Mira Kask
Mira Kask
Sheet
AC 20 · HP 186 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
26 featuresBonus action
- Cunning ActionLevel 2
She can use a bonus action to Dash, Disengage, or Hide.
Always on
- Otherworldly Patron, HexbladeLevel 1
Her pact magic is fueled by a mysterious patron and uses Charisma for spellcasting. She knows 14 warlock spells and has two 5th-level Pact Magic spell slots, which recharge after a short or long rest.
- Hexblade's CurseLevel 1
She can choose one creature within 30 feet as her Hexblade's Curse target. Against it, she gains a bonus to damage rolls equal to her proficiency bonus, scores a critical hit on a 19 or 20, and regains hit points when it dies. The curse lasts 1 minute or until the target dies.
- Hex WarriorLevel 1
She can use Charisma instead of Strength or Dexterity for attack and damage rolls with one chosen weapon that lacks the two-handed property. Her pact weapon is her primary chosen weapon.
- Warlock ProficienciesLevel 1
She gains proficiency with light armor, medium armor, shields, simple weapons, and martial weapons from her warlock training.
- Eldritch InvocationsLevel 2
She has mastered a forbidden invocation that grants a supernatural benefit. Her complete invocation selections are represented by Agonizing Blast, Devil's Sight, Eldritch Sight, Improved Pact Weapon, Mask of Many Faces, Relentless Hex, Thirsting Blade, and Whispers of the Grave.
- Pact of the BladeLevel 3
She can perform a 1-hour ritual to receive a magical pact weapon. The weapon can be summoned, dismissed, and used as the focus for her warlock abilities. Her chosen pact weapon is a magitech whip called Severance.
- Ability Score ImprovementLevel 4
She gains an Ability Score Improvement or feat.
- Mystic Arcanum, 6th LevelLevel 11
She can cast a 1st-level spell once without expending a spell slot. She regains this ability after a long rest.
- Mystic Arcanum, 7th LevelLevel 13
She can cast a 7th-level spell once without expending a spell slot. She regains this ability after a long rest.
- Mystic Arcanum, 8th LevelLevel 15
She can cast an 8th-level spell once without expending a spell slot. She regains this ability after a long rest.
- Mystic Arcanum, 9th LevelLevel 17
She can cast a 9th-level spell once without expending a spell slot. She regains this ability after a long rest.
- Master of HexesLevel 14
When she reduces her Hexblade's Curse target to 0 hit points, she can curse another creature without using an action.
- Rogue ProficienciesLevel 1
She gains proficiency with Dexterity saving throws and four rogue skills. She has chosen Acrobatics, Athletics, Investigation, and Perception as her additional rogue skill proficiencies.
- Sneak Attack, 4d6Level 1
Once per turn, she can deal an extra 4d6 damage when she hits with a finesse or ranged weapon attack while having advantage, or when an eligible ally is adjacent to the target.
- ExpertiseLevel 1
She gains expertise in four proficient skills or thieves' tools. Her expertise applies to Acrobatics, Deception, Persuasion, and Thieves' Tools.
- Thieves' Cant, and Reliable TalentLevel 3
She gains proficiency with thieves' tools and can add half her proficiency bonus to ability checks that do not already include her proficiency bonus.
- Ability Score ImprovementLevel 4
She gains a second Ability Score Improvement or feat.
- Rogue Saving Throw ProficiencyLevel 7
She gains proficiency in Wisdom saving throws through multiclass training.
- Swashbuckler, Fancy Footwork and Rakish AudacityLevel 3
She adds her Charisma modifier to initiative rolls. She can make a melee attack against a creature even if she has already used her movement to leave that creature's reach, and her movement does not provoke opportunity attacks from a creature she has attacked during that turn.
- TraitHumanAbility Score Increase, +1 to all ability scores
- TraitHumanSize, Medium
- TraitHumanSpeed, 30 feet
- TraitHumanOