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Neri - AI-generated fantasy Character

Neri

Elf · Cleric (Life Domain) · Level 1 · Urchin

Neri

Neri is alert, compassionate, and difficult to intimidate.
AC18
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 10 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge117 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingCHA
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields,
Heavy armor

Weapons

Simple weapons,
Longswords,
Shortswords,
Shortbows,
Longbows

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Elvish

Features

9 features

Always on

  • SpellcastingLevel 1

    You can cast cleric spells using Wisdom as your spellcasting ability. You can use a holy symbol as a spellcasting focus. You prepare a number of cleric spells equal to your Wisdom modifier plus your cleric level.

  • Divine Domain, Life DomainLevel 1

    You gain proficiency with heavy armor.

  • Disciple of LifeLevel 1

    Your healing spells restore additional hit points. Whenever you use a spell of 1st level or higher to restore hit points to a creature, that creature regains additional hit points equal to 2 plus the spell's level.

  • TraitElfDarkvision, able to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitElfTrance, elves meditate deeply for 4 hours instead of sleeping for 8 hours.
  • TraitElfKeen Senses, proficiency in the Perception skill.
  • TraitElfElf weapon training, proficiency with the longsword, shortsword, shortbow, and longbow.
  • City SecretsUrchin

    She knows the secret patterns and shortcuts of cities, including hidden alleys, sewer entrances, rooftop routes, and places where the desperate gather. She can find her way through any settlement she has spent time in and can locate basic necessities for herself and her companions.

Spells

6 spells

Spellcasting. Neri casts with Wisdom (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , ,

Gear

11 items

Weapons

  • Mace
    A simple one-handed bludgeoning weapon used by many clergy members.

Armor

  • Scale mail
    Scale armor, granting AC 14 plus Dexterity modifier, maximum +2.
  • Shield
    A wooden shield bearing faded layers of shrine paint. Grants +2 AC while wielded.

Tools

  • Small knife
    A small concealed blade from her years on the street.

Gear

  • Priest's pack
    Contains a backpack, blankets, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Holy symbol
    A holy symbol recovered from the ruined shrine where she was found.
  • Map of her home city
    A crude map of the city where she spent her childhood.
  • Pet mouse
    A half-tame gray mouse named Kito, kept in a small wooden cage when necessary.
  • Token from her past
    A token from her childhood, origin unknown.
  • Common clothes
    Plain, patched clothing suitable for a street orphan.

Purse

  • Coin pouch
    Money saved, begged, and occasionally earned through honest work.

Appearance

A pale, beautiful blonde elf with long hair usually tied back in a practical knot. Her skin has the dry, wind-chapped look of someone who has slept beneath bridges, in abandoned sheds, and under open skies. She carries herself lightly, but her eyes rarely rest on faces. They track exits, hands, rooftops, and the spaces between people, as if danger might step out of any empty corner. Her scale mail is carefully maintained but visibly mismatched, and her battered wooden shield bears several layers of painted-over symbols from forgotten shrines.

Mannerisms

She pauses before entering any room to count exits and visible weapons. When nervous, she rubs the edge of her holy symbol with her thumb. She speaks softly until someone is threatened, at which point her voice becomes startlingly direct.

Personality

Neri is alert, compassionate, and difficult to intimidate. She has the instincts of a street survivor, but not the cynicism others expect from one. She gives food to hungry strangers, sleeps nearest the door, and will argue fiercely with anyone who treats mercy as weakness. Her memory is full of gaps, yet she remembers the suffering of others with painful clarity.

Ideals

Freedom. No one should be owned, cornered, manipulated, or abandoned. If chaos is part of her destiny, she will turn it against those who use order as a weapon.

Bonds

The battered holy symbol from the forgotten shrine is the closest thing she has to family. She will risk herself to protect abandoned children, displaced people, and anyone being used by those with greater power.

Flaws

She expects every kindness to conceal a price, and when someone proves her wrong, she becomes suspicious of them for being unusual. She is drawn to conflict even when patience would serve better, because standing aside feels too much like becoming one of the people who once ruled her life.

Quirks

Names every stray animal she meets, even if she only sees it once.
Collects broken bits of painted wood from abandoned shrines.
Refuses to sleep with her back to an open doorway.
Whispers a brief blessing over unattended meals before eating.

Background

She remembers no birthplace, no family name, and no first home. When asked where she comes from, she gives the same answer every time, the brink of nowhere. Her earliest memories are of narrow streets, locked doors, whispered bargains, and adults who smiled while deciding what could be taken from her. The world around her was crowded with criminals, manipulators, and casual cruelty. She learned to sleep lightly, steal only what she needed, and watch hands more closely than faces. Somehow, the place did not keep her. An old shrine-tender found her sheltering beneath a collapsed altar and offered her food in exchange for honest work. The elf began carrying water, sweeping dust from the prayer stones, and listening to the names of the dead. She could not remember believing in any god, but she found herself praying for strangers before she ever prayed for herself. When the shrine-tender died, she took up the battered holy symbol and left the city, convinced that goodness was not a gift she had inherited. It was a choice she had made every day, and would continue making whenever the world tried to make the choice for her.

“When asked where she comes from, she gives the same answer every time, the brink of nowhere.”
From their backstory
Background
Urchin

Connections

Species

Elf

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