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Neran Doru - AI-generated fantasy Character

Neran Doru

Half-Elf · Warlock (The Fathomless) · Level 3 · Sailor

Neran Doru

Neran is calm in danger, dryly funny in discomfort, and deeply attentive to the moods of a crew.
AC10
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 18 · 30 ft.
AlignmentChaotic GoodGenderNonbinaryAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Navigator's tools,
Vehicles, water

Languages

Common,
Elvish,
Aquan,
Orcish

Features

16 features

Bonus action

  • Tentacle of the DeepsLevel 1

    When Bonus action

    You can summon a spectral tentacle within 60 feet as a bonus action. It can strike a creature within 10 feet, dealing 1d8 cold damage on a hit and reducing its speed by 10 feet until your next turn.

Always on

  • Eldritch Blast

    When Action

    You can cast eldritch blast, a ranged spell attack that deals 1d10 force damage on a hit. At character level 3, it fires one beam.

  • Repelling BlastLevel 2

    When When eldritch blast hits

    You can push a creature up to 10 feet away when you hit it with eldritch blast.

  • Otherworldly Patron, The FathomlessLevel 1

    You have entered a pact with an otherworldly patron. Your patron is the Fathomless, a vast entity of the ocean depths. Your patron grants you magical power and expanded spell options associated with the sea.

  • Gift of the SeaLevel 1

    You learn the eldritch blast cantrip. You can cast it normally, and when you cast it, you can cause the beam to emerge from your spectral tentacle instead of yourself.

  • Oceanic AdaptationLevel 1

    You can breathe underwater, and you gain a swimming speed equal to your walking speed.

  • Eldritch InvocationsLevel 2

    You learn two eldritch invocations of your choice. Chosen invocations: Agonizing Blast and Repelling Blast.

  • Agonizing BlastLevel 2

    When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

  • Pact Boon, Pact of the TomeLevel 3

    You can perform a 1-hour ritual to receive a Book of Shadows from your patron. The book contains three cantrips from any class spell list. While the book is on your person, you can cast those cantrips at will. Chosen cantrips: Guidance, Spare the Dying, and Thorn Whip.

  • Pact MagicLevel 3

    You regain all expended Pact Magic spell slots when you finish a short or long rest. At 3rd level, you have two 2nd-level spell slots.

  • DarkvisionHalf-ElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Fey AncestryHalf-ElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Skill VersatilityHalf-ElfYou gain proficiency in two skills, Insight and Survival.
  • Ability Score IncreaseHalf-ElfYour Charisma score increases by 2, and two other ability scores of your choice increase by 1. Your Dexterity and Constitution increase by 1.
  • LanguagesHalf-ElfYou can speak, read, and write Common and Elvish, and you know two additional languages, Aquan and Orcish.
  • Ship's PassageSailor

    You can secure free passage on sailing ships for yourself and your adventuring companions in exchange for assisting the crew. You are also familiar with the operation of ships and life at sea.

Spells

9 spells

Spellcasting. Neran Doru casts with Charisma (spell save DC 11, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level: ,

2nd level (2 slots): ,

Gear

7 items

Weapons

  • Light crossbow
    A simple one-handed melee weapon suitable for shipboard fighting.
  • 2×
    Dagger
    A practical weapon favored by sailors and dockside fighters.

Armor

  • Leather armor
    A light protective coat reinforced with leather strips.

Tools

  • Navigator's tools
    A specialized set for plotting courses, reading charts, and navigating by stars.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Burglar's pack
    A sailor's kit containing a belaying pin, 50 feet of silk rope, a lucky charm, spare clothes, and a pouch with 10 gold pieces.
  • Sea glass charm
    A small keepsake taken from the wreck where Neran's pact was formed.

Appearance

A lean half-elf with silver hair worn in a loose, practical braid and striking violet-purple eyes. Their skin has a cool, sea-washed pallor, and faint blue-gray markings appear along the wrists and collarbone when their patron's power stirs. They favor the left side when standing, as though balancing on a deck that never quite stops moving. Their clothing is functional sailor's wear, patched trousers, a salt-stained coat, soft boots, and a cord around one wrist holding a small piece of green sea glass.

Mannerisms

Neran unconsciously shifts their weight as if compensating for rolling decks, even on solid ground. They tap a rhythm against their wrist with two fingers whenever someone mentions the sea, and they check the nearest exit before sitting down.

Personality

Neran is calm in danger, dryly funny in discomfort, and deeply attentive to the moods of a crew. They treat strangers like potential shipmates until given a reason not to. Their curiosity is practical on the surface, but underneath it is almost compulsive, especially when faced with old maps, drowned ruins, or sounds coming from below.

Ideals

Freedom belongs to everyone who can reach open water. No captain, kingdom, or ancient power has the right to claim another person's life without consent.

Bonds

The crew of the wrecked ship is still missing, and Neran will risk almost anything to find out whether they drowned, survived, or were claimed by the deep.

Flaws

Neran cannot leave a mystery beneath the waves unanswered, even when curiosity puts the entire crew at risk. They also hide how much they fear that their patron is gradually changing what they consider human.

Quirks

Keeps a piece of sea glass in one hand during difficult conversations.
Names every ship they travel on, even if they are only aboard for a day.
Sleeps with one ear uncovered so they can hear changes in the weather.
Refuses to whistle below deck because they believe something in the deep whistles back.

Background

Neran Doru was born aboard a merchant vessel that ran the gray routes between coastal cities, where no one asked whether a child belonged more to the elven shore or the human deckhands. They grew up hauling rope, reading weather, and learning that every crew has its own language of glances and knots. Neran became a capable sailor, though never a comfortable one. They were always listening to the hull, especially at night, when something beneath the ship sometimes answered with a slow knock. During a wreck in waters marked on no chart, Neran was dragged beneath the waves and found a vast darkness opening below them. It did not speak in words. It offered survival, but demanded that Neran become a witness to the things moving in the deep. Neran accepted, waking on a floating spar with silver hair, violet eyes, and a shadow shaped like curling tentacles beneath the water. Now they travel from ship to ship as a warlock and deckhand, seeking the name of the drowned power that saved them, while quietly wondering whether the bargain was made with a protector, a predator, or both.

“They grew up hauling rope, reading weather, and learning that every crew has its own language of glances and knots.”
From their backstory
Background
Sailor

Connections

Species

Half-Elf

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