Neris Tidewell

Generated from the published character folio on 2026-10-02. Recorded facts, proposals, uncertainties and separate continuities retain their original labels. Mechanics below show the folio’s default level; see Build for recorded progression.

Open interactive folio

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Species
Sea Elf
Class
Cleric 1
Level
1
Background
Village fisher · exact background pending
Alignment
Neutral Good
Campaign
Kind Thief / Goblin Hunt

Overview

Stories & continuity

The Goblin Hunt →

The shared first adventure of Neris, Corren, Lysa, and Silas; separate from other library continuities.

Character overview

Neris is an ordinary, cheerful young Sea Elf who accidentally founds a religion by witnessing one small act of selfless generosity. A thief steals her last meaningful silver ring and then gives it to someone worse off. Neris is furious at the theft but profoundly moved by the act of giving. She tells the story—to the water, to children, to her town—and people begin leaving candles and making a shrine. Their belief gives metaphysical reality not to the thief himself, but to the principle expressed by the act: kindness freely given, sacrifice without expectation of recognition or reward, especially small good turns done when nobody is watching.

Neris initially misidentifies this force as the thief's divinity. She is both wrong and, in practice, genuinely connected to a real divine force. Her first spell manifests naturally while she is trying to save a badly wounded adventurer, not because she knows clerical doctrine or spellcasting procedure.

Her defining tension is that she mythologizes meaningful acts without requiring the person who performed them to be wholly good. She can sincerely say that stealing her ring was wrong while also insisting that giving it away was kind. She is not a theologian; she simply has a strong moral instinct that acts possess moral weight independent of a person's total identity.

Personality

Traits
Cheerful, affectionate, earnest, warm, bubbly, enthusiastic. Naturally helpful. Her default response to visible work or distress is effectively, "I can help." Well liked in her community because she remembers favors, helps without much ceremony, and treats people sincerely. Practical rather than scholarly. She understands tides, fish, wounds, chores, weather, boats, kitchens, and people better than abstract doctrine. Persuasive because people trust her, not because she is manipulative or rhetorically aggressive. Sees significance in small acts and tends to assign meaning to things other people consider ordinary. Moral intuition: people are not neatly divisible into "good people" and "bad people"; a person can do something wrong and then do something genuinely kind. Humour: often unintentional, arising from sincerity. She can be delighted by magic and theology in situations where others expect solemnity. She is not trying to become important, found a church, or gain followers. She is not solemn, ascetic, or institutionally religious. She is inexperienced with real lethal adventuring at the start.
Ideals
Help people who need help. Small kindness matters. Kindness does not require recognition to be meaningful. The goodness of an act is not erased because the person who did it is flawed. Practical aid comes before grand speeches.
Bonds
Her home community and the Gull and Lantern. Bren, Mara, and the townspeople who raised/know her. The memory and meaning of the silver ring she chose not to reclaim. Her new adventuring companions: Corren, Lysa, and Silas. The simple seashell that becomes her holy symbol.
Flaws
She mythologizes people and events; attempts to downplay significance can become new "scripture" in her mind. She can be naive about danger and the implications of adventuring. She is not trained in theology and may confidently interpret a divine phenomenon incorrectly. She may be much better at helping others than treating herself as equally deserving of help; in the written goblin hunt, her own minor wound does not trigger the same easy instinctive magic.
Mannerisms
Helps before being asked. Practical first aid before magic. Bright, open expressions; enthusiasm is visible. Often answers theological questions with practical uncertainty. May insist "I'm not a priest" while visibly carrying a holy symbol and performing miracles.
Fears
Not recorded
Motivations
Help people, protect her town and companions, and understand the magic without losing the kindness that began it.
Goals
Learn that the divine source is the act of kindness, not the mortal thief.
Relationships
Corren: the life she saved. Lysa: a new friend. Silas: friend and unknown inspiration for her faith. Bren, Mara and Tellen: her home community.
Voice
Speech style: - Direct, warm, practical, sincere. - Not ornate or theological. - Can become excited and delighted when something confirms her belief. - Often uses simple moral distinctions rather than abstract doctrine.

Visual dossier

Age
19
Height
Not recorded
Build
Petite; stylized visual reference
Hair
Thick blue, loose waves
Eyes
Brilliant ocean blue
Skin
Sea green / aquamarine
Distinguishing features
Fin-like ears, small fangs, shells, coral, pearl and bead ornaments
Clothing
Pale coastal fabrics, blue-green cloth, weathered sailor’s leather armour
Artwork note
Altar scene reference; stylized proportions are not measurements.

Key visuals

Portrait

Equipment highlights

Sacred personal possession

Seashell holy symbol

A pale found shell from the humble shrine. Materially worthless; spiritually central.

Holy-symbol qualification requires a table decision.

Foundational absence

Lost silver ring

Her last meaningful silver ring, stolen and given to a beggar. She allowed the gift to stand; the ring was never recovered.

Roughly 7 gp was a narrative estimate, not an official price.

Armour / community gift

Ring-painted wooden shield

Tellen’s crooked silver-ring emblem gives a practical gift an accidental sacred meaning.

Recorded AC 15 with leather armour.

Armour

Old sailor’s leather

Weathered, maintained hand-me-down armour; an imperfect fit.

Recorded AC 13 without shield.

Weapons / tools

Fishing spear & knife

Ordinary work tools pressed into service. Spear forward, shield up, stay alive.

Spear and dagger intended; attack statistics unrecorded.

Character

Personality & inner life

Traits
Cheerful, affectionate, earnest, warm, bubbly, enthusiastic. Naturally helpful. Her default response to visible work or distress is effectively, "I can help." Well liked in her community because she remembers favors, helps without much ceremony, and treats people sincerely. Practical rather than scholarly. She understands tides, fish, wounds, chores, weather, boats, kitchens, and people better than abstract doctrine. Persuasive because people trust her, not because she is manipulative or rhetorically aggressive. Sees significance in small acts and tends to assign meaning to things other people consider ordinary. Moral intuition: people are not neatly divisible into "good people" and "bad people"; a person can do something wrong and then do something genuinely kind. Humour: often unintentional, arising from sincerity. She can be delighted by magic and theology in situations where others expect solemnity. She is not trying to become important, found a church, or gain followers. She is not solemn, ascetic, or institutionally religious. She is inexperienced with real lethal adventuring at the start.
Ideals
Help people who need help. Small kindness matters. Kindness does not require recognition to be meaningful. The goodness of an act is not erased because the person who did it is flawed. Practical aid comes before grand speeches.
Bonds
Her home community and the Gull and Lantern. Bren, Mara, and the townspeople who raised/know her. The memory and meaning of the silver ring she chose not to reclaim. Her new adventuring companions: Corren, Lysa, and Silas. The simple seashell that becomes her holy symbol.
Flaws
She mythologizes people and events; attempts to downplay significance can become new "scripture" in her mind. She can be naive about danger and the implications of adventuring. She is not trained in theology and may confidently interpret a divine phenomenon incorrectly. She may be much better at helping others than treating herself as equally deserving of help; in the written goblin hunt, her own minor wound does not trigger the same easy instinctive magic.
Mannerisms
Helps before being asked. Practical first aid before magic. Bright, open expressions; enthusiasm is visible. Often answers theological questions with practical uncertainty. May insist "I'm not a priest" while visibly carrying a holy symbol and performing miracles.
Fears
Not recorded
Motivations
Help people, protect her town and companions, and understand the magic without losing the kindness that began it.
Goals
Learn that the divine source is the act of kindness, not the mortal thief.
Relationships
Corren: the life she saved. Lysa: a new friend. Silas: friend and unknown inspiration for her faith. Bren, Mara and Tellen: her home community.
Voice
Speech style: - Direct, warm, practical, sincere. - Not ornate or theological. - Can become excited and delighted when something confirms her belief. - Often uses simple moral distinctions rather than abstract doctrine.

