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Eris - AI-generated fantasy Character

Eris

Human · Rogue (Thief) · Level 11 · Criminal

Eris

Eris is calm, dryly observant, and intensely practical, with a talent for making a room feel as though she has already solved it.
AC14
HP70/70
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 70 · 30 ft.
AlignmentNeutralGenderFemaleAgeUnknown, appears to be in her early thirties.
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Dice set,
Forgery kit

Languages

Common,
Undercommon,
Thieves' Cant

Features

17 features

Bonus action

  • Cunning ActionLevel 2

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

  • Fast HandsLevel 3

    You have practiced fast hands and quick fingers, allowing you to use the bonus action granted by Cunning Action to make a Dexterity check with thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

  • Supreme SneakLevel 9

    You can move through crowds, narrow ledges, and cramped spaces with remarkable ease. If you move at least 10 feet on foot on your turn, you can hide as a bonus action even if you only have light obscurement, and creatures have disadvantage on Wisdom checks to track you by nonmagical means.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Always on

  • ExpertiseLevel 1

    You are highly skilled in certain areas. Gain proficiency in four skills of your choice. At 6th level, choose two more skill proficiencies, or one skill proficiency and thieves' tools. This character uses the Rogue's Expertise feature to double proficiency in selected skills and tools, reflecting her exceptional competence.

  • 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 a target 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 can read and use the secret mix of signs and dialect used by thieves, cutpurses, and other criminals to convey hidden messages.

  • Roguish Archetype, ThiefLevel 3

    At 3rd level you choose a Roguish Archetype. Eris follows the Thief, a rogue who specializes in speed, agility, burglary, and improvised opportunity.

  • Second-Story WorkLevel 3

    Climbing no longer costs you extra movement, and you can make a running jump after moving only 10 feet on foot, rather than 30 feet.

  • EvasionLevel 7

    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.

  • Reliable TalentLevel 11

    Your proficiency bonus applies to any ability check you make that lets you add your proficiency bonus. Your training is so complete that even pressure rarely shakes you, and you can rely on practiced competence in nearly any scene.

  • Ability Score ImprovementLevel 4

    At 4th level and 8th level, you gain an Ability Score Improvement or a feat. Eris's statistics below reflect her chosen final ability spread and not a specific feat.

  • Ability Score ImprovementLevel 8

    At 8th level, you gain another Ability Score Improvement or a feat. Eris's statistics below reflect her chosen final ability spread and not a specific feat.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
  • VersatileHumanHumans are adaptable and thrive in a wide variety of roles and environments.
  • Criminal ContactCriminal

    You have a reliable contact in the criminal underworld who can provide you with information, shelter, or limited assistance. In return, you are expected to maintain the relationship and occasionally answer a call for help.

Gear

9 items

Weapons

  • Rapier
    A precise blade suited to quick, opportunistic strikes.
  • Shortsword
    A short blade kept for emergencies and close quarters.
  • Shortbow
    A compact ranged weapon with a quiver of ammunition.

Tools

  • Thieves' Tools
    A set of tools for picking locks, disarming traps, and making unauthorized entries.
  • Crowbar
    A crowbar for forced entry and leverage.

Gear

  • 20×
    Arrows
    Arrows for the shortbow.
  • Burglar's Pack
    A collection of practical gear for breaking, climbing, and forcing access.
  • Dark Common Clothes
    Dark common clothes suitable for moving unnoticed in city alleys and docks.
  • Leather Jacket
    A worn leather jacket, frayed at the collar, kept for warmth and attitude rather than protection.

Appearance

Eris is a human woman of average height with a lean, athletic build shaped by hard labor, climbing, and the occasional desperate fight. Her close-cropped black hair makes the angular lines of her face stand out, and her pale skin is dusted with faint freckles across her nose and cheeks. She has striking pale green eyes, like sea glass, that constantly measure exits, weaknesses, and intent. She wears a dark shirt, simple trousers, and a worn leather jacket, all stained by sweat and dirt, with a frayed collar that suggests she has worn the same practical clothes through more escapes than she cares to count.

Mannerisms

She sits relaxed even when threatened, but her eyes never stop cataloging exits, hands, and loose objects. When thinking, she taps one finger against the inside of her wrist as if counting time. She rarely fidgets with her clothes, but she will immediately adjust a cuff, sleeve, or collar if she is about to lie, as though preparing a performance.

Personality

Eris is calm, dryly observant, and intensely practical, with a talent for making a room feel as though she has already solved it. She speaks sparingly, but when she does, it is usually precise, witty, and just sharp enough to warn people not to mistake her silence for softness. She respects skill, hates waste, and has a grudging affection for anyone who can improvise under pressure.

Ideals

Freedom. No lock, contract, or badge should be allowed to decide the shape of a life. People deserve a way out, especially when the powerful have already written them off.

Bonds

She has a standing debt to the crew, fixer, or fence who first taught her how to turn theft into a craft rather than a habit. She still keeps a secret list of names, shipments, and routes that could ruin powerful people if it ever fell into the wrong hands, and she is determined to see that ledger survive whatever happens to her.

Flaws

Eris trusts competence more than sincerity, and that makes her blind to anyone who knows how to sound useful. She keeps secrets as if they were currency, which means she sometimes withholds the truth even when honesty would be safer. Under pressure, she defaults to escape, not confrontation, and if a situation reminds her too much of a cell, she can become reckless just to prove she is not trapped.

Quirks

She unconsciously checks door hinges, window latches, and sight lines when entering any room.
She never sits with her back to an open door unless she has already mapped three exits.
She keeps small, useless objects in her pockets, claiming they are 'for emergencies' even when no emergency is obvious.

Background

Eris learned early that walls, locks, and laws were all just different kinds of habits, and habits could be studied. She grew up in the seams of a crowded city, where dockside labor, courier work, and petty theft all blurred together into a single lesson, survive first, ask questions later. Her talent was never brute force. It was timing, observation, and the ability to look harmless until the exact instant she needed to vanish. By the time she was old enough to have a reputation, she was already known as the one who could move contraband through a guarded street, lift a key without a touch, or make a pursuing watchman choose the wrong alley.

“It was timing, observation, and the ability to look harmless until the exact instant she needed to vanish.”
From their backstory
Background
Criminal

Connections

Species

Human

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