
Ideals
Freedom. No chain, law, or debt has the right to own a life. People deserve a chance to choose who they become, even if they once survived by breaking rules to do it. She believes the smartest person in the room is not the one with the most power, but the one who can walk away with their dignity intact.
Bonds
She still keeps a coded list of names, routes, and hidden caches from the crew she once ran with, and she will not let them be erased by prison bars or betrayal. Somewhere out there is a person who taught her how to survive the first time she was truly cornered, and she has never forgotten the debt. She protects anyone she decides is part of her found family with a ferocity that surprises people who mistake her restraint for softness.
Flaws
Eris trusts her own read of a room more than anyone else's judgment, and that confidence can push her into traps she should have seen coming. She hates being controlled so intensely that she will resist a good plan if it sounds too much like an order. Under stress, she sometimes cuts emotional corners, telling herself that detachment is the same thing as strength.
Quirks
Background
Eris learned early that the world divides into two kinds of people, those who ask permission and those who get what they need. She was born to a life that offered little comfort and even less mercy, so she made herself useful, first as a runner, then a lookout, then the one who could slip through a crowd with something that was never meant to leave. She discovered that a clever hand, a sharp eye, and a calm smile could open more doors than brute force ever could. By the time anyone noticed how good she was, she was already gone, taking her profits with her.
“She discovered that a clever hand, a sharp eye, and a calm smile could open more doors than brute force ever could.”
- Background
- Criminal
Connections
Species
Human
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