Neris Vey
Neris Vey
Sheet
AC 12 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- MedicineWIS
- PersuasionCHA
- SurvivalWIS
Weapons
Tools
Languages
Features
10 featuresAlways on
- Light Crossbow
When When an enemy is within 80 feet, or within 320 feet with disadvantage.
Neris releases a bolt from her light crossbow.
- Dagger
When When an enemy is within 5 feet, or within 20 feet when thrown.
Neris makes a quick attack with her hunting knife.
- SpellcastingLevel 1
Neris has a wellspring of magic within her, drawn from an unusual and unpredictable connection to the divine forces worshiped by the Veiled Concord. Her spellcasting ability is Charisma. She can use an arcane focus or component pouch as a spellcasting focus.
- Fey AncestryLevel 1
Neris can speak, read, and write Common and Elvish, plus Celestial. She has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- Wild Magic Surge and Tides of ChaosLevel 1
Neris's magic is touched by unstable divine power. Whenever she casts a sorcerer spell of 1st level or higher, the DM can have her roll a d20. On a result of 1, a Wild Magic Surge may occur. Once per long rest, after casting a sorcerer spell of 1st level or higher, she can gain advantage on one attack roll, saving throw, or ability check before the end of her next turn.
- TraitHalf-ElfDarkvision, 60 feet.
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitHalf-ElfSkill Versatility, proficiency in two additional skills.
- TraitHalf-ElfAbility Score Increase, +2 Charisma and +1 Constitution, +1 Intelligence.
- WandererOutlander
Neris has an excellent memory for maps, trails, weather, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers them, and she can usually recall the general layout of terrain she has traveled through.
Spells
6 spellsSpellcasting. Neris Vey casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
6 itemsWeapons
- Light crossbowA light crossbow with a case containing 20 bolts.
Tools
- Hunting knifeA hunting knife used for cutting kindling, preparing food, and practical camp work.
Gear
- Component pouchA component pouch used to provide material components for spells.
- Dungeoneer's packA dungeoneer's pack containing a backpack, crowbar, hammer, ten pitons, ten torches, tinderbox, ten days of rations, waterskin, and 50 feet of hempen rope.
- Relic of the ConcordA small brass sun-disc bearing the cracked emblem of the Veiled Concord.
Purse
- Coin pouchA pouch containing 10 gp.
Appearance
Neris is a striking adult half-elf woman with warm olive skin, thick dark-brown hair worn in a loose braid, pointed ears, and vivid green eyes flecked with gold. She has a full, curving figure, a narrow waist, and a confident, expressive posture. Her clothing is practical but deliberately revealing, consisting of a deep green leather halter top, a cropped crimson cloak, fitted small shorts over dark leggings, tall weathered boots, and a belt crowded with pouches, charms, and carved bone tokens. Faint golden sparks sometimes gather around her fingers when she is excited or angry.
Mannerisms
Neris tilts her head like a listening bird when someone lies, taps two fingers against her brass sun-disc while thinking, and often glances upward before casting as though waiting for an unseen teacher's approval.
Personality
Neris is lively, direct, and difficult to intimidate. She treats conversation like walking a forest trail, alert to every pause, false turn, and hidden danger. She loves ordinary comforts such as hot bread, clean blankets, and gossip around a fire, but becomes restless when life grows too predictable. Her confidence is genuine, though it sometimes masks her fear that the Concord chose her by mistake.
Ideals
Freedom. Power belongs in the hands of those willing to question it. No god, ruler, or teacher deserves obedience without accountability.
Bonds
The Veiled Concord raised her, fed her, and taught her to shape the strange power in her blood. Their shrine was later destroyed by people who feared their miracles, and Neris believes at least one of the Concord survived. She carries their cracked brass sun-disc and intends to find the missing saint before the relic's last light goes out.
Flaws
Neris cannot resist testing a mystery, even when caution would be wiser. She is also deeply suspicious of anyone who claims to speak for a god, because she has seen how easily reverence turns into control.
Quirks
Background
Neris was born in a small logging settlement at the edge of the Greydell Forest, the daughter of a human charcoal burner and an elven peddler who never stayed long in one place. 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.
“At thirteen, she followed a white stag beyond the familiar trails and vanished into the woods.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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