Eris
Eris
Sheet
AC 14 · HP 80 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- Cunning ActionLevel 2
She can take the Dash, Disengage, or Hide action as a bonus action on each of her turns.
- Fast HandsLevel 3
She can use the bonus action from Cunning Action to make a Dexterity check with thieves' tools to disarm a trap or open a lock, or to take the Use an Object action.
- Cunning ActionLevel 2
She can use a bonus action to dash, disengage, or hide, making her difficult to pin down in a fight or pursuit.
Always on
- Thieves' CantLevel 1
Eris gains proficiency with thieves' tools, long-distance street language, and the ability to move through the criminal world without needing introductions.
- Sneak AttackLevel 1
She deals an extra 6d6 damage once per turn to a creature she hits with a finesse or ranged weapon attack when she has advantage on the attack roll, or when an ally is adjacent to the target and she does not have disadvantage.
- ExpertiseLevel 1
She chooses two of her proficient skills to gain expertise. At level 6 she chooses two more proficient skills to gain expertise.
- Roguish Archetype, ThiefLevel 3
She chooses the Thief archetype, gaining bonuses for fast hands, agile movement, and criminal improvisation.
- Second-Story WorkLevel 3
Her climbing no longer costs extra movement, and she can make longer jumps, using only 5 feet of movement after a 10-foot running start.
- Ability Score ImprovementLevel 4
She gains an Ability Score Improvement and may instead choose a feat if allowed by the campaign. She has this feature at level 4, 8, and 10.
- Uncanny DodgeLevel 5
She can use her reaction to halve the damage of one attack that hits her when she can see the attacker.
- ExpertiseLevel 6
She chooses two more proficient skills for Expertise.
- EvasionLevel 7
She has the ability to take no damage on successful Dexterity saving throws against effects that normally deal half damage on a success.
- Reliable TalentLevel 11
She cannot roll lower than 10 on any ability check with a proficiency bonus, representing instinctive competence and battlefield calm.
- Second-Story WorkLevel 3
She can move across difficult surfaces and vertical obstacles with remarkable ease, reflecting her urban agility and rooftop confidence.
- Supreme SneakLevel 9
She moves with almost silent confidence, gaining advantage on Dexterity Stealth checks if she moves no more than half her speed on the turn and does not suffer severe distractions.
- TraitHumanAbility Score Increase, all ability scores increase by 1.
- TraitHumanExtra Language, she knows one additional language of her choice.
- TraitHumanVersatile and adaptable, a classic human with broad competence and resilient instincts.
- Criminal ContactCriminal
Eris has a reliable criminal contact network, a hidden route through the underworld, and the ability to reach people who trade in secrets, stolen goods, forged papers, and quiet favors.
Gear
5 itemsWeapons
- 2×DaggerA slim concealed blade, useful for close work, cutting ropes, and emergencies.
Tools
- Thieves' ToolsA compact set of lockpicks, tension tools, and burglary implements used to open locks and bypass security.
Gear
- Burglar's PackA pack of practical burglary gear, repurposed here as a modern smuggling kit with ropes, gloves, caltrops, and utility items.
- Leather JacketA dark, weathered outer layer that reads as streetwear rather than armor, part of her everyday look.
- Street ClothesA simple dark shirt and fitted trousers suitable for movement, concealment, and low-profile work.
Appearance
Eris is a human woman of average height with a lean, athletic build shaped by hard labor, running, climbing, and the occasional fight she did not start. Her close-cropped black hair sharpens the angular lines of her face, and pale skin with a faint dusting of freckles gives her a clean, watchful look that only softens when she is truly amused. Her eyes are a striking pale green, like sea glass under cold light, and they rarely stop moving long enough to miss an exit, a lock, or a lie. She favors practical modern clothes, a dark shirt, simple trousers, and a worn leather jacket with a frayed collar, the kind of outfit that lets her disappear into a crowd or a shadow without trying.
Mannerisms
She listens with her head slightly tilted, as if measuring the rhythm of a lie. When thinking, she taps one finger against her knuckle or the side of a chair arm, counting routes, exits, and probabilities in silence. She rarely sits with her back to a door, and even when relaxed she keeps her shoulders loose like someone ready to move instantly.
Personality
Eris is calm, sharp, and faintly sardonic, the kind of woman who seems amused by danger because she has already started solving it. She prefers direct questions, useful answers, and plans with more than one escape route. In conversation she is economical with words, but not emotionless, she simply believes trust is demonstrated through action, not speeches.
Ideals
Freedom. No one should own another person, control their choices, or cage them behind laws that only protect the powerful. Eris believes the world belongs to those nimble enough to survive it, and she will always make room for one more person trying to slip the lock.
Bonds
She still keeps one battered token from the first person who taught her how to pick a lock, and she treats it like a promise she has not yet finished paying back. She will not abandon the people who live on the edge of the system, because she knows exactly how easily they are crushed when no one is watching.
Flaws
She assumes she can talk, slip, or cheat her way out of almost anything, and sometimes she waits too long before choosing a cleaner solution. She dislikes owing anyone, which can make her stubborn in the middle of an otherwise sensible alliance. When pressured, she can become coldly pragmatic, choosing the plan that survives over the one that feels right.
Quirks
Background
Eris learned early that a locked door is not a barrier, it is an invitation. She grew up in the narrow margins of the city, where honest work was scarce and every neighborhood had a price. She started as a runner, then a lookout, then the woman sent through windows and service corridors because she was quick, quiet, and impossible to intimidate. By the time she called herself a thief, she had already been one long enough to know the difference between survival and greed. She stole from landlords, gang enforcers, and people who could afford to lose more than she could, and she got very good at making her exits cleaner than her entrances. Smuggling came later, and it suited her better than simple burglary. Cargo manifests, false compartments, dead drops, and lies with just enough truth to pass inspection became her trade, and she built a reputation for moving things that were never supposed to cross certain lines. She has spent enough nights in holding cells to recognize the smell of bleach, rust, and bad decisions. Now she treats every room like a problem to solve, every conversation like a negotiation, and every apparent dead end like a place where someone else stopped thinking. Eris is not sentimental about her crimes, but she is fiercely practical about her loyalties, and once someone has earned her trust, she will run the risk of the world for them.
“She grew up in the narrow margins of the city, where honest work was scarce and every neighborhood had a price.”
- Background
- Criminal
Connections
Species
Human
Media
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