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Eris - AI-generated fantasy Character

Eris

Human · Rogue (Thief) · Level 11 · Criminal

Eris

Measured, witty, and difficult to surprise, Eris treats every conversation like a puzzle with a hidden latch.
AC14
HP59/59
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 59 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge31
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
One type of gaming set

Languages

Common

Features

18 features

Bonus action

  • Cunning ActionLevel 2

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

  • Fast HandsLevel 3

    Your hands are faster and more dexterous than most people expect. You can use the bonus action granted by Cunning Action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker 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 have advantage on ability checks made to escape grapples or restraints, and you excel at moving through danger with practiced finesse.

  • Sneak AttackLevel 1

    Your attacks exploit openings in a foe's defenses. Once per turn, you deal an extra 6d6 damage when you hit with a finesse or ranged weapon attack and meet the conditions for Sneak Attack.

  • Thieves' CantLevel 1

    You know the secret mix of dialects, code words, and gestures used by thieves and criminals.

  • Roguish Archetype: ThiefLevel 3

    You choose the Thief archetype, gaining features that reflect your skill with burglary, quick hands, and daring movement.

  • Second-Story WorkLevel 3

    Climbing no longer costs you extra movement, and you can make a running jump farther than normal based on your Dexterity modifier.

  • Ability Score ImprovementLevel 4

    You have increased your Dexterity, Intelligence, and Wisdom by 1 each from your first Ability Score Improvement.

  • ExpertiseLevel 6

    You gain expertise in two more skills of your choice, choosing to double your proficiency in skills you know best.

  • EvasionLevel 7

    You can nimbly dodge out of the way of certain area effects, taking no damage on a successful Dexterity saving throw and only half damage on a failed one.

  • Ability Score ImprovementLevel 8

    You have increased your Dexterity, Intelligence, and Wisdom by 1 each from your second Ability Score Improvement.

  • Supreme SneakLevel 9

    You move with remarkable silence and agility. While moving, you leave no tracks unless you choose to, and creatures have a harder time perceiving you when you are lightly obscured and moving no faster than half speed.

  • Ability Score ImprovementLevel 10

    You have increased your Dexterity, Intelligence, and Wisdom by 1 each from your third Ability Score Improvement.

  • Reliable TalentLevel 11

    Your quick thinking and ingrained training let you perform with remarkable consistency. When you make an ability check using a skill you are proficient in, a d20 roll of 9 or lower counts as a 10.

  • TraitHumanAbility Score Increase, all ability scores increase by 1
  • TraitHumanExtra Language, you know one extra language of your choice
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact in the criminal underworld. This contact can provide you with information, shelter, or assistance when you need it, and expects the same in return.

Gear

7 items

Weapons

  • Rapier
    A slender melee weapon favored for precise strikes.
  • Shortbow
    A light ranged weapon for ambushes and escape shots.
  • 2×
    Daggers
    Two small blades for close quarters or utility use.

Armor

  • Leather Armor
    A leather armor set suited for mobility and quiet movement.

Tools

  • Thieves' Tools
    A kit of tools used to pick locks, disable traps, and bypass security.

Gear

  • 20×
    Arrows
    A bundle of ammunition for the shortbow.
  • Burglar's Pack
    A pack containing climbing gear, valuables, and the supplies needed for illicit travel.

Appearance

Eris is a human woman of average height with a lean, athletic build shaped by hard labor and frequent escapes. Her close-cropped black hair accentuates the sharp angles of her face, and pale skin is scattered with faint freckles across her nose and cheeks. Her eyes are a striking sea-glass green, alert and appraising, as if they are always measuring exits, lies, and leverage. She favors modern, practical clothes that look chosen for silence and movement rather than display, and she carries herself with the calm of someone who has already decided she can get away if she must.

Mannerisms

Eris speaks softly and precisely, often pausing as if she is sorting lies from truth before answering. She rarely sits with her back to a room’s entrance, and her eyes flick to windows, rooftops, hands, and pockets in that order. When thinking, she taps one fingertip against her thumb, like she is silently counting profits or exits.

Personality

Measured, witty, and difficult to surprise, Eris treats every conversation like a puzzle with a hidden latch. She is not openly warm, but she is intensely observant and unexpectedly patient when someone proves useful, honest, or vulnerable. She values competence above status, keeps her promises once made, and prefers to solve problems with planning, leverage, and timing rather than brute force.

Ideals

Freedom. No one should be owned by debt, fear, or the powerful, and Eris will bend any rule that keeps a person trapped.

Bonds

Eris still protects a hidden network of dockside couriers and street children who once covered for her routes. She will risk a score, a name, or even a reputation before she lets the city’s hungry machinery crush them.

Flaws

Eris assumes everyone is negotiating, lying, or preparing to betray her, which makes sincere kindness difficult for her to recognize. She will sometimes choose the clever escape over the honorable stand, even when standing her ground would have earned real respect.

Quirks

She unconsciously counts doors, windows, and possible escape routes in any new room.
She folds and refolds sleeves or cuffs when she is assessing someone.
She never touches her drink until she has watched someone else take the first sip.
She names boats, alleyways, and old safehouses as if they were old friends.

Background

Eris learned early that doors are for honest people and that honest people are often the first to starve. Born in a crowded river district where cargo moved faster than coin, she grew up watching dockworkers, fence-men, and customs clerks all pretend they were not part of the same machine. By the time she was old enough to carry parcels, she already knew which bundles were too heavy for their declared contents and which smiles hid threats. She began as a runner for smugglers, then became the one they trusted to inspect, reroute, and disappear with the most delicate goods. Her mind proved as valuable as her hands, and her hands proved steadier than most blades. When a bad ledger, a ruined shipment, or one betrayal too many forced her out of the old crew, Eris did not mourn the life she lost. She built a better one, piece by piece, with false names, quiet locks, and contacts who owed her favors they could never fully repay. She prefers to think of herself as a professional survivor rather than a thief, though the distinction is mostly for her own amusement. Every fence, alley, and private corridor is a map in her head, and every patron with a secret eventually becomes either a customer or a mark. She smiles sparingly, trusts cautiously, and keeps one ear tuned for the sound of trouble approaching from behind.

“She began as a runner for smugglers, then became the one they trusted to inspect, reroute, and disappear with the most delicate goods.”
From their backstory
Background
Criminal

Connections

Species

Human

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