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Eris - AI-generated fantasy Character

Eris

Human · Rogue (Thief) · Level 11 · Criminal

Eris

Quiet, observant, and dryly amused, Eris speaks with a measured confidence that makes it hard to tell whether she is joking or issuing a warning.
AC14
HP80/80
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 80 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
One gaming set

Languages

Common,
Thieves' Cant

Features

16 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus Action

    You can take the Dash, Disengage, or Hide action as a bonus action.

  • Fast HandsLevel 3

    When Bonus Action

    You can pick locks, disarm traps, use an object, or Use Magic Device as a bonus action.

  • Use Magic DeviceLevel 10

    At 10th level, you can use your bonus action to make a Sleight of Hand check with thieves' tools to disarm a trap or open a lock, and you can use a magic item you normally could not use.

Always on

  • Uncanny DodgeLevel 5

    When Reaction

    You can halve damage from an attack that hits you.

  • EvasionLevel 7

    When Reaction

    You can take no damage on a successful Dexterity save against an effect that normally deals half damage on success.

  • ExpertiseLevel 1

    You have honed your skills in the use of certain tools and talents. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You choose two more at 6th level and 10th level.

  • Sneak AttackLevel 1

    Starting at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 6d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you don't have disadvantage on the attack roll.

  • Thieves' CantLevel 1

    You know the secret signs and sounds used by thieves and smugglers to pass messages in secret. You understand a set of secret signs and symbols used to convey short, simple messages to others who know Thieves' Cant.

  • Second-Story WorkLevel 3

    When you climb, no extra movement is required on a successful Strength or Dexterity check, and you can make a running jump with only 10 feet of movement rather than 10 feet plus your Strength modifier.

  • ExpertiseLevel 6

    Beginning at 6th level, your proficiency bonus is doubled for any ability check you make that uses any proficiency with which you are proficient.

  • Supreme SneakLevel 9

    Starting at 7th level, you can choose to not leave any trace of your movement or to move silently with great ease, allowing you to move at half speed without suffering disadvantage on Dexterity (Stealth) checks.

  • Reliable TalentLevel 11

    Starting at 11th level, you can use a talent that can increase your ability to do almost anything. If you make an ability check with a skill or tool with which you are proficient, you treat a d20 roll of 9 or lower as a 10.

  • TraitHumanAbility Score Increase, +1 to all ability scores.
  • TraitHumanExtra Language, you can speak, read, and write one extra language of your choice.
  • TraitHumanVersatility, a human is adaptable and quick to learn.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from this underworld contact, even over long distances, and this contact can provide limited aid, information, and introductions when needed.

Gear

8 items

Weapons

  • 2×
    Shortsword
    A simple melee weapon suited to a rogue.
  • Shortbow
    A ranged weapon with ammunition.

Armor

  • Leather armor
    Light armor that Eris may carry, though she often prefers to travel in ordinary clothes.

Tools

  • Thieves' tools
    A set of tools for opening locks and disabling traps.
  • Set of dice
    A token of her past, kept from her criminal life.

Gear

  • 20×
    Arrow
    Arrows for the shortbow.
  • Burglar's pack
    A pack containing rope, rations, hooded lantern, oil, and other burglary essentials.
  • Traveler's clothes
    Common clothes suitable for blending into a crowd.

Appearance

Eris is a human woman of average height with a lean, athletic build shaped by hard labor and close calls. Her close-cropped black hair frames angular features, and pale freckles dust the bridge of her nose and cheeks. She has pale skin and sharp sea-glass green eyes that miss little, and when she is relaxed she still looks like she is measuring every exit in the room. In modern clothes she favors practical layers, plain fabric, and nothing that slows her down.

Mannerisms

She sits perfectly still until the moment she decides to move, then becomes all sudden precision. When thinking, she taps one thumb against a knuckle or toys with an invisible edge at her sleeve. In conversation she studies faces more than mouths, as if listening for what people are trying not to say.

Personality

Quiet, observant, and dryly amused, Eris speaks with a measured confidence that makes it hard to tell whether she is joking or issuing a warning. She prefers planning over bravado, values competence above reputation, and is never more comfortable than when she has the whole room mapped in her head.

Ideals

Freedom. No one gets to own my choices, my body, or my future. I will steal, lie, and outrun any system that tries to turn people into property.

Bonds

She owes her life to an aging smuggler who taught her the routes through the city’s hidden veins, and she will not let that person be forgotten, abandoned, or betrayed. Eris also keeps a stolen token from the first crew that trusted her, and she guards it like proof that someone once believed she was worth more than a quick profit.

Flaws

Eris assumes every kindness has a hidden price, and she sometimes ruins genuine trust by testing it too hard. She can become coldly obsessive when a lock, a puzzle, or a person refuses to yield, and she hates being reminded that she still wants a home as much as she wants freedom.

Quirks

She always counts exits without meaning to.
She unconsciously checks the weight of every object in reach.
She never sits with her back to a door if she can help it.
She speaks softly when she is most dangerous.
She keeps a small stash of folded notes, receipts, and scraps tied with string.

Background

Eris learned early that the world is built on ledgers, locks, and lies, and the people who understand all three survive longest. She started as a runner for dockside smugglers, a quick-handed girl who could carry a package through a crowded market without being seen, then learned how to open those same packages, copy what mattered, and replace the rest before anyone noticed. Her intelligence made her valuable, but her temper and stubborn independence made her impossible to own, so she built a life in the narrow space between allegiance and betrayal, selling information, moving contraband, and vanishing before the consequences arrived. By the time she reached adulthood, Eris had become the sort of thief who prefers leverage to bloodshed. She can pick a pocket, crack a lock, or disappear into a crowd, but she is just as likely to solve a problem with a forged note, a planted rumor, or a carefully timed distraction. She keeps her circle small, trusts patterns more than promises, and treats every favor like a debt that will someday come due. Beneath the cool stare and measured voice is a woman who has spent years surviving by wit alone, and who secretly wants one thing she rarely admits aloud, a place she can finally stand still without looking over her shoulder.

“By the time she reached adulthood, Eris had become the sort of thief who prefers leverage to bloodshed.”
From their backstory
Background
Criminal

Connections

Species

Human

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