Eris
Eris
Sheet
AC 14 · HP 80 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Cunning ActionLevel 2
Your quick thinking and agility let you move and act with unusual speed. On your turn, you can take a bonus action to Dash, Disengage, or Hide.
Always on
- Sneak AttackLevel 1
You have a knack for finding the weak point in any situation. When you strike a target with finesse or ranged weapon attack and have advantage, or an ally is near the target, you can deal extra damage. At 11th level, your Sneak Attack deals 6d6 extra damage.
- Thieves' CantLevel 1
You know thieves' cant, a secret mix of dialect, jargon, and code used by criminals and rogues to pass hidden messages.
- Roguish ArchetypeLevel 3
You choose a Roguish Archetype that shapes your talents. Eris follows the Thief archetype.
- Thief, Fast Hands and Second-Story WorkLevel 3
You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your unarmed strikes and weapons with the finesse property. In addition, you gain bonuses to handling objects, climbing, and moving through terrain that help a burglar thrive.
- Uncanny DodgeLevel 5
Your instincts sharpen, letting you avoid harm. When an effect 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.
- ExpertiseLevel 6
You have honed particular skills to exceptional precision. Choose two skill proficiencies or one skill and one tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- EvasionLevel 7
Your evasive agility lets you dodge out of the way of certain area effects. If you are subjected to an effect that allows you to make a Dexterity saving throw for half damage, you instead take no damage on a success and only half damage on a failure.
- Supreme SneakLevel 9
You move with practiced lightness and take care to minimize the noise and signs of your passage. When you are hidden from a creature and miss it with a ranged attack, making the attack does not reveal your position.
- ExpertiseLevel 10
You choose two more skill proficiencies or one more skill and one more tool proficiency to gain Expertise, and your proficiency bonus is doubled for those checks as well.
- Reliable TalentLevel 11
Your talent for staying alive becomes uncanny. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- TraitHumanAbility Score Increase, +1 to all ability scores
- TraitHumanExtra Language
- Criminal ContactCriminal
You have a reliable contact in the criminal underworld who acts as your informant, fixer, or occasional fence. This contact can send you messages, provide access to illicit opportunities, and help you navigate the hidden side of civilization.
Gear
9 itemsWeapons
- RapierA finesse melee weapon for close work and precise strikes.
- ShortbowA ranged weapon suited to ambushes and rooftop shots.
- 2×DaggerSmall blades kept for utility and last-resort defense.
Tools
- Thieves' ToolsA set of tools for opening locks and bypassing traps.
- CrowbarA simple iron bar useful for forcing doors, crates, and windows.
Gear
- 20×ArrowsA quiver of ammunition for the shortbow.
- Burglar's PackA pouch with rope, a hood, dark clothes, and other essentials for clandestine work.
- Dark Common ClothesDark common clothes with a hood, practical enough for moving unseen through alleys and loading docks.
- Belt PouchA small purse containing starting coin and odds and ends.
Appearance
Eris is a human woman of average height with a lean, athletic build shaped by hard labor and street survival. Her close-cropped black hair makes the angular lines of her face look sharper, while pale skin and faint freckles across her nose and cheeks soften the effect just enough to seem almost deceptive. Her pale green eyes have the clear, assessing look of sea glass, always measuring exits, motives, and weaknesses. She wears dark, practical clothes with a worn leather jacket, frayed at the collar, and carries herself with the quiet readiness of someone who has escaped worse places than this one.
Mannerisms
She rarely sits still for long, and even when forced to remain still she is always scanning doorways, windows, and hands. When she speaks, she often pauses just long enough to make others wonder whether she is lying, thinking, or both. She taps one finger against her thumb when counting possibilities, and instinctively angles her chair so she can see the room and the nearest exit at the same time.
Personality
Measured, clever, and difficult to rattle, Eris treats every conversation like a negotiation and every room like a map. She is dryly humorous in a way that makes her feel more dangerous than loud swagger ever could. She respects competence, hates waste, and is far more compassionate than she pretends, though she prefers to show it through practical action rather than warm words.
Ideals
Freedom. No king, gang boss, or lawman should own a person’s choices. Eris believes the right to walk away is sacred, and she will risk almost anything to keep that door open for herself and others.
Bonds
She still protects a small network of dockworkers, runners, and street kids who fed her information and hid her when the city wanted her gone. She also keeps a coded ledger of names, debts, and betrayals, and she intends to settle every line in it on her own terms.
Flaws
Eris assumes every locked door was built by someone arrogant enough to deserve losing it. She struggles to delegate, because she trusts her own eyes more than anyone else's promises. When cornered, she can become needlessly sharp and cutting, especially if she thinks someone is trying to make her feel powerless again.
Quirks
Background
Eris learned early that locks are only a suggestion and trust is usually a luxury. Born in a dockside district where shipments vanished as often as they arrived, she grew up watching cargo, counting ledgers, and noticing which foremen lied by habit. By the time she was old enough to earn coin, she could move through a warehouse without leaving a sound, palm a manifest from a distracted clerk, and vanish into the alleys before anyone knew the difference. What began as survival became a craft, and what began as a craft became a habit she never fully lost. Her work as a smuggler made her useful to people who did not ask clean questions. She moved restricted goods, stolen keys, false papers, and occasionally whole lives hidden in the back of legitimate trade. That talent eventually drew the wrong attention, and a failed handoff ended with her in chains instead of on a ship. Even so, Eris sits with the calm of someone already planning the next route out. She is not reckless, only convinced that every cage has a seam, every guard a weakness, and every system a price. If she can get free, she will. If she cannot, she will make the room regret ever thinking itself secure.
“What began as survival became a craft, and what began as a craft became a habit she never fully lost.”
- Background
- Criminal
Connections
Species
Human
Media
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