Appearance & visual identity

Age
19
Height
Not recorded
Build
Petite; stylized visual reference
Hair
Thick blue, loose waves
Eyes
Brilliant ocean blue
Skin
Sea green / aquamarine
Distinguishing features
Fin-like ears, small fangs, shells, coral, pearl and bead ornaments
Clothing
Pale coastal fabrics, blue-green cloth, weathered sailor’s leather armour
Artwork note
Altar scene reference; stylized proportions are not measurements.

Connections

Complete character details

IDENTITY
Name
Neris Tidewell
Aliases/titles
"The First Believer" (established title); associated with the informal "Kind Thief" faith.
Species/lineage
Sea Elf (intended/current concept; exact 2024 backward-compatibility implementation not yet fully verified in the build discussion).
Age
19 (latest explicit user decision).
Pronouns
she/her.
Background
Ordinary village fisher / working coastal girl. Explicitly not an Acolyte and not temple-trained. Exact mechanical background not established.
Occupation
Fisher; also helps at the local inn/tavern, the Gull and Lantern, especially when it is busy.
Alignment
Neutral Good.
World/continuity
Neris / Kind Thief / Goblin Hunt continuity. No formal world name established.
Current circumstances
Newly awakened Cleric 1, newly joined to Corren, Lysa, and Silas after saving Corren's life and helping on their first goblin hunt together.
PERSONALITY
  • Cheerful, affectionate, earnest, warm, bubbly, enthusiastic.
  • Naturally helpful. Her default response to visible work or distress is effectively, "I can help."
  • Well liked in her community because she remembers favors, helps without much ceremony, and treats people sincerely.
  • Practical rather than scholarly. She understands tides, fish, wounds, chores, weather, boats, kitchens, and people better than abstract doctrine.
  • Persuasive because people trust her, not because she is manipulative or rhetorically aggressive.
  • Sees significance in small acts and tends to assign meaning to things other people consider ordinary.
  • Moral intuition: people are not neatly divisible into "good people" and "bad people"; a person can do something wrong and then do something genuinely kind.
  • Humour: often unintentional, arising from sincerity. She can be delighted by magic and theology in situations where others expect solemnity.
  • She is not trying to become important, found a church, or gain followers.
  • She is not solemn, ascetic, or institutionally religious.
  • She is inexperienced with real lethal adventuring at the start.

Ideals / values

  • Help people who need help.
  • Small kindness matters.
  • Kindness does not require recognition to be meaningful.
  • The goodness of an act is not erased because the person who did it is flawed.
  • Practical aid comes before grand speeches.

Bonds

  • Her home community and the Gull and Lantern.
  • Bren, Mara, and the townspeople who raised/know her.
  • The memory and meaning of the silver ring she chose not to reclaim.
  • Her new adventuring companions: Corren, Lysa, and Silas.
  • The simple seashell that becomes her holy symbol.

Flaws / vulnerabilities

  • She mythologizes people and events; attempts to downplay significance can become new "scripture" in her mind.
  • She can be naive about danger and the implications of adventuring.
  • She is not trained in theology and may confidently interpret a divine phenomenon incorrectly.
  • She may be much better at helping others than treating herself as equally deserving of help; in the written goblin hunt, her own minor wound does not trigger the same easy instinctive magic.

Mannerisms / habits

  • Helps before being asked.
  • Practical first aid before magic.
  • Bright, open expressions; enthusiasm is visible.
  • Often answers theological questions with practical uncertainty.
  • May insist "I'm not a priest" while visibly carrying a holy symbol and performing miracles.

Fears / motivations / goals

  • Explicit long-term fears are not established.
  • Immediate motivation: help people and protect her town/new companions.
  • Developing goal: understand what is happening to her without losing the simple moral truth that began it.
  • Planned late-campaign realization: "I thought I was believing in you. I was believing in what you did."
VOICE

Speech style

  • Direct, warm, practical, sincere.
  • Not ornate or theological.
  • Can become excited and delighted when something confirms her belief.
  • Often uses simple moral distinctions rather than abstract doctrine.

Established story quotations / spoken lines

  • "I knew it!" — after her first miraculous healing, looking toward the shrine.
  • "There is now!" — when asked whether there is a god called the Kind Thief.
  • "My holy symbol." — about the shell.
  • "Nothing." — when Silas asks what the shell is worth.
  • "He stole from me. That was wrong." — in the later campfire discussion.
  • "He gave it away." — the moral point she refuses to surrender.
  • "That is exactly what I mean." — after Silas says helping Corren at the river was "just what you do."
  • "I'm not a priest." / variations — recurring comic insistence.

Proposed/example dialogue from discussion, not necessarily spoken in current prose

  • "I don't know." / "You're the First Believer!" / "I catch fish." — example of her non-theological background.
  • "Could I borrow—" / "Yes." / "I haven't said what yet." / "You'll bring it back." — example showing town trust.
  • "Stealing is wrong." / Silas: "I know." / "You should stop." / "No." / "All right... I'll tell you again tomorrow." — proposed dynamic.
  • "I thought I was believing in you. I was believing in what you did." — planned late theological realization, not yet a written scene.
APPEARANCE

Source: accessible image plus established text discussion.
- Petite young Sea Elf, age 19.
- Sea-green / aquamarine skin.
- Soft, rounded youthful face.
- Very large, brilliant ocean-blue eyes with dark lashes.
- Thick blue hair in loose/tousled waves around face and shoulders.
- Long aquatic/elven ears with fin-like shape in the artwork.
- Small pointed canine teeth/fangs visible when she smiles.
- Shell, coral, pearl, bead, and maritime hair/jewelry details.
- Warm, expressive, cheerful face.
- Practical coastal clothing in pale natural fabrics, blue-green cloth, worn leather.
- Later adventuring look: old sailor's leather armor, wooden shield, fishing spear, utility knife, simple seashell holy symbol.
- Color palette: sea green, turquoise/blue, pale shell/cream, warm brown leather, candle gold.
- Movement: not formally described, but conceptually practical and accustomed to boats, nets, kitchens, and docks rather than martial parade-ground movement.
- Height: Not established.
- Exact body measurements: Not established.
- Scars/markings: Not established.
- Transformations/forms: None established.

