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Eris - AI-generated fantasy Character

Eris

Human · Rogue (Thief) · Level 11 · Criminal

Eris

Eris is controlled, sharp-witted, and quietly defiant.
AC14
HP80/80
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 80 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge31
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Dice set,
Playing cards

Languages

Common,
Thieves' Cant

Features

15 features

Bonus action

  • Cunning ActionLevel 2

    You can take the Dash, Disengage, or Hide action as a bonus action on each of your turns.

  • Fast HandsLevel 3

    You can use a bonus action on your turn to make a Dexterity check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Reaction

  • Uncanny DodgeLevel 5

    When you are not incapacitated, you can use your reaction to halve the damage from an attack that hits you.

Always on

  • ExpertiseLevel 1

    You have a knack for reading people and exploiting openings in combat and social situations. You can choose two of your skill or tool proficiencies to double your proficiency bonus, and you later gain two more. For Eris, these are reflected in her exceptional mastery of stealth, sleight of hand, thieves' tools, and perception.

  • Sneak AttackLevel 1

    You know how to strike subtly and exploit a foe's distraction. Once per turn, you deal an extra 6d6 damage when you hit with a finesse or ranged weapon attack if you have advantage on the attack roll or if another enemy of the target is within 5 feet of it and you do not have disadvantage.

  • Thieves' CantLevel 1

    You know the secret signs and phrases used by thieves and criminals. You can convey hidden messages to other creatures familiar with the code.

  • Roguish Archetype, ThiefLevel 3

    Your chosen rogue archetype grants you a foot in the shadows of organized crime and a taste for improvised trickery. Your hands are quick, your climbing is better than most, and your instincts for burglary are exceptionally sharp.

  • Second-Story WorkLevel 3

    You gain a climbing speed equal to your walking speed, and you can make running jumps farther than normal. You move through the vertical world as if it were another alleyway.

  • Ability Score ImprovementLevel 4

    You have learned to turn small improvements into major advantages. You gain an Ability Score Improvement at this level and again at 8th level.

  • EvasionLevel 7

    Your talent for slipping past danger becomes near supernatural. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure.

  • Supreme SneakLevel 9

    At 9th level, your movement and balance become notoriously difficult to pin down. You can move through crowds, ledges, and slick surfaces with uncanny confidence, making it hard for pursuers to keep up with you.

  • Reliable TalentLevel 11

    You can add your proficiency bonus to any ability check you make that uses a skill proficiency you lack. Also, whenever 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. Eris becomes frighteningly reliable under pressure, especially when the odds are bad.

  • TraitHumanAbility Score Increase, all ability scores increase by 1.
  • TraitHumanExtra Language, you can speak, read, and write one extra language of your choice.
  • Criminal ContactCriminal

    Eris knows the hidden routes, warning signs, and coded customs of the underworld. She can usually find a place to lay low, a fence willing to talk, or someone who owes the right people favors. She can also draw on contacts who recognize her old trade, even if they do not trust her.

Gear

8 items

Weapons

  • Rapier
    A rapier chosen as part of rogue starting equipment, though Eris currently keeps her weapon stowed and out of sight.
  • Shortbow
    A shortbow chosen as part of rogue starting equipment, kept dismantled or concealed when not in use.

Armor

  • Leather Armor
    Leather armor, offered by the class starting package, though Eris prefers modern street clothes and may not wear it visibly.

Tools

  • Ledger of Contacts
    A criminal's coded ledger of routes, clients, and debts.

Gear

  • 20×
    Arrows
    A quiver with 20 arrows.
  • Burglar's Pack
    A burglar's pack containing useful tools for a sneaking professional.
  • Dark Street Clothes
    A set of dark, practical clothes appropriate for blending into cities, docks, and shipping yards.
  • Hooded Coat
    A hooded coat with hidden inner pockets for messages, maps, coin, and stolen trinkets.

Appearance

Eris is a human woman of average height with a lean, athletic build shaped by hard travel, climbing, and street fights. Her close-cropped black hair frames a sharp, angular face, and pale skin carries a faint dusting of freckles across her nose and cheeks. Her sea-glass green eyes miss little and rarely soften. She dresses in practical modern clothing suited to moving unnoticed through crowds, docks, and back alleys, favoring layers that do not snag and pockets that hide useful things.

Mannerisms

Eris speaks softly and only after she has already judged the room. She often tilts her head slightly when listening, as if measuring the truth of a statement by the shape of a voice. When thinking, she taps one finger against her thumb in a slow, precise rhythm, like she is counting exits or lies.

Personality

Eris is controlled, sharp-witted, and quietly defiant. She rarely wastes words, but when she does speak, her observations are pointed and useful. She enjoys competence, dislikes posturing, and respects anyone who can solve problems without making a spectacle of themselves.

Ideals

Freedom. No law deserves obedience simply because it was written down. People should choose their own lives, and Eris will break chains, literal or otherwise, whenever she can.

Bonds

She keeps a hidden ledger of every person who ever helped her survive, and she repays debts before she sleeps. She will not abandon the crew, the safehouse, or the secret routes that made her who she is, even if it means risking prison or death.

Flaws

She trusts her own judgment too much and assumes she can improvise her way out of any trap. When challenged by authority, she becomes stubborn enough to turn a minor problem into a personal war. She also finds it hard to walk away from a chance to steal something rare, clever, or beautifully protected.

Quirks

She always checks windows, locks, and sightlines the moment she enters a room.
She unconsciously counts coin, steps, and breath when she is waiting.
She never sits with her back to a door unless she has already planned two exits.

Background

Eris learned early that a locked door is only a suggestion and that every city has an invisible second map, one made of alleys, cellar windows, bribed guards, and hands willing to carry what the law forbids. She began as a petty thief, first to survive, then because she discovered she was exceptionally good at it. Her talent for slipping through defenses and disappearing into crowds made her valuable to smugglers who needed someone fast, quiet, and clever enough to keep contraband moving when the streets grew dangerous. Over time, Eris became more than a cutpurse. She learned routes through harbors, coded knocks, false manifests, and how to read the intent behind a smile. She still steals, but she steals with purpose now, from corrupt officials, predatory gangs, and anyone who thinks power makes them entitled to other people's lives. Her reputation in the shadow markets is that of a woman who is calm under pressure, difficult to catch, and impossible to shake once she has decided a debt is real. She wears the life of a smuggler like a second skin, because for Eris, freedom has always cost less than obedience.

“She began as a petty thief, first to survive, then because she discovered she was exceptionally good at it.”
From their backstory
Background
Criminal

Connections

Species

Human

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