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Neris Vey - AI-generated fantasy Character

Neris Vey

Half-Elf · Wizard (School of Divination) · Level 3 · Hermit

Neris Vey

Neris is observant, restrained, and quietly curious.
AC12
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 17 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryCHA
  • InsightWIS
  • IntimidationSTR
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

Herbalism kit

Languages

Common,
Elvish,
Sylvan

Features

13 features

Always on

  • Prestidigitation

    When As an action

    Neris can cast a minor magical effect such as a spark, chill, sound, or harmless sensory illusion within the spell's range.

  • Minor Illusion

    When As an action

    Neris creates a brief sound or image that persists for up to one minute and can be used to distract, mislead, or communicate.

  • Light

    When As an action

    Neris causes a creature or object to emit faint moonlike light, or creates a small mote of light that illuminates the surrounding area.

  • SpellcastingLevel 1

    Neris is a 3rd-level wizard. Intelligence is her spellcasting ability. She can use an arcane focus or component pouch, and she can copy wizard spells into her spellbook. She knows three wizard cantrips and has a spellbook containing ten 1st- and 2nd-level wizard spells.

  • Arcane RecoveryLevel 1

    Once per day, when she finishes a short rest, Neris can recover expended spell slots with a combined level of up to 2. No recovered slot can be 3rd level or higher.

  • PortentLevel 2

    Neris has glimpsed possible futures. After finishing a long rest, she rolls two d20s and records the results. Before she or a creature she can see makes a roll, she can replace that roll with one of these foretelling rolls. Each roll can be used only once, and she must decide before the roll is made.

  • Divination SavantLevel 2

    Neris specializes in divination magic. The gold and time she must spend to copy a divination spell into her spellbook are halved. When she casts a divination spell of 2nd level or higher using a spell slot, she regains one expended spell slot, provided that slot is lower than the spell's level and is no higher than 5th level.

  • Preparing and Casting SpellsLevel 3

    Neris can prepare six wizard spells from her spellbook after a long rest. She can change her prepared spells whenever she finishes a long rest, provided the new spells are in her spellbook.

  • TraitHalf-ElfDarkvision, Neris 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, Neris has advantage on saving throws against being charmed, and magic cannot put her to sleep.
  • TraitHalf-ElfSkill Versatility, Neris gains proficiency in two skills, Animal Handling and Perception.
  • TraitHalf-ElfLanguages, Neris can speak Common, Elvish, and Sylvan.
  • DiscoveryHermit

    Neris discovered an unusual and powerful truth during her secluded years at the hidden shrine. She knows that the Greydell Forest is not merely a wilderness, but a place where divine power, old spirits, and mortal destiny intersect. The knowledge is difficult to explain and may attract the attention of those who would exploit it.

Spells

14 spells

Spellcasting. Neris Vey casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (4 slots): , , , ,

2nd level (2 slots): , , ,

Gear

9 items

Weapons

  • Dagger
    A simple blade balanced for throwing or close defense.

Tools

  • Herbalism kit
    A small collection of dried roots, salves, and basic medicinal tools.

Gear

  • Component pouch
    A pouch containing the mundane components required for spells that do not have a specified cost.
  • Scholar's pack
    A backpack containing parchment, ink, pens, a small knife, lamp oil, sand, sealing wax, soap, and other scholarly necessities.
  • Spellbook
    A birch-bark-bound spellbook containing Neris's known wizard spells and several pages of prophetic diagrams.
  • Scroll case of notes
    A leather scroll case containing Neris's notes on the hidden shrine and the metaphysical geography of Greydell Forest.
  • Winter blanket
    A thick wool blanket used during her years at the shrine.
  • Common clothes
    Plain, smoke-scented clothing suitable for a traveler or secluded scholar.

Purse

  • 5×
    Gold pieces
    Coins saved from occasional copying work and woodland errands.

Appearance

Neris is a lean half-elf woman with tawny skin, sharp gray-green eyes, and dark brown hair cut unevenly at the jaw. A narrow white streak runs through her hair above her left temple, a lingering mark from the winter she spent beneath the forest canopy. Her pointed ears are decorated with small wooden beads, each carved with a different tree ring pattern. She wears layered traveling clothes beneath a weathered charcoal-black cloak, with a spellbook bound in pale birch bark and a silver veil charm hanging at her throat.

Mannerisms

Neris pauses before answering simple questions, as though consulting an unseen ledger. When concentrating, she traces circles in the air with one finger. She dislikes sitting with her back to a door and habitually checks the nearest window for reflected movement.

Personality

Neris is observant, restrained, and quietly curious. She listens more than she speaks, remembers small details others overlook, and has a dry sense of humor that appears at unexpectedly solemn moments. She is compassionate toward the lost and suspicious of anyone who claims to know exactly what the future holds.

Ideals

Understanding. The world is full of hidden patterns, and wisdom belongs to those willing to look beneath the obvious answer.

Bonds

The hidden shrine of the Veiled Concord must remain protected, even from those who claim to serve its gods. Neris also carries a charcoal-black bead made by her father, and she intends to return home one day to learn why her family never searched for her.

Flaws

Neris treats coincidences as warnings and warnings as obligations. She can become secretive, stubborn, and dangerously willing to follow an omen even when common sense tells her to stop.

Quirks

Collects shed antler tips, white feathers, and unusually shaped charcoal fragments.
Names every fire she lights, but never tells anyone the names.
Writes important thoughts backward in the margins of her spellbook.
Refuses to kill white moths, believing they carry messages from the Veiled Concord.

Background

Neris Vey was born in a small logging settlement on the eastern edge of the Greydell Forest, the daughter of a human charcoal burner and an elven peddler who never stayed long in one place. She grew up among smoke-stained hands, creaking carts, resinous pine, and stories of lights moving between the trees. Her mother taught her to read trade marks and road signs, while her father taught her that every fire had a temperament. Neris learned early that both people and forests concealed more than they revealed. At thirteen, she followed a white stag beyond the familiar trails and vanished into the woods. She expected to die of cold, but instead found a hidden stone shrine where the Veiled Concord, a circle of divine sorcerer-saints, had gathered in secret. They told her that the forest had not claimed her. It had delivered her to them. The Concord did not make her a sorcerer, but they recognized in her an instinct for patterns, omens, and invisible structures. They taught her the language of arcane formulae, the discipline of the spellbook, and the dangerous art of asking questions of fate. Years later, Neris left the shrine with a birch-bound spellbook, a handful of contradictory prophecies, and the conviction that the white stag had led her there for a reason. She now travels to understand what the Concord feared, why the forest chose her, and whether the next omen points toward salvation or catastrophe.

“She grew up among smoke-stained hands, creaking carts, resinous pine, and stories of lights moving between the trees.”
From their backstory
Background
Hermit

Connections

Species

Half-Elf

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