Neris Vale
Neris Vale
Sheet
AC 9 · HP 7 · 30 ft.Saving throws
Skills
- DeceptionCHA
- InsightWIS
- PerceptionWIS
- Sleight of HandDEX
Armor
Weapons
Tools
Languages
Features
5 featuresAlways on
- DruidicLevel 1
You know Druidic, the secret language of druids. You can leave hidden messages in the language. Others can spot them only if they succeed on a DC 15 Wisdom check, but they cannot decipher them without magic.
- SpellcastingLevel 1
You can cast prepared druid spells. You know two cantrips of your choice from the druid spell list, and you prepare a number of druid spells equal to your druid level plus your Wisdom modifier, with a minimum of one spell prepared. You regain all expended spell slots when you finish a long rest.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- Extra LanguageHumanYou can speak, read, and write one extra language of your choice.
- False IdentityCharlatan
You can always find a way to convince people that you belong, because you have established useful, believable false identities and can usually secure shelter, supplies, or a hearing by presenting yourself as someone else.
Spells
3 spellsSpellcasting. Neris Vale casts with Wisdom (spell save DC 9, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots):
Gear
8 itemsWeapons
- ScimitarA simple melee weapon, often used as a druidic fallback weapon
Armor
- Leather ArmorLight armor made of leather
- Wooden ShieldA wooden shield
Tools
- Disguise KitA disguise kit with cosmetics, wigs, and props
- Forgery KitA forgery kit for creating convincing documents and seals
Gear
- Druidic FocusA druidic spellcasting focus
- Explorer's PackA pack containing useful adventuring supplies, bedroll, rations, and rope
- Fine ClothesA set of fine clothes used to support false identities and social disguises
Appearance
A lean human with sun-browned skin, a sharp smile, and clever hands that never stay still for long. Wears a weather-stained cloak layered over simple leather armor, with twine bracelets, herb bundles, and a small carved wooden token hidden at the throat. Their eyes are alert and green-gray, always measuring exits, lies, and weather alike.
Mannerisms
Speaks softly at first, then suddenly gets very precise when lying. Frequently touches their rings, herbs, or sleeves while thinking. Watches the sky before answering questions, as if the weather might be better at truth-telling than people are.
Personality
Warm, evasive, and disarmingly polite. Neris treats almost every conversation like a performance, smiling while they measure how much truth the other person can safely handle. Beneath the charm is a practical compassion, they help people first and explain themselves later, if at all.
Ideals
Freedom. No one should be trapped by poverty, cruelty, or the single story a powerful person tells about them. Sometimes the only way to protect the vulnerable is to be clever, slippery, and impossible to pin down.
Bonds
Neris still carries a brass signet ring from the first false identity that ever kept their family safe, and they will risk themselves before letting it be taken or exposed. They also feel responsible for every village healer, hedge witch, and roadside widow who ever trusted one of their remedies.
Flaws
Neris cannot resist improving a story, especially when a lie makes them sound more competent than they feel. They also distrust institutions so deeply that they sometimes ignore a straightforward honest solution if it comes from someone in uniform or authority.
Quirks
Background
Born to a family of itinerant herb sellers, Neris Vale learned early that a silver tongue could open doors faster than honest labor. While other children memorized prayers or patrol routes, Neris memorized faces, local scandals, and which officials could be flattered into overlooking a cart full of unlicensed tinctures. The first lie was harmless, a forged permit to keep their family from being fined. The second saved a healer's shop from seizure. By the third, Neris had discovered that pretending to be someone useful was nearly as powerful as being one. That knack for masks drew the attention of the wild places. Hiding from a magistrate's inquiry in an old oak grove, Neris was taken in by a reclusive druid who recognized not deception, but adaptability. The old hermit taught that every creature survives by becoming what the moment demands, reed, root, shadow, storm. Neris learned to read the language of leaf, rain, and track, and found that the same instincts that once made a perfect con artist now made a promising druid. They still spin stories when cornered, but now their lies are often wrapped around real mercy, smuggled medicine, and a fierce love for those the law forgets.
“The first lie was harmless, a forged permit to keep their family from being fined.”
- Background
- Charlatan
Connections
Species
Human
Media
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