Visual-source note

The accessible image depicts her in a warm tavern-like interior holding a small candle-and-shell altar. The image includes the text: "The altar's already standing, so don't tell me that it's odd." This is a visual/source-reference image and not itself a mechanical sheet.

SIGNATURE DETAILS
  • The lost silver ring: roughly 7 gp was the favored narrative value in discussion; no official fixed generic silver-ring price was claimed. It is not recovered.
  • The absence of the ring is more sacred than possession of a valuable relic.
  • Seashell holy symbol: pale shell, likely with a ring-shaped opening; narratively worthless/found object, spiritually central.
  • Wooden shield: local gift, painted by children/Tellen with a crude silver ring and possibly wave marks.
  • Fishing spear: mechanically intended to be a normal spear; both work tool and weapon.
  • Fishing/kitchen knife: mechanically intended as dagger; utility first, weapon second.
  • Old sailor's leather armor: hand-me-down, weathered, maintained, imperfect fit.
  • Shrine behind the Gull and Lantern: driftwood, string, shells, candles, bread, tankards and other humble offerings.
  • "The sacred object isn't the valuable thing. The sacred thing is the absence of the valuable thing." — thematic formulation from discussion.
  • She is more likely to say "I catch fish" than give a sophisticated doctrinal answer.

Build

Rules review & calculated values

Structured progression, selected core class features and deterministic snapshot calculations; not a full build-legality certification. Checked 2026-09-29.

Selected level 1: calculated additions

Class features follow class level; proficiency follows total level. Verified grants do not choose feats, spells or subclasses. Current and planned snapshots remain separate. HP above level 1, unknown skill modifiers and unresolved edition/homebrew choices stay open.

Official SRD 5.2.1 — 2024 rules ↗ · Import audit & remaining work

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

Character build

Level 1

Cleric 1

5.5e / 2024 intendedBuild incomplete

Selected level 1 · Recorded target build · unverified allocation

Starting foundation

  • Cleric 1
  • Neutral Good

Recorded features

  • Leather armour AC 13; wooden shield brings recorded AC to 15.
  • Life Domain planned at Cleric 3; no subclass at level 1.
  • Medicine first, spontaneous healing when ordinary help fails.
  • Rules baseline · Cleric 1: Spellcasting; Divine Order (choice required)

Training & abilities

Desired skills — sources unresolved
  • Persuasion
  • Medicine
  • Survival
  • Animal Handling
Desired tools / practical competence
  • Cook’s utensils
  • Fishing
  • Small boats; not an ocean-going captain
Species
  • Sea Elf · legacy compatibility details unresolved
Background
  • Ordinary fisher; Acolyte explicitly rejected

Level progression

Current: level 1. Recorded snapshots can update the sidebar. Planned levels remain clearly separate.

LevelClasses & statusFeatures / feats / ASISpells & stat changesBuild notes
Cleric 1Current
2024 rules baseline
  • Cleric 1: Spellcasting; Divine Order (choice required)
Official SRD reference ↗

Features/spells: Exact official feature list not recorded. Cure Wounds/Healing Word/Bless/Sanctuary were suggested priorities; Guidance/Thaumaturgy/Sacred Flame suggested cantrips.

Narrative phase: The Impossible Healer begins. Neris believes the Kind Thief himself has become divine.
Cleric 2 · plannedPlanned
2024 rules baseline
  • Cleric 2: Channel Divinity
Official SRD reference ↗
No specific selection documented for this levelNarrative: Continued spontaneous help/protection; learning that the magic is reliable enough to matter but not yet understanding its source. · Mechanical details: Not established.
Cleric 3 · plannedPlanned

Subclass: Life Domain. · Exact features/spells: Not recorded.

2024 rules baseline
  • Cleric 3: Cleric subclass
Official SRD reference ↗
No specific selection documented for this levelNarrative: The divine connection clarifies around preservation, generosity, healing, and giving for others rather than around the thief's personal identity.
Cleric 4 · plannedPlanned

ASI/feat: Raise Wisdom toward 20 was the intended priority. Exact feat/ASI choice not established.

2024 rules baseline
  • Cleric 4: Ability Score Improvement / eligible feat choice
Official SRD reference ↗
No specific selection documented for this levelNarrative: Faith begins to spread beyond the original tiny shrine.
Cleric 5 · plannedPlanned
2024 rules baseline
  • Cleric 5: Sear Undead
Official SRD reference ↗

Spell direction: Healing/support expands; Aid/Lesser Restoration/Revivify were cited as thematic future priorities, but exact acquisition/preparation level was not locked.

Narrative: Neris becomes more obviously extraordinary while remaining personally ordinary in temperament.
Cleric 6 · plannedPlanned
2024 rules baseline
  • Cleric 6: Subclass feature
Official SRD reference ↗
No specific selection documented for this levelNarrative: Not specifically established.
Cleric 7 · plannedPlanned
2024 rules baseline
  • Cleric 7: Blessed Strikes (choice required)
Official SRD reference ↗
No specific selection documented for this levelNarrative: Not specifically established.
Cleric 8 · plannedPlanned

ASI/feat: Continue Wisdom toward 20 if not already achieved; exact choice unresolved.

2024 rules baseline
  • Cleric 8: Ability Score Improvement / eligible feat choice
Official SRD reference ↗
No specific selection documented for this levelNarrative: Copied shrines and possibly another cleric may exist by this phase.
Cleric 9 · plannedPlannedNo specific selection documented for this levelNo specific selection documented for this levelNarrative: Healing/support becomes extraordinary; scholars/churches may investigate the new faith. · Mechanical specifics: Not established.
Cleric 10 · plannedPlanned
2024 rules baseline
  • Cleric 10: Divine Intervention
Official SRD reference ↗
No specific selection documented for this levelNarrative: Neris may begin learning formal theology/Religion because she has to, not because she began as a scholar.
Cleric 11 · plannedPlannedNo specific selection documented for this levelNo specific selection documented for this levelNarrative: Not specifically established.
Cleric 12 · plannedPlanned

ASI/feat: Not established.

2024 rules baseline
  • Cleric 12: Ability Score Improvement / eligible feat choice
Official SRD reference ↗
No specific selection documented for this levelNarrative: Public/institutional consequences of the faith become harder to ignore.
Cleric 13 · plannedPlannedNo specific selection documented for this levelNo specific selection documented for this levelNarrative: Evidence begins accumulating that the Kind Thief as a person is not the actual source of divine power.
Cleric 14 · plannedPlanned
2024 rules baseline
  • Cleric 14: Improved Blessed Strikes
Official SRD reference ↗
No specific selection documented for this levelNarrative: Selfless acts themselves resonate with the force; clerical phenomena may appear without personal knowledge of the thief.
Cleric 15 · plannedPlannedNo specific selection documented for this levelNo specific selection documented for this levelNarrative: Neris's original theology becomes increasingly difficult to maintain literally.
Cleric 16 · plannedPlanned

ASI/feat: Not established.

