Neris Vey
Neris Vey
Sheet
AC 12 · HP 17 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryCHA
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresAction
- Cast a Spell
When When she has a spell prepared and the required components.
Neris casts a wizard cantrip or spell using Intelligence as her spellcasting ability.
- Weapon Attack
When When an enemy is within reach.
Neris makes a melee attack with her quarterstaff or dagger.
Always on
- PortentLevel 2
When Before an attack roll, saving throw, or ability check is rolled.
Neris uses a recorded Portent result to replace a roll made by herself or a creature she can see.
- Arcane RecoveryLevel 1
When After finishing a short rest.
Neris recovers expended spell slots totaling up to 2 levels after a short rest, once per day.
- SpellcastingLevel 1
Neris is a 3rd-level wizard. Her spellcasting ability is Intelligence. She can cast wizard spells from her spellbook, use a spellcasting focus or component pouch, and copy wizard spells into her spellbook. She can cast a wizard spell as a ritual if it has the ritual tag and is in her spellbook, without needing to have it prepared.
- Arcane TraditionLevel 1
Neris can speak, read, and write Common and Elvish, and she can communicate in Celestial through study of the Veiled Concord's rites.
- Expert DivinationLevel 6
Neris can choose to cast a divination spell of 1st level or higher as a ritual. When she does so, she regains one expended spell slot of a level lower than the spell cast, up to 2nd level. The spell must be cast as a ritual.
- TraitHalf-ElfDarkvision, sees in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitHalf-ElfSkill Versatility, proficiency in Insight and Perception.
- TraitHalf-ElfTwo additional ability score increases, applied to Intelligence and Wisdom.
- TraitHalf-ElfOne additional skill proficiency from half-elf heritage, represented here by Insight and Perception.
- TraitHalf-ElfOne additional language of choice, Sylvan.
- DiscoveryHermit
Neris has discovered a unique and powerful truth during her isolation in the Greydell Forest. She knows that the forest is not merely a place, but a living boundary between the mortal world and older divine powers. She can identify signs of the Veiled Concord's hidden shrines and recognize their sacred symbols, though she does not yet understand the full meaning of her discovery.
Spells
10 spellsSpellcasting. Neris Vey casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , ,
2nd level (2 slots):
Gear
7 itemsWeapons
- QuarterstaffA plain ash staff marked with tiny notches representing remembered visions.
- DaggerA narrow blade kept in a sheath beneath her cloak.
Tools
- Herbalism kitA kit containing dried plants, salves, mortar and pestle, and basic tools for identifying and preparing medicinal herbs.
Gear
- Component pouchA leather satchel containing powdered minerals, bits of charcoal, wax, string, and other mundane spell components.
- SpellbookA spellbook bound in birch bark and filled with Neris's known wizard spells.
- Scholar's packA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Hermit's equipmentA scroll case containing notes from the Veiled Concord, a winter blanket, a set of common clothes, and a small pouch containing 5 gp.
Appearance
Neris is a lean half-elf with weather-browned skin, narrow green-gray eyes, and dark brown hair cut unevenly at her jaw. A pale streak runs through her hair above the left temple, a remnant of the winter she spent beneath the Greydell canopy. She dresses in layered charcoal-gray wool and moss-green cloth, with a weathered cloak pinned by a small white stag carved from bone. Her spellbook is bound in birch bark and stitched with red thread. When she casts, faint silver symbols drift around her hands like frost caught in moonlight.
Mannerisms
Neris pauses before answering ordinary questions, as though checking several possible replies. She rubs charcoal between her fingers when concentrating and instinctively positions herself where she can see every doorway.
Personality
Neris is observant, restrained, and unexpectedly blunt. She notices small changes in people's voices, clothing, and habits, then asks questions that make them feel seen and exposed at the same time. She is patient with frightened people and merciless toward those who exploit them. Although she appears solemn, she has a dry sense of humor and a fondness for bad travel songs.
Ideals
Revelation. Truth is worth suffering for, but no truth should be accepted merely because it comes from a god, a saint, or a vision.
Bonds
The hidden shrines of the Veiled Concord are her true home, and she will risk almost anything to keep them from being desecrated. She also carries a deep, unresolved love for her father, who never stopped leaving a lantern in the window after she vanished.
Flaws
Neris treats uncertainty as a personal failure. When she cannot foresee the consequences of a choice, she may freeze, lie, or manipulate others until she can force events into a pattern she understands.
Quirks
Background
Neris Vey was born in a small logging settlement at the edge of the Greydell Forest, the daughter of a human charcoal burner and an elven peddler who never stayed long in one place. She grew up learning the practical languages of wood, smoke, weather, and trade. Her father taught her how to read a tree's grain before cutting it, while her mother taught her that every road had a story and every stranger carried a piece of the world with them. Neris was clever, quiet, and better at watching than speaking, which made the other children call her strange long before she had a reason to disagree. At thirteen, she followed a white stag beyond the familiar trails and vanished into the woods. She expected to die of cold, but instead found a hidden stone shrine where the Veiled Concord, a circle of divine sorcerer-saints, had gathered in secret. They told her that the forest had not claimed her. It had delivered her to them. The Concord taught her that prophecy was not a command from the gods, but a pattern glimpsed through the veil of possible futures. They trained her in the disciplined study of arcane signs, using wizardry to give structure to the visions that had haunted her since childhood. Years later, Neris returned to the settlement with a birch-bound spellbook, a talent for seeing what others overlooked, and the uneasy knowledge that someone, or something, is searching for the Concord's shrines. She now travels to uncover why she was chosen, protect the hidden sanctuaries, and determine whether the white stag was a guide, a warning, or both.
“She grew up learning the practical languages of wood, smoke, weather, and trade.”
- Background
- Hermit
Connections
Species
Half-Elf
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