Skip to content
CreatePricing
Neris Vaskri - AI-generated fantasy Character

Neris Vaskri

Half-Elf · Warlock (The Great Old One) · Level 1 · Charlatan

Neris Vaskri

Neris is quick-witted, observant, and socially nimble, with a dry sense of humor and a habit of treating danger like a negotiation.
AC11
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 8 · 30 ft.
AlignmentChaotic GoodGenderNonbinaryAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Light crossbows

Tools

Disguise kit,
Forgery kit

Languages

Common,
Elvish,
Arabic

Features

12 features

Always on

  • Eldritch Blast

    When Action

    Neris projects a fragment of alien force at a creature within 120 feet. On a hit, the target takes 1d10 force damage.

  • Awakened MindLevel 1

    When No action required

    Neris briefly forms an unsettling mental link with a creature they can see within 30 feet, communicating telepathically if they share a language.

  • Hex

    When Bonus action

    Neris marks a creature with supernatural malice, improving their damage against it and allowing them to curse its abilities.

  • Armor of Agathys

    When Action

    Neris wraps themselves in hostile frost. A creature that hits them with a melee attack takes cold damage, and the ward provides temporary hit points.

  • Otherworldly Patron: The Great Old OneLevel 1

    Neris has entered into a pact with a mysterious Great Old One. Their patron grants them arcane power, though its motives remain inscrutable.

  • Pact MagicLevel 1

    Neris knows two cantrips from the warlock spell list and can cast known warlock spells using Charisma. They regain expended spell slots after a short or long rest.

  • TraitHalf-ElfDarkvision, Neris can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitHalf-ElfFey Ancestry, Neris has advantage on saving throws against being charmed, and magic cannot put them to sleep.
  • TraitHalf-ElfSkill Versatility, Neris gains proficiency in two skills.
  • TraitHalf-ElfAbility Score Increase, Charisma increases by 2, and Dexterity and Constitution each increase by 1.
  • TraitHalf-ElfLanguages, Neris can speak, read, and write Common, Elvish, and one additional language.
  • False IdentityCharlatan

    Neris can always find a place to hide, a sympathetic ear, or a forgotten connection in a settlement, provided they do not abuse the trust they build. They maintain several false identities and know how to pass themselves off as a minor functionary, traveling scholar, or harmless peddler.

Spells

4 spells

Spellcasting. Neris Vaskri casts with Charisma (spell save DC 11, to hit with spell attacks).

Cantrips (at will): ,

1st level (1 slot): ,

Gear

10 items

Weapons

  • Light crossbow
    A compact crossbow with a waxed cord and iron fittings.

Armor

  • Leather armor
    A supple black leather coat reinforced at the shoulders, suitable for light protection.

Tools

  • Disguise kit
    A kit containing cosmetics, wigs, false facial hair, and small costume pieces.
  • Forgery kit
    A kit for producing convincing copies of documents, including different inks, parchment, and sealing wax.

Gear

  • 20×
    Crossbow bolts
    A bundle of ammunition for the light crossbow.
  • Component pouch
    A pouch containing common spell components and marked scraps of parchment.
  • Scholar's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
  • Fine clothes
    A set of elegant but travel-worn garments used to support false identities.
  • Tools of the con
    A collection of marked cards, weighted dice, forged seals, and other tools used in confidence schemes.

Purse

  • 15×
    Gold pieces
    Loose starting currency.

Appearance

Neris is a lean half-elf with olive skin, dark gray eyes, and thick black hair cut close at the sides and left longer on top. A narrow scar crosses the bridge of the nose. Their fingers are stained with ink, and a small brass charm shaped like an open eye hangs beneath the collar of their weathered coat.

Mannerisms

Neris tilts their head when listening, as if following a second conversation. They tap two fingers against their thumb before making a promise, and they never sign a document without first smelling the ink.

Personality

Neris is quick-witted, observant, and socially nimble, with a dry sense of humor and a habit of treating danger like a negotiation. They are genuinely compassionate toward people trapped by stronger powers, but they hide that compassion beneath theatrical confidence and carefully chosen lies.

Ideals

Freedom. No power, mortal or cosmic, should own another person's choices. If a chain cannot be broken, it should at least be placed in the hands of someone clever enough to pick its lock.

Bonds

Neris carries the damaged chart that awakened their patron. They will risk almost anything to find its original maker and learn whether the symbol was a warning, a summons, or a map.

Flaws

Neris lies reflexively, even when the truth would be safer. They are convinced that every bargain has a hidden cost, and this suspicion can make them betray people who have done nothing to deserve it.

Quirks

Keeps three different signatures and uses each for a different kind of promise.
Collects unusual ink bottles from every town visited.
Whispers apologies to locked doors before picking them.
Refuses to sleep with their back facing an open window.

Background

Neris Vaskri was raised between two worlds, the child of a Levantine trader and an elven mapmaker who never stayed in one port for more than a season. They learned early that names were tools, accents were disguises, and every locked door had a person behind it who could be persuaded. Their first profitable deception involved selling the same nonexistent collection of northern relics to three collectors, each of whom insisted afterward that the others had been cheated. The fraud ended when Neris copied a symbol from an old chart without understanding it. That night, something answered from the dark between the stars. Since then, Neris has heard whispers in the thoughts of strangers and occasionally dreams of a vast, buried intelligence turning in its sleep. They became a warlock not from devotion, but from negotiation. Neris believes the entity can be tricked, redirected, and perhaps eventually outwitted. Until then, they travel under borrowed names, using eldritch power to expose predators, protect useful fools, and discover who first drew the impossible symbol on the chart.

“They learned early that names were tools, accents were disguises, and every locked door had a person behind it who could be persuaded.”
From their backstory
Background
Charlatan

Connections

Species

Half-Elf

Media

0 images

No images yet.

Visual sheet

Turn Neris Vaskri into a sheet

A high-res, share-ready sheet you can post or print.