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Neris Garmendia - AI-generated fantasy Character

Neris Garmendia

Half-Elf · Warlock (The Fiend) · Level 3 · Urchin

Neris Garmendia

Neris is observant, controlled, and relentlessly practical.
AC13
HP33/33
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 33 · 30 ft.
AlignmentLawful EvilGenderNon-binaryAge28 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

Thieves' tools,
Disguise kit,
Gaming set, knucklebones

Languages

Common,
Elvish,
Infernal

Features

14 features

Always on

  • Eldritch Blast

    When When a hostile creature is within 120 feet

    Neris fires a beam of crackling eldritch energy at a creature within 120 feet. On a hit, it deals 1d10 plus 6 force damage.

  • Hex

    When As a bonus action before attacking a chosen target

    Neris curses a creature they can see within 90 feet. The curse deals an extra 1d6 necrotic damage whenever Neris hits the target with an attack and grants advantage on one ability check of Neris's choice involving the target.

  • Armor of Agathys

    When Before entering a dangerous confrontation

    Neris surrounds themselves with spectral frost. A creature that hits them with a melee attack takes 5 cold damage.

  • Otherworldly Patron, The FiendLevel 1

    Neris has made a pact with the Ashen Advocate, an infernal entity that grants them access to eldritch magic. Their patron is the Fiend.

  • Eldritch InvocationsLevel 2

    Neris can cast eldritch invocations, specialized fragments of forbidden knowledge. Their chosen invocations are Agonizing Blast, which adds their Charisma modifier to the damage of Eldritch Blast, and Devil's Sight, which allows them to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

  • Pact Boon, Pact of the ChainLevel 3

    Neris has chosen Pact of the Chain. They can cast Find Familiar as a ritual, and the spell does not count against spells known. Their familiar can take the form of an imp, pseudodragon, quasit, or sprite.

  • Dark One's BlessingLevel 1

    When Neris reduces a hostile creature to 0 hit points, they gain temporary hit points equal to their Charisma modifier plus their warlock level, for a total of 9 temporary hit points.

  • Pact MagicLevel 1

    Neris can use a component pouch or arcane focus as a spellcasting focus. Their warlock spellcasting ability is Charisma, and their pact magic slots recharge after a short or long rest.

  • TraitHalf-ElfDarkvision, 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, advantage on saving throws against being charmed, and magic cannot put Neris to sleep.
  • TraitHalf-ElfSkill Versatility, proficiency in Insight and Perception.
  • TraitHalf-ElfAbility Score Increase, Charisma increases by 2, Dexterity increases by 1, and Constitution increases by 1.
  • TraitHalf-ElfLanguages, Common, Elvish, and one extra language, Infernal.
  • City SecretsUrchin

    Neris knows the secret patterns and shortcuts of a city, including alleys, rooftops, hidden doors, sewer entrances, and other urban routes. They can find food and basic shelter for themselves and one other person in any settlement, unless extraordinary circumstances prevent it.

Spells

6 spells

Spellcasting. Neris Garmendia casts with Charisma (spell save DC 16, to hit with spell attacks).

Cantrips (at will): ,

1st level: ,

2nd level (2 slots): ,

Gear

10 items

Weapons

  • Dagger
    A simple iron dagger kept in an inside sleeve for emergencies and close work.
  • Dagger
    A second plain dagger with a chipped bone handle, inherited from Neris's street years.

Armor

  • Leather armor
    A fitted suit of black leather armor reinforced with hidden stitching.

Tools

  • Thieves' tools
    A compact set of picks, files, tension wires, and probes used to bypass locks and simple traps.
  • Disguise kit
    A small mirror, pigments, false hair, and adhesives used to alter Neris's appearance.
  • Gaming set, knucklebones
    A worn set of marked knucklebones used for street games and quiet wagers.

Gear

  • Component pouch
    A small pouch containing bat guano, sulfur, chalk dust, and other mundane spell components.
  • Dungeoneer's pack
    A backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin. The pack also holds fifty feet of hempen rope.
  • Common clothes
    A set of worn but serviceable clothing, altered repeatedly as Neris grew.

Purse

  • 10×
    Gold pieces
    A small purse containing the remaining proceeds from Neris's last contract.

Appearance

Neris is a slight, sharp-featured half-elf with warm brown skin, tightly curled black hair, and long ears usually hidden beneath a battered burgundy cap. Their smile reveals one noticeably pointed lower canine, a harmless birth trait that gives their laughter an oddly predatory edge. They hold their shoulders square and occupy more space than their narrow frame should allow, standing too close during conversations and watching for the moment other people retreat. Their clothing combines practical street layers with a carefully maintained dark leather coat, brass buttons, and a silver chain bearing a tiny black glass key.

Mannerisms

Neris leans forward when others speak, as though physically pulling secrets out of them. They count doorways, windows, and visible weapons whenever they enter a room. Before making an important promise, they touch the black glass key at their throat and silently mouth the final word of the agreement.

Personality

Neris is observant, controlled, and relentlessly practical. They speak with careful politeness when they want something and with blunt economy when they do not. They are fascinated by systems, contracts, hierarchies, and the small weaknesses that make powerful people vulnerable. Though they claim to value no one's approval, they are intensely sensitive to condescension and remember every slight with perfect clarity.

Ideals

Control. The world only respects the person who can enforce the terms. I will never again depend on someone else's mercy.

Bonds

The children of the old market bridge are my responsibility. I will build them a refuge no one can take from them, even if I must own the city to do it.

Flaws

I treat kindness as a negotiation and assume every gift hides a claim. When frightened, I become cruelly precise, searching for the exact rule that lets me punish whoever made me feel powerless.

Quirks

Keeps a private ledger rating every person they meet by usefulness, danger, and likelihood of betrayal.
Leaves a single copper coin beneath the tongue of enemies defeated in a contract.
Refuses to sit with their back to an open doorway.
Smiles whenever someone says that a plan is impossible.
Names every summoned familiar after a legal term or civic office.

Background

Neris was born between two worlds and welcomed fully by neither. Human children treated their pointed ears and delicate features as signs of weakness, while elves regarded their short life, blunt manners, and mixed heritage as evidence that they would never understand the old ways. They learned early that belonging was a luxury reserved for people who could afford to defend it. On the streets, Neris survived by reading faces, memorizing patrol routes, and taking only what would not be missed until it was too late. Their first real home was an abandoned shrine beneath a market bridge, where they shared stolen bread with other children and learned that laws were merely tools wielded by whoever had the strongest hand. The voice in the black glass key first spoke during a winter fever. It offered Neris knowledge, protection, and a way to make every room acknowledge them. The bargain was not presented as love or destiny, but as a contract, precise and merciless. Neris accepted. Their patron, an infernal power known as the Ashen Advocate, granted them eldritch magic in exchange for names, secrets, and carefully obeyed clauses. Neris now adventures to gain wealth, influence, and proof that they are not lesser than either side of their heritage. They do not seek acceptance anymore. They intend to become indispensable, then decide who deserves to remain standing.

“They learned early that belonging was a luxury reserved for people who could afford to defend it.”
From their backstory
Background
Urchin

Connections

Species

Half-Elf

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