2024 rules baseline
  • Cleric 16: Ability Score Improvement / eligible feat choice
Official SRD reference ↗
No specific selection documented for this levelNarrative: The distinction between person and principle becomes central.
Cleric 17 · plannedPlanned
2024 rules baseline
  • Cleric 17: Subclass feature
Official SRD reference ↗

Spell direction: Major healing/protection magic; Greater Restoration and other high-level divine support were mentioned as thematic priorities.

Narrative: Neris approaches full understanding of what the faith actually contacted.
Cleric 18 · plannedPlanned
2024 rules baseline
  • Cleric 18: Channel Divinity: four uses
Official SRD reference ↗
No specific selection documented for this levelMechanical details: Not established. · Narrative: Not specifically established beyond deepening theological realization.
Cleric 19 · plannedPlanned

ASI/feat: Not established.

2024 rules baseline
  • Cleric 19: Epic Boon feat choice
Official SRD reference ↗
No specific selection documented for this levelNarrative: Not specifically established.
Cleric 20 · plannedPlanned
2024 rules baseline
  • Cleric 20: Greater Divine Intervention
Official SRD reference ↗
No specific selection documented for this levelMulticlassing: None intended. · Narrative endpoint: Neris understands that she thought she was believing in the thief, but was actually believing in what he did. She can retain affection for the Kind Thief stories, shrine, and image without confusing the mortal Silas/thief with the divine principle itself. · Mechanical capstone details: Not recorded.

Development plan

  • Established/current: - Ordinary fisher -> accidental first believer -> spontaneous Cleric 1 -> joins adventuring party. - Her magic naturally intrudes into actions she already performed before magic, especially helping and healing. - She does not begin with formal religious education.
  • Planned: - Remain single-class Cleric through level 20. - Life Domain at Cleric 3 is the favored/accepted subclass direction. - Early levels: "The Impossible Healer" phase; Neris thinks the Kind Thief himself has become divine. - Mid levels: faith spreads; copied shrines and possibly additional clerics appear. - Later levels: evidence accumulates that the divine source is not the thief as a person but the principle of selfless kindness. - Late realization: "I thought I was believing in you. I was believing in what you did." - She may eventually learn Religion/theology because the consequences of her accidental faith force her to.
  • Unresolved: - Exact mechanical background. - Exact legal source of all desired skill/tool proficiencies. - Exact timing and nature of her recognition that Silas was the Kind Thief. - Whether the divine principle ever gains any consciousness/personality; current concept strongly prefers that it need not.

Complete recorded mechanics

RULESET
Default rules edition
D&D 5.5e / 2024 rules.
Legacy/compatibility use
Intended Sea Elf lineage from older official material via 2024 backward compatibility. Exact legality/source implementation was not fully rules-verified in the conversation.
Homebrew
None intended.
Third-party
None intended.
Cosmetic reflavouring
Strong narrative reflavouring of Cleric spellcasting as spontaneous manifestation of a new divine principle. This is narrative presentation, not intended to change spell rules.
CURRENT SNAPSHOT
Total level
1.
Class
Cleric 1.
Subclass
None yet at level 1 under the intended 2024 progression; Life Domain planned at Cleric 3.
Multiclassing
None. Intended single-class Cleric 20.
ABILITY SCORES

Recorded target scores

  • Strength 10
  • Dexterity 14
  • Constitution 13
  • Intelligence 8
  • Wisdom 17
  • Charisma 14
Status
Recorded target array from the conversation. The exact point-buy/standard-array/background-ASI derivation was not verified or locked.
Ability modifiers
Not separately established in the conversation; do not treat a calculated set as recorded.
Ability score increases/source
Not established beyond the statement that 2024 background ASIs should be used rather than old species ASIs.
CORE COMBAT NUMBERS

HP: Not established.
Hit Dice: Not separately established in the conversation.
AC:
- Leather armor + Dex 14 was recorded as AC 13.
- Leather armor + wooden shield was recorded as AC 15.
- This was an intentional mechanical compromise versus heavier armor.
Initiative: Not established.
Walking speed: Not established.
Swim speed: Not established in recorded build text, though Sea Elf is intended.
Proficiency bonus: Not established in the conversation text.
Passive Perception: Not established.
Other passive scores: Not established.

SAVING THROWS

Not established in the conversation export source.

SKILLS

Desired/current concept skills

  • Persuasion
  • Medicine
  • Survival
  • Animal Handling
Status
These were intentionally chosen to reflect who Neris was before clerical magic. Exact legal source distribution across species/background/class was not finalized.
Religion
Intentionally not required at level 1; conceptually funny/appropriate that the founder of a religion may initially lack formal Religion proficiency.
Expertise
None established.
LANGUAGES

Not established.

ARMOR / WEAPON / TOOL TRAINING

Armor

  • Leather armor is the intended current armor despite access to mechanically stronger options.
  • Wooden shield is intended and used.

Weapons

  • Fishing spear, mechanically intended as a spear.
  • Fishing/kitchen knife, mechanically intended as a dagger.
  • Mace explicitly rejected as character-inappropriate.

Tools / practical proficiencies desired

  • Cook's Utensils.
  • Fishing-related competence/proficiency.
  • Water-vehicle/small-boat competence was desired, but the exact mechanical proficiency source is unresolved.

Important narrative limitation

Water competence does not mean Neris is an experienced ocean-going ship captain. She knows fishing boats, rowing/basic sailing, tides and coast work. A joke used in discussion: asked to helm a proper ship to Neverwinter, she would answer, "...I catch fish."

SPECIES / BACKGROUND / CLASS FEATURES
Species
Sea Elf intended; exact current feature list not established in this export.
Background
Exact mechanical background not established. Explicitly not Acolyte.
Cleric 1 features
Exact official 2024 feature text was not recorded in the conversation and should not be silently reconstructed here.
Subclass
Life Domain planned at Cleric 3.
Feats
None firmly established at current level.
ATTACKS

Fishing spear

  • Mechanical base intended: normal spear.
  • Exact attack bonus, damage bonus, range, mastery, action cost, and current 2024 weapon details were not recorded.
  • Narrative use: keeps threats at distance; Neris was taught "spear forward, shield up, stay alive, help your friends."

Knife

  • Mechanical base intended: dagger.
  • Neris is narratively more dexterous with the knife than forceful with the spear.
  • Exact attack bonus/damage/mastery not recorded.
SPELLCASTING
Spellcasting ability
Wisdom (intended/recorded concept).
Spell attack modifier
Not established.
Spell save DC
Not established.
Spell slots
Exact 2024 level-1 slot count was not recorded and is therefore not filled from memory here.
Prepared/known spell mechanics
Exact 2024 preparation count not recorded.

Cantrips previously suggested

- Guidance
- Thaumaturgy
- Sacred Flame
Status: Suggested/favored, not explicitly locked by the user in the final conversation.

Level-1 spell priorities previously suggested

- Cure Wounds
- Healing Word
- Bless
- Sanctuary
Status: Suggested/favored; not all explicitly locked as prepared spells.

Later spell priorities/themes

- Aid
- Lesser Restoration
- Revivify
- Death Ward
- Greater Restoration
- Major healing/protection magic
Status: Planned thematic direction, not a fixed preparation list.

