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Eris - AI-generated fantasy Character

Eris

Human · Rogue (Thief) · Level 11 · Criminal

Eris

Controlled, observant, and dryly witty, Eris prefers efficient plans and clean exits.
AC15
HP70/70
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 70 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge32
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
One gaming set

Languages

Common,
Thieves' Cant

Features

14 features

Bonus action

  • Cunning ActionLevel 2

    When On her turn in combat.

    Eris can Dash, Disengage, or Hide as a bonus action.

  • Fast HandsLevel 3

    When When a lock, trap, or usable object presents itself.

    Eris can pick locks, disarm traps, or use an object as a bonus action.

Always on

  • Sneak AttackLevel 1

    When When Eris hits with a finesse or ranged weapon attack and meets the Sneak Attack conditions.

    Once per turn, Eris can deal extra damage when she has the proper opening or an ally is pressuring the target.

  • Uncanny DodgeLevel 5

    When When hit by an attack she can see.

    Eris can reduce incoming damage from a visible attacker.

  • EvasionLevel 7

    When When forced to make a Dexterity saving throw against an effect that allows half damage on a success.

    Eris ignores most pressure from area effects that call for Dexterity saves.

  • Supreme SneakLevel 9

    When When she moves no more than half her speed on her turn.

    Eris can move like a shadow when creeping at a controlled pace.

  • Thieves' CantLevel 1

    Thieves' Cant gives Eris a secret mix of dialect, signals, and coded terms used by criminals to conceal messages in ordinary conversation.

  • Roguish ArchetypeLevel 3

    At 3rd level, Eris chooses the Thief archetype, emphasizing stealth, burglary, and improvised criminal talent.

  • Second-Story WorkLevel 3

    Second-Story Work makes climbing no extra movement cost for Eris, and she gains a climbing speed equal to her walking speed. In addition, after a running jump, she can add her Dexterity modifier to the distance of the jump.

  • ExpertiseLevel 6

    At 6th level, Eris gains Expertise in two more of her proficiencies, doubling her proficiency bonus for those chosen skills.

  • Reliable TalentLevel 11

    At 11th level, Eris has such reliable talent with skills she is proficient in that any ability check she makes with a proficiency bonus lower than 10 cannot roll lower than 10 on the d20.

  • TraitHumanAbility Score Increase, +1 to all ability scores
  • TraitHumanExtra Language
  • Criminal ContactCriminal

    Because of her criminal contacts, Eris can find a place to hide, gather rumors, or request a covert meeting in most settled communities, provided she knows where to look and whom to pay.

Gear

10 items

Weapons

  • Rapier
    A finely balanced melee blade suited for quick strikes and precise cuts.
  • Shortbow
    A light ranged weapon for ambushes and rooftop work.
  • 2×
    Dagger
    Reliable side blades for close quarters and utility work.

Armor

  • Leather Armor
    Dark leather armor, practical and easy to move in.

Tools

  • Thieves' Tools
    A small set of specialized tools used to open locks and bypass traps.
  • Crowbar
    A long iron bar useful for prying open doors, crates, and stubborn locks.

Gear

  • 20×
    Arrow
    Arrows for the shortbow.
  • Burglar's Pack
    A pack of burglary tools and supplies useful for infiltration.
  • Dark Common Clothes
    Common clothes dyed dark and cut with hidden pockets and a hood.
  • Belt Pouch
    A small container for carrying coin and bribes.

Appearance

Eris is a human woman of average height with a lean, athletic build shaped by hard labor and violent necessity. Her close-cropped black hair sharpens the angular lines of her face, and pale skin with a light dusting of freckles gives her a striking, almost severe look. Her eyes are pale green like sea glass, cool and assessing, always measuring exits, angles, and lies. She favors practical, modern-looking armor with hidden pockets, matte dark leather, and discreet smuggler's gear that can pass as street wear until the blades come out.

Mannerisms

Eris stays still when she is thinking, eyes tracking hands, doors, and reflections before they ever settle on a face. She speaks softly and precisely, often pausing as if she is weighing whether a word is worth the risk. When irritated, she taps one finger against a cuff, a coin, or the hilt of a dagger in a slow, controlled rhythm.

Personality

Controlled, observant, and dryly witty, Eris prefers efficient plans and clean exits. She is protective of the vulnerable but slow to show tenderness, and she treats competence as the highest form of respect. She hates waste, grandstanding, and anyone who mistakes her silence for softness.

Ideals

Freedom. No one should own a person, a neighborhood, or a future. Eris steals because cages, whether made of law, debt, or fear, are meant to be broken.

Bonds

She owes her life to a smuggler crew that took her in when she was young, and she will risk almost anything to repay that debt. She also keeps a hidden list of names belonging to people who betrayed her first crew, and she has not yet decided whether she wants justice, revenge, or both.

Flaws

Eris trusts patterns more than people, and she assumes betrayal before loyalty unless someone proves otherwise. She cannot resist a locked door, a sealed vault, or a challenge to her competence, even when walking away would be wiser. When cornered emotionally, she turns glacial and cutting, treating feelings like another problem to be picked apart rather than admitted.

Quirks

She always counts doors, windows, and guards the moment she enters a room.
She keeps a coin hidden in her sleeve and flips it when deciding whether to trust someone.
She unconsciously checks seams, hems, and lockplates with her fingertips.
She never sits with her back to an open space if she can avoid it.

Background

Eris learned early that cities are just mazes with better lighting. She grew up running messages, contraband, and small stolen luxuries through back alleys, canal tunnels, and warehouse roofs, first as the errand girl no one remembered and later as the one everyone feared they had not noticed. Her mind proved as useful as her hands. She learned ledgers, lock patterns, patrol schedules, and the price of silence, then turned those lessons into a life that could feed her, hide her, and keep her one step ahead of the people who would have caged her. By the time she became known as a thief and smuggler, Eris had already mastered the art of looking harmless. She does not swagger, she does not boast, and she never reaches for a blade unless she has already counted the exits. Her work has taken her from tenement rooftops to dockside vaults, from noble carriages to illegal freight holds, always moving valuable things to where they should not be and sometimes taking revenge payments as a bonus. She tells herself she steals from greedy systems, not from the desperate, but the truth is more complicated, and she keeps moving so she does not have to sit still long enough to name it.

“By the time she became known as a thief and smuggler, Eris had already mastered the art of looking harmless.”
From their backstory
Background
Criminal

Connections

Species

Human

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