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Neris Vex - AI-generated fantasy Character

Neris Vex

Tiefling · Rogue (Thief) · Level 5 · Criminal

Neris Vex

Dryly observant, cautious, and quietly compassionate in ways that are easy to miss.
AC9
HP19/19
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 9 · HP 19 · 30 ft.
AlignmentTrue NeutralGenderFemaleAge26
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves’ Tools

Languages

Common,
Infernal,
Thieves’ Cant,
Undercommon

Features

24 features

Bonus action

  • Cunning ActionLevel 2

    As a Bonus Action, you can take the Dash, Disengage, or Hide action.

  • Steady AimLevel 3

    As a Bonus Action, you can give yourself Advantage on your next attack roll on the current turn, but only if you have not moved during the turn. After you use this feature, your Speed is 0 until the end of the current turn.

Reaction

  • Uncanny DodgeLevel 5

    When When a visible attacker hits you

    Use your reaction to cut the damage of a hit in half.

Always on

  • Cunning Action: Hide

    When Bonus Action

    Slip into the shadows, vanish from sight, and set up the next strike.

  • Sneak AttackLevel 1

    When Once per turn when you hit with the right attack

    Drive a precise strike into a distracted foe for extra damage, or use a Cunning Strike effect such as Poison, Trip, or Withdraw.

  • Fast HandsLevel 3

    When Bonus Action

    Make a lock, trap, or pocket your problem at lightning speed.

  • ExpertiseLevel 1

    You gain Expertise in two skill proficiencies of your choice. You choose Stealth and Sleight of Hand, doubling your proficiency bonus for those checks.

  • Thieves’ CantLevel 1

    You know Thieves’ Cant and one other language of your choice.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency. You choose Daggers and Shortswords. You can change the choices after a Long Rest.

  • Rogue SubclassLevel 3

    You gain a Rogue subclass. The Thief specializes in agility, stealth, and making the most of valuables and magic items.

  • Second-Story WorkLevel 3

    You gain a Climb Speed equal to your Speed, and you can determine your jump distance using Dexterity rather than Strength.

  • Cunning Strike, PoisonLevel 5

    When you deal Sneak Attack damage, you can forgo 1d6 of that damage to force the target to make a Constitution saving throw. On a failure, the target has the Poisoned condition for 1 minute. The saving throw DC equals 8 plus your Dexterity modifier plus your Proficiency Bonus. You must have a Poisoner’s Kit on your person to use this option.

  • Cunning Strike, TripLevel 5

    When you deal Sneak Attack damage, you can forgo 1d6 of that damage to force a Large or smaller target to make a Dexterity saving throw or have the Prone condition.

  • Cunning Strike, WithdrawLevel 5

    When you deal Sneak Attack damage, you can forgo 1d6 of that damage to move up to half your Speed immediately after the attack without provoking Opportunity Attacks.

  • Creature TypeTieflingHumanoid
  • SizeTieflingMedium
  • SpeedTiefling30 feet
  • TraitTieflingDarkvision 60 feet
  • TraitTieflingFiendish Legacy, Chthonic, choose Intelligence, Wisdom, or Charisma as your spellcasting ability
  • TraitTieflingOtherworldly Presence, you know the Thaumaturgy cantrip
  • TraitTieflingResistance to Necrotic damage
  • Level 3 spell from Fiendish LegacyTieflingFalse Life
  • Level 5 spell from Fiendish LegacyTieflingRay of Enfeeblement
  • Underworld ContactsCriminal

    Underworld Contacts, she knows how to find fences, smugglers, and cutpurses, and can usually get a message or favor through the criminal network if she knows where to look.

Spells

3 spells

Spellcasting. Neris Vex casts with Intelligence (spell save DC 10, to hit with spell attacks).

Cantrips (at will): ,

2nd level:

Gear

12 items

Weapons

  • 2×
    Dagger
    A single bladed tool kept razor sharp, useful in tight alleys and tighter situations.
  • Shortsword
    A short blade suited for quick, precise strikes and stealthy work.
  • Shortbow
    A light bow for silent attacks at range.

Armor

  • Leather Armor
    A modest suit of flexible armor for stealth and mobility.

Tools

  • Thieves’ Tools
    Basic tools for picking locks and disabling traps.
  • Crowbar
    A stout pry bar useful for forcing entry or levering open crates.

Gear

  • 20×
    Arrows
    A bundle of arrows for the shortbow.
  • Quiver
    A leather sack for carrying gear and stolen odds and ends.
  • Burglar’s Pack
    A kit for breaking into places and escaping with valuables.
  • 2×
    Pouch
    A small leather pouch for coins and contraband.
  • Traveler’s Clothes
    Simple clothing suitable for travel and blending into crowds.

Purse

  • 24×
    Gold Pieces
    Coin kept from her first serious job.

Appearance

A slight tiefling woman with dusk-red skin, small swept-back horns, and a narrow tail that flicks when she is thinking. She keeps her black hair cropped short on one side and braided on the other, with a habit of hiding a lock of silver thread in the braid as a quiet good-luck charm. Her movements are careful and economical, like someone who learned long ago that wasted motion attracts attention.

Mannerisms

She speaks softly and almost never repeats herself. When she is deciding whether to trust someone, her tail goes still and one horned eyebrow lifts slightly, as if she is weighing the cost of every word in the room.

Personality

Dryly observant, cautious, and quietly compassionate in ways that are easy to miss. She pretends she does not care about most things, but she remembers every debt, every kindness, and every lie that almost got someone killed.

Ideals

Freedom. No ruler, gang boss, or priest should own another person’s choices. Rules may be useful, but only when they serve people instead of trapping them.

Bonds

She still keeps a rusted brass token from her first crew, and she will not let anyone call them dead until she has found out what became of each one.

Flaws

She trusts plans more than people, and when a situation feels too emotional she gets colder, not kinder. She can also be stubbornly self-reliant, refusing help until the moment it becomes inconvenient for everyone else.

Quirks

Counts exits whenever she enters a room.
Keeps one dagger perfectly balanced and refuses to use it for eating.
Taps a coin against her thumb when thinking.
Never sits with her back to a door.

Background

Neris Vex learned early that a tiefling born in the wrong alley is treated like a warning sign, not a child. She grew up in the margins of a river city, where locks were cheap, hunger was common, and kindness usually cost more than coin. By the time she was tall enough to see over a tavern counter, she already knew how to spot a purse, map a patrol route, and disappear into a crowd before a mark realized they had been seen. Crime was never romance to her, only arithmetic, survival, and the occasional chance to outwit people who believed the law would protect them from consequences. Her first crew was a loose knot of burglars, runners, and streetwise liars who taught her that the difference between a thief and a monster was often just who got to tell the story afterward. She was good at the work, quiet, patient, and unsettlingly hard to remember once she chose to be forgotten. When a deal went bad and the crew scattered, Neris kept the only thing no one could steal from her, the habit of planning three exits before entering a room. Now she travels as a rogue not out of loyalty to any guild or cause, but because ruins, vaults, and hidden doors all speak the same language, and she has a talent for listening.

“She grew up in the margins of a river city, where locks were cheap, hunger was common, and kindness usually cost more than coin.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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