Narrative casting presentation

  • First Cure Wounds-like miracle occurs while treating Corren after mundane Medicine is insufficient.
  • Neris does not think "I expend a spell slot." She simply tries to help and divine power answers.
  • No conscious god speaks or commands her.
  • In the goblin hunt, protective flashes around allies were depicted narratively. Their exact spell/feature mapping was not explicitly named and should not be retroactively assigned here.
DEFENCES / RESISTANCES / IMMUNITIES / REACTIONS

Not established beyond AC concept and the intended Sea Elf lineage.
Concentration options: Not established mechanically; Bless was suggested as a likely future/current prepared option.

EQUIPMENT

Current/narrative loadout

  • Old sailor's leather armor.
  • Wooden shield, locally gifted; painted with a crude ring.
  • Fishing spear.
  • Fishing/kitchen knife.
  • Net.
  • Rope.
  • Fishing tackle.
  • Cook's utensils (desired/current narrative possession).
  • Practical clothes.
  • Traveling supplies / bedroll.
  • Seven days of food were given by the community in the written opening/goblin-hunt continuity.
  • Pale seashell holy symbol from the shrine.

Rejected/default-package mismatches

  • Chain shirt: rejected as not fitting Neris's ordinary fisher origin.
  • Mace: rejected as character-inappropriate.

Holy symbol

  • Narratively a worthless/found seashell rather than a purchased formal emblem.
  • RAW cost/qualification for a holy symbol was identified as something requiring DM permission/clarification if the exact official rule requires a listed object.

Currency

  • Start Session 0: one modest silver ring and little meaningful liquid wealth.
  • The ring is stolen and then given away.
  • Rough narrative value discussed: about 7 gp.
  • Start Session 1/adventuring: effectively 0 or negligible personal cash was favored; the community supplies gear rather than replacing the lost ring with money.
  • Exact current coin totals: Not established.
Magic items
None established.
Attunement
None.
Consumables
Food/travel supplies; no magical consumables established.
COMBAT ROLE AND TACTICS

Party role: Magic / Face; Combat / Social.
Combat identity:
- Support through divine magic: healing, buffs, protection, removal of harmful conditions, later broader divine utility/offense.
- Wooden shield and leather armor provide basic survivability.
- Fishing spear keeps enemies at reach/distance narratively, though exact rules details were not fixed.
- Practical Medicine precedes magical healing when circumstances allow.
- She is not intended to be the party's main damage dealer, wilderness specialist, or skill monkey.

Opening-turn combinations
Not established.
Optimization claim
None. The build intentionally accepts lower AC and awkward weapon stats to preserve character concept.
RECORDED MECHANICAL COMPROMISES / DISCREPANCIES
  • Leather armor + shield is weaker defensively than the heavier Cleric starting options previously discussed; this is deliberate.
  • Strength 10 makes spear use less impressive if using Strength-based attacks, while Dex 14 makes the dagger comparatively more comfortable.
  • The exact legal path to the desired four skills plus cooking/fishing/water-vehicle competence is unresolved.
  • The Sea Elf backward-compatibility details were not fully verified.
  • The exact 2024 holy-symbol rules as applied to the found shell were not verified.
  • Earlier discussion referenced specific 2024 Cleric starting-package prices and contents, but those details were explicitly treated as potentially needing verification. They are not repeated as authoritative here.

Advancement details & alternatives

Recorded advancement plan & alternatives

CURRENT PLAYABLE SNAPSHOT
Level 1 — Cleric 1
Status: Established current starting point.
- Class: Cleric.
- Subclass: None yet; Life Domain planned for level 3.
- Ability scores: target array STR 10 / DEX 14 / CON 13 / INT 8 / WIS 17 / CHA 14.
- Gear: leather armor, wooden shield, fishing spear, knife, seashell holy symbol, practical travel/fishing equipment.
- Narrative: first miracle saves Corren; Neris leaves home and joins Corren, Lysa, and Silas; first goblin hunt establishes her as a functioning adventurer.

LEVEL-BY-LEVEL PLAN
Level 1 — Cleric 1
Status: Established.
Narrative phase: The Impossible Healer begins. Neris believes the Kind Thief himself has become divine.
Features/spells: Exact official feature list not recorded. Cure Wounds/Healing Word/Bless/Sanctuary were suggested priorities; Guidance/Thaumaturgy/Sacred Flame suggested cantrips.

Level 2 — Cleric 2
Status: Planned only in broad theme.
Narrative: Continued spontaneous help/protection; learning that the magic is reliable enough to matter but not yet understanding its source.
Mechanical details: Not established.

Level 3 — Cleric 3
Status: Planned/favored and treated as effectively locked unless revisited.
Subclass: Life Domain.
Narrative: The divine connection clarifies around preservation, generosity, healing, and giving for others rather than around the thief's personal identity.
Exact features/spells: Not recorded.

Level 4
Status: Planned broad direction.
ASI/feat: Raise Wisdom toward 20 was the intended priority. Exact feat/ASI choice not established.
Narrative: Faith begins to spread beyond the original tiny shrine.

Level 5
Status: Planned broad direction.
Spell direction: Healing/support expands; Aid/Lesser Restoration/Revivify were cited as thematic future priorities, but exact acquisition/preparation level was not locked.
Narrative: Neris becomes more obviously extraordinary while remaining personally ordinary in temperament.

Level 6
Status: Unspecified mechanically.
Narrative: Not specifically established.

Level 7
Status: Unspecified mechanically.
Narrative: Not specifically established.

Level 8
Status: Planned broad direction.
ASI/feat: Continue Wisdom toward 20 if not already achieved; exact choice unresolved.
Narrative: Copied shrines and possibly another cleric may exist by this phase.

Level 9
Status: Planned broad thematic phase.
Narrative: Healing/support becomes extraordinary; scholars/churches may investigate the new faith.
Mechanical specifics: Not established.

Level 10
Status: Unspecified mechanically.
Narrative: Neris may begin learning formal theology/Religion because she has to, not because she began as a scholar.

Level 11
Status: Unspecified mechanically.
Narrative: Not specifically established.

Level 12
Status: Planned broad phase.
Narrative: Public/institutional consequences of the faith become harder to ignore.
ASI/feat: Not established.

Level 13
Status: Planned thematic phase.
Narrative: Evidence begins accumulating that the Kind Thief as a person is not the actual source of divine power.

Level 14
Status: Planned thematic phase.
Narrative: Selfless acts themselves resonate with the force; clerical phenomena may appear without personal knowledge of the thief.

Level 15
Status: Planned thematic phase.
Narrative: Neris's original theology becomes increasingly difficult to maintain literally.

Level 16
Status: Planned broad phase.
ASI/feat: Not established.
Narrative: The distinction between person and principle becomes central.

Level 17
Status: Planned late phase.
Narrative: Neris approaches full understanding of what the faith actually contacted.
Spell direction: Major healing/protection magic; Greater Restoration and other high-level divine support were mentioned as thematic priorities.

Level 18
Status: Planned late phase.
Mechanical details: Not established.
Narrative: Not specifically established beyond deepening theological realization.

