Neris
Neris
Sheet
AC 18 · HP 12 · 30 ft., swim 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Second WindLevel 1
As a bonus action, Neris can regain hit points equal to 1d10 + 1. He can use this feature once per short or long rest.
Always on
- Fighting Style: DefenseLevel 1
Neris adopts the Defense fighting style. While wearing armor, he gains a +1 bonus to AC.
- DarkvisionSea ElfNeris can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees in darkness only in shades of gray.
- Fey AncestrySea ElfNeris has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TranceSea ElfNeris does not need to sleep. He meditates deeply for 4 hours each day and gains the same benefit that a human gains from 8 hours of sleep.
- Keen SensesSea ElfNeris is proficient in the Perception skill.
- Sea Elf TrainingSea ElfNeris is proficient with the spear, trident, light crossbow, and net.
- Child of the SeaSea ElfNeris has a swimming speed of 30 feet and can breathe air and water.
- Friend of the SeaSea ElfNeris can communicate simple ideas to any beast with an innate swimming speed.
- Ship's PassageSailor
Neris can secure free passage on sailing ships for himself and his adventuring companions, provided he has a reasonable need and is not openly hostile to the vessel or its crew. He knows the customs, routes, and dangers of maritime travel.
Gear
13 itemsWeapons
- LongswordA versatile martial weapon used with one hand or two hands.
- Light crossbowA ranged weapon with 20 pieces of ammunition.
- ClubA simple bludgeoning weapon retained from his first ship.
- DaggerA backup blade suitable for utility and close combat.
Armor
- Chain mailHeavy metal armor that reduces the wearer's speed by 10 feet if the wearer does not meet the required Strength score. Neris meets the requirement.
- ShieldA shield bearing faded naval markings, granting a +2 bonus to AC.
Tools
- Navigator's toolsTools used to plot courses and navigate at sea.
Gear
- 20×Crossbow boltsBolts for a light crossbow.
- Dungeoneer's packA pack containing essential adventuring supplies.
- Silk ropeStrong silk rope, useful for climbing, mooring, and rescue work.
- Lucky charmA small lucky charm from his former crew.
- Common clothesPlain clothing suitable for travel and shipboard work.
Purse
- 10×Gold piecesCoins saved from his final naval contract.
Appearance
Neris is a tall, broad-shouldered sea elf with blue-green skin, long silver hair usually tied with braided cord, and dark teal eyes flecked with pale gold. Faint scales shimmer along his neck, shoulders, and forearms. He bears several old scars, including a jagged cut across his left eyebrow and a burn mark on one palm. He wears practical chain mail beneath a weather-stained blue cloak, with a polished sea-glass token tied around his wrist.
Mannerisms
Neris speaks in the clipped, practical cadence of a ship's officer. He pauses before answering questions, as though checking the wind, and often glances toward exits, windows, and nearby water. When angry, he becomes unnervingly quiet rather than raising his voice.
Personality
Neris is observant, disciplined, and dryly cynical, but not cruel or gloomy. He has a quiet compassion for common sailors, refugees, deckhands, and anyone caught between competing powers. He dislikes ceremony, boasts, and political speeches, yet he remains willing to cooperate with others when their actions prove honorable. He is patient in a crisis, decisive in a fight, and uncomfortable when asked to explain what he feels.
Ideals
Responsibility. The powerful will always justify their choices, but someone must stand between their decisions and the people who suffer from them. I will protect lives even when no banner claims them.
Bonds
He carries a sea-glass token taken from the wreck of his first command, where sailors from three peoples died defending one another. He is determined to protect those abandoned by their leaders and hopes to build a small refuge where surface and sea folk can live under the same law.
Flaws
Neris assumes that anyone in power is concealing an ulterior motive. He can be needlessly abrasive toward officers, nobles, and priests, and his suspicion sometimes makes him reject genuine help until it is too late.
Quirks
Background
Neris was born among the sea elf kingdoms beneath the waters of Faerun, where stories of surface nations were told as often as stories of distant reefs. He entered military service young by elven standards, convinced that disciplined soldiers and honest commanders could protect ordinary people from sahuagin invasions, pirate raids, and the ambitions of rival kingdoms. His first campaigns were fought beneath the waves, but his skill with weapons and his ability to adapt to unfamiliar currents soon placed him aboard ships that traveled between sea courts, coastal cities, and surface strongholds. Over the decades, Neris saw the same patterns repeated. Pirates were sometimes secretly funded by nobles, commanders sacrificed crews to preserve their reputations, and treaties were signed only to buy time for the next war. He watched surface rulers exploit sea elf patrols, saw sea kingdoms abandon coastal villages for political advantage, and learned that corruption was no less dangerous than any monster from the deep. He became a hardened fighter and a reliable deck officer, but his faith in institutions eroded. Neris now travels as a mercenary and protector, choosing his causes one person at a time. He still fights for the innocent, though he trusts actions far more than banners, oaths, or grand speeches.
“Over the decades, Neris saw the same patterns repeated.”
- Background
- Sailor
Connections
Species
Sea Elf
Media
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