Level 19
Status: Planned late phase.
ASI/feat: Not established.
Narrative: Not specifically established.

Level 20 — Cleric 20
Status: Planned endpoint.
Multiclassing: None intended.
Narrative endpoint: Neris understands that she thought she was believing in the thief, but was actually believing in what he did. She can retain affection for the Kind Thief stories, shrine, and image without confusing the mortal Silas/thief with the divine principle itself.
Mechanical capstone details: Not recorded.

ALTERNATIVE ADVANCEMENT ROUTES
None meaningfully developed. Single-class Cleric 20 is the intended route.

Combat

Rules review & calculated values

Structured progression, selected core class features and deterministic snapshot calculations; not a full build-legality certification. Checked 2026-09-29.

Selected level 1: calculated additions

Class features follow class level; proficiency follows total level. Verified grants do not choose feats, spells or subclasses. Current and planned snapshots remain separate. HP above level 1, unknown skill modifiers and unresolved edition/homebrew choices stay open.

Official SRD 5.2.1 — 2024 rules ↗ · Import audit & remaining work

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

Combat reference

Armour class15
Hit points9
Hit dice1d8
Initiative2
Speed—
Spell attack5
Spell save DC13

Attacks, features & defenses

  • Leather armour AC 13; wooden shield brings recorded AC to 15.
  • Life Domain planned at Cleric 3; no subclass at level 1.
  • Medicine first, spontaneous healing when ordinary help fails.
  • Rules baseline · Cleric 1: Spellcasting; Divine Order (choice required)

Resources & reactions

Not recorded

Combat tactics

Tactics describe the supplied concept. Unresolved combinations and rules appear in Notes & inconsistencies.

Spells & abilities

Descriptions preserve character-specific source details. Missing action, concentration, ritual, or rules text is marked as unrecorded.

GuidanceSpell · Cantrip · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
ThaumaturgySpell · Cantrip · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Sacred FlameSpell · Cantrip · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Cure WoundsSpell · Level 1 · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Healing WordSpell · Level 1 · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
BlessSpell · Level 1 · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
SanctuarySpell · Level 1 · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
AidSpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Lesser RestorationSpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
RevivifySpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Death WardSpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Greater RestorationSpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded

Complete recorded mechanics

RULESET
Default rules edition
D&D 5.5e / 2024 rules.
Legacy/compatibility use
Intended Sea Elf lineage from older official material via 2024 backward compatibility. Exact legality/source implementation was not fully rules-verified in the conversation.
Homebrew
None intended.
Third-party
None intended.
Cosmetic reflavouring
Strong narrative reflavouring of Cleric spellcasting as spontaneous manifestation of a new divine principle. This is narrative presentation, not intended to change spell rules.
CURRENT SNAPSHOT
Total level
1.
Class
Cleric 1.
Subclass
None yet at level 1 under the intended 2024 progression; Life Domain planned at Cleric 3.
Multiclassing
None. Intended single-class Cleric 20.
ABILITY SCORES

Recorded target scores

  • Strength 10
  • Dexterity 14
  • Constitution 13
  • Intelligence 8
  • Wisdom 17
  • Charisma 14
Status
Recorded target array from the conversation. The exact point-buy/standard-array/background-ASI derivation was not verified or locked.
Ability modifiers
Not separately established in the conversation; do not treat a calculated set as recorded.
Ability score increases/source
Not established beyond the statement that 2024 background ASIs should be used rather than old species ASIs.
CORE COMBAT NUMBERS

HP: Not established.
Hit Dice: Not separately established in the conversation.
AC:
- Leather armor + Dex 14 was recorded as AC 13.
- Leather armor + wooden shield was recorded as AC 15.
- This was an intentional mechanical compromise versus heavier armor.
Initiative: Not established.
Walking speed: Not established.
Swim speed: Not established in recorded build text, though Sea Elf is intended.
Proficiency bonus: Not established in the conversation text.
Passive Perception: Not established.
Other passive scores: Not established.

SAVING THROWS

Not established in the conversation export source.

SKILLS

Desired/current concept skills

  • Persuasion
  • Medicine
  • Survival
  • Animal Handling
Status
These were intentionally chosen to reflect who Neris was before clerical magic. Exact legal source distribution across species/background/class was not finalized.
Religion
Intentionally not required at level 1; conceptually funny/appropriate that the founder of a religion may initially lack formal Religion proficiency.
Expertise
None established.
LANGUAGES

Not established.

ARMOR / WEAPON / TOOL TRAINING

Armor

  • Leather armor is the intended current armor despite access to mechanically stronger options.
  • Wooden shield is intended and used.

Weapons

  • Fishing spear, mechanically intended as a spear.
  • Fishing/kitchen knife, mechanically intended as a dagger.
  • Mace explicitly rejected as character-inappropriate.

Tools / practical proficiencies desired

  • Cook's Utensils.
  • Fishing-related competence/proficiency.
  • Water-vehicle/small-boat competence was desired, but the exact mechanical proficiency source is unresolved.

Important narrative limitation

Water competence does not mean Neris is an experienced ocean-going ship captain. She knows fishing boats, rowing/basic sailing, tides and coast work. A joke used in discussion: asked to helm a proper ship to Neverwinter, she would answer, "...I catch fish."

SPECIES / BACKGROUND / CLASS FEATURES
Species
Sea Elf intended; exact current feature list not established in this export.
Background
Exact mechanical background not established. Explicitly not Acolyte.
Cleric 1 features
Exact official 2024 feature text was not recorded in the conversation and should not be silently reconstructed here.
Subclass
Life Domain planned at Cleric 3.
Feats
None firmly established at current level.
ATTACKS

Fishing spear

  • Mechanical base intended: normal spear.
  • Exact attack bonus, damage bonus, range, mastery, action cost, and current 2024 weapon details were not recorded.
  • Narrative use: keeps threats at distance; Neris was taught "spear forward, shield up, stay alive, help your friends."

Knife

  • Mechanical base intended: dagger.
  • Neris is narratively more dexterous with the knife than forceful with the spear.
  • Exact attack bonus/damage/mastery not recorded.
SPELLCASTING
Spellcasting ability
Wisdom (intended/recorded concept).
Spell attack modifier
Not established.
Spell save DC
Not established.
Spell slots
Exact 2024 level-1 slot count was not recorded and is therefore not filled from memory here.
Prepared/known spell mechanics
Exact 2024 preparation count not recorded.

Cantrips previously suggested

- Guidance
- Thaumaturgy
- Sacred Flame
Status: Suggested/favored, not explicitly locked by the user in the final conversation.

Level-1 spell priorities previously suggested

- Cure Wounds
- Healing Word
- Bless
- Sanctuary
Status: Suggested/favored; not all explicitly locked as prepared spells.

Later spell priorities/themes

- Aid
- Lesser Restoration
- Revivify
- Death Ward
- Greater Restoration
- Major healing/protection magic
Status: Planned thematic direction, not a fixed preparation list.

Narrative casting presentation

  • First Cure Wounds-like miracle occurs while treating Corren after mundane Medicine is insufficient.
  • Neris does not think "I expend a spell slot." She simply tries to help and divine power answers.
  • No conscious god speaks or commands her.
  • In the goblin hunt, protective flashes around allies were depicted narratively. Their exact spell/feature mapping was not explicitly named and should not be retroactively assigned here.
DEFENCES / RESISTANCES / IMMUNITIES / REACTIONS

Not established beyond AC concept and the intended Sea Elf lineage.
Concentration options: Not established mechanically; Bless was suggested as a likely future/current prepared option.

EQUIPMENT

Current/narrative loadout

  • Old sailor's leather armor.
  • Wooden shield, locally gifted; painted with a crude ring.
  • Fishing spear.
  • Fishing/kitchen knife.
  • Net.
  • Rope.
  • Fishing tackle.
  • Cook's utensils (desired/current narrative possession).
  • Practical clothes.
  • Traveling supplies / bedroll.
  • Seven days of food were given by the community in the written opening/goblin-hunt continuity.
  • Pale seashell holy symbol from the shrine.

Rejected/default-package mismatches

  • Chain shirt: rejected as not fitting Neris's ordinary fisher origin.
  • Mace: rejected as character-inappropriate.

Holy symbol

  • Narratively a worthless/found seashell rather than a purchased formal emblem.
  • RAW cost/qualification for a holy symbol was identified as something requiring DM permission/clarification if the exact official rule requires a listed object.

Currency

  • Start Session 0: one modest silver ring and little meaningful liquid wealth.
  • The ring is stolen and then given away.
  • Rough narrative value discussed: about 7 gp.
  • Start Session 1/adventuring: effectively 0 or negligible personal cash was favored; the community supplies gear rather than replacing the lost ring with money.
  • Exact current coin totals: Not established.
Magic items
None established.
Attunement
None.
Consumables
Food/travel supplies; no magical consumables established.
COMBAT ROLE AND TACTICS

Party role: Magic / Face; Combat / Social.
Combat identity:
- Support through divine magic: healing, buffs, protection, removal of harmful conditions, later broader divine utility/offense.
- Wooden shield and leather armor provide basic survivability.
- Fishing spear keeps enemies at reach/distance narratively, though exact rules details were not fixed.
- Practical Medicine precedes magical healing when circumstances allow.
- She is not intended to be the party's main damage dealer, wilderness specialist, or skill monkey.

Opening-turn combinations
Not established.
Optimization claim
None. The build intentionally accepts lower AC and awkward weapon stats to preserve character concept.
RECORDED MECHANICAL COMPROMISES / DISCREPANCIES
  • Leather armor + shield is weaker defensively than the heavier Cleric starting options previously discussed; this is deliberate.
  • Strength 10 makes spear use less impressive if using Strength-based attacks, while Dex 14 makes the dagger comparatively more comfortable.
  • The exact legal path to the desired four skills plus cooking/fishing/water-vehicle competence is unresolved.
  • The Sea Elf backward-compatibility details were not fully verified.
  • The exact 2024 holy-symbol rules as applied to the found shell were not verified.
  • Earlier discussion referenced specific 2024 Cleric starting-package prices and contents, but those details were explicitly treated as potentially needing verification. They are not repeated as authoritative here.

Story

Stories & continuity

The Goblin Hunt →

The shared first adventure of Neris, Corren, Lysa, and Silas; separate from other library continuities.

History, relationships & development

HISTORY

Before the faith

Neris is an ordinary young coastal Sea Elf living in a small waterside/fishing community. She fishes for a living, helps around the Gull and Lantern when needed, and is locally known as the sort of person who pitches in. She has food, work, community, practical possessions, and social security, but little personal wealth.

She is familiar with fishing, tides, weather, small boats, knots, nets, cleaning/preparing catch, basic rowing/sailing, cooking/inn chores, and practical first aid. Her competence is accumulated through ordinary life and helpfulness, not exceptional training.

An older sailor teaches her basic self-defense while she is a teenager (around sixteen was proposed in discussion): keep the spear forward, shield up, maintain distance, disengage rather than prove something. This is not advanced military training.

The silver ring / Session 0

A thief picks Neris's pocket in a market and takes her last meaningful silver ring, then gives it to a beggar without ceremony. The ring is hers; the theft is real and wrong. Neris could try to reclaim it from the recipient and would have a plausible right to do so, but she chooses not to. This makes her part of the foundational act: the thief gives away something he could have kept; Neris allows it to remain given.

She goes home to the water and tells the story. She tells it again, tells children, and the story spreads. Candles appear. A small shrine grows behind the tavern out of driftwood, string, shells, bread, cheap objects, tankards, and things brought by townspeople. Neris initially resists grand terminology; "that's where we put the candles" is closer to her instinct than formal shrine-building.

The underlying divine event

The thief never becomes divine. What acquires divine reality is the principle embodied by the act: selfless kindness, generosity, sacrifice without expected reward, especially small goodness done without an audience. Mortals naturally wrap that force in the thief's story/name/image. Neris initially believes the thief himself has become a god because she has no better theological model.

Session 1 / first miracle

Three young adventurers—Corren, Lysa, and Silas—arrive at the Gull and Lantern after a goblin fight goes badly. Corren is severely wounded. Neris uses practical Medicine first: pressure, cloth, keeping him awake, directing others. When mundane help is insufficient, she instinctively reaches toward the meaning of the Kind Thief's act and manifests divine healing. No conscious god speaks; there is no command or celestial visitation. The wound closes through a force aligned with help itself. Neris looks toward the little shrine and exclaims, "I knew it!"

The three invite her to come because the goblin threat remains near her town and they now know they badly need magical support. Her town equips her: old leather armor, a wooden shield, supplies, food, rope/bedroll, and her own fishing spear. Her seashell from the shrine becomes her holy symbol.

First adventure

Neris joins the three on a goblin hunt. She learns that real adventure includes corpses, fear, exhaustion, river crossings, and lethal violence. She fights awkwardly but functionally with shield and fishing spear, instinctively protects and heals others through divine magic, helps rescue captives, and returns home accepted as one of the party.

RELATIONSHIPS

Corren

  • Age 22, Lawful Good.
  • Heavy-armored, greatsword-using frontliner/tank-damage fighter.
  • Neris first meets him while he is badly wounded and saves his life with her first miracle.
  • He quickly treats her as a capable party member rather than a helpless civilian.
  • Their dynamic includes mutual protectiveness; he physically catches her during the river crossing in the goblin hunt.
  • He is Lysa's boyfriend and Silas's childhood friend.

Lysa

  • Age 20, Chaotic Good.
  • Ranger-like wilderness/ranged support figure, bow user, tracker, outdoors specialist.
  • Neris first meets her while Lysa is terrified that Corren is dying.
  • Lysa becomes one of the people most immediately aware of Neris's value because she personally watches Neris save Corren.
  • Neris likes her quickly and is delighted to learn she is included among Lysa's small number of liked people in a proposed dialogue beat.

Silas

  • Age 20, Chaotic Neutral.
  • Thief/rogue, knife specialist, damage/utility.
  • Childhood friend of Corren; old friend of Lysa.
  • In the written Goblin Hunt continuity, Silas privately remembers the silver-ring market incident and is strongly established as the thief whose act began Neris's faith.
  • Neris does not recognize him from the market; she remembers the act more strongly than his face. He remembers marks/hands/pockets more than people and did not meaningfully remember her at first.
  • This creates ongoing dramatic irony: Neris praises the Kind Thief's act while Silas insists such behavior does not mean what she thinks it means.
  • Neris and Silas are intended to become genuine friends before the truth is revealed.

Bren

  • Innkeeper at the Gull and Lantern.
  • Protective community figure.
  • Present when Neris leaves; associated with stored old leather armor and the directive that she come back.

Mara

  • Cook/kitchen/community figure at the Gull and Lantern.
  • Packs food for Neris and fusses over her departure and return.

Tellen

  • A child associated with painting the crude ring on Neris's wooden shield in the Goblin Hunt story.
  • Calls it a holy symbol; Neris insists the shell is the holy symbol.

Unnamed older sailor

  • Taught teenage Neris practical self-defense.
  • Associated with the old leather armor given to her when she leaves.
  • Exact name and identity remain unresolved.

Home community

  • Reciprocal relationship. Neris helps them in ordinary life; when she leaves, they equip and support her.
  • The Gull and Lantern functions as social home base.
DEVELOPMENT

Established/current

  • Ordinary fisher -> accidental first believer -> spontaneous Cleric 1 -> joins adventuring party.
  • Her magic naturally intrudes into actions she already performed before magic, especially helping and healing.
  • She does not begin with formal religious education.

Planned

  • Remain single-class Cleric through level 20.
  • Life Domain at Cleric 3 is the favored/accepted subclass direction.
  • Early levels: "The Impossible Healer" phase; Neris thinks the Kind Thief himself has become divine.
  • Mid levels: faith spreads; copied shrines and possibly additional clerics appear.
  • Later levels: evidence accumulates that the divine source is not the thief as a person but the principle of selfless kindness.
  • Late realization: "I thought I was believing in you. I was believing in what you did."
  • She may eventually learn Religion/theology because the consequences of her accidental faith force her to.

Unresolved

  • Exact mechanical background.
  • Exact legal source of all desired skill/tool proficiencies.
  • Exact timing and nature of her recognition that Silas was the Kind Thief.
  • Whether the divine principle ever gains any consciousness/personality; current concept strongly prefers that it need not.

Continuities & appearances

NERIS TIDEWELL — STORY CONNECTIONS

1. NERIS / KIND THIEF / GOBLIN HUNT CONTINUITY
Status: Current main continuity developed in this conversation.
Role: Main character / accidental first believer / newly awakened cleric / fourth member of the party.

Appearance/build at this time

  • Age 19.
  • Sea Elf.
  • Cleric 1.
  • Neutral Good.
  • Leather armor, wooden shield, fishing spear, knife, seashell holy symbol.

Key connections

  • Corren: first person Neris miraculously heals; new friend and front-line protector.
  • Lysa: Corren's girlfriend; wilderness specialist; quickly trusts Neris because Neris saves Corren.
  • Silas: rogue/thief; in the written Goblin Hunt continuity he is strongly established as the original Kind Thief, though Neris does not know it.
  • Bren/Mara/home town: community base and support network.

Useful story summary

Neris's silver ring is stolen and given away to a beggar. She lets the gift stand, tells the story, and accidentally seeds a new divine principle associated with selfless kindness. Weeks later (exact interval not firmly established), Corren, Lysa and Silas arrive after a goblin fight leaves Corren dying. Neris's first healing miracle saves him. She joins their attempt to deal with the goblins, helps rescue captives, and returns as an adventurer.

Differences from general profile

No separate build/personality variant currently exists for this continuity.

2. REUSABLE SESSION-0 / SESSION-1 OPENING TEMPLATE
Status: Alternate-use framing, not a separate canon unless reused.
Role: Neris remains the first believer/cleric, but the three adventurers can be replaced by other player characters.
Important distinction:
The goblin-fight opening and wounded-adventurer structure were explicitly discussed as reusable for other stories. The identity of the Kind Thief can also be optional in those alternate versions; it need not always be Silas.

3. UNRELATED PROJECT CONTINUITIES
Neris should not be combined with other D&D characters/files from the wider project unless explicitly requested. The accessible Miri, Jane, and Eira files/images in project storage belong to unrelated conversations/continuities and are not part of this export.

Equipment

Equipment & possessions

Sacred personal possession

Seashell holy symbol

A pale found shell from the humble shrine. Materially worthless; spiritually central.

Holy-symbol qualification requires a table decision.

Foundational absence

Lost silver ring

Her last meaningful silver ring, stolen and given to a beggar. She allowed the gift to stand; the ring was never recovered.

Roughly 7 gp was a narrative estimate, not an official price.

Armour / community gift

Ring-painted wooden shield

Tellen’s crooked silver-ring emblem gives a practical gift an accidental sacred meaning.

Recorded AC 15 with leather armour.

Armour

Old sailor’s leather

Weathered, maintained hand-me-down armour; an imperfect fit.

Recorded AC 13 without shield.

Weapons / tools

Fishing spear & knife

Ordinary work tools pressed into service. Spear forward, shield up, stay alive.

Spear and dagger intended; attack statistics unrecorded.

Inventory

Fishing & travel supplies

Net, rope, tackle, cooking utensils, clothes, bedroll, and seven days of community-supplied food.

Exact currency and inventory quantities otherwise unrecorded.

Signature instruments & gifts

Not recorded

Spells

Spells & abilities

Descriptions preserve character-specific source details. Missing action, concentration, ritual, or rules text is marked as unrecorded.

GuidanceSpell · Cantrip · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
ThaumaturgySpell · Cantrip · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Sacred FlameSpell · Cantrip · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Cure WoundsSpell · Level 1 · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Healing WordSpell · Level 1 · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
BlessSpell · Level 1 · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
SanctuarySpell · Level 1 · Suggested, not locked

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
AidSpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Lesser RestorationSpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
RevivifySpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Death WardSpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded
Greater RestorationSpell · Level not recorded · Planned thematic priority

Recorded priority in the export; preparation, exact rules details, and acquisition timing have not been finalized.

action
Not recorded
concentration
Not recorded
ritual
Not recorded
purpose
Not recorded
range
Not recorded
duration
Not recorded
components
Not recorded
resource
Not recorded

Notes

Rules review & calculated values

Structured progression, selected core class features and deterministic snapshot calculations; not a full build-legality certification. Checked 2026-09-29.

Selected level 1: calculated additions

Class features follow class level; proficiency follows total level. Verified grants do not choose feats, spells or subclasses. Current and planned snapshots remain separate. HP above level 1, unknown skill modifiers and unresolved edition/homebrew choices stay open.

Official SRD 5.2.1 — 2024 rules ↗ · Import audit & remaining work

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

Notes & inconsistencies

Campaign-scale stakes

Not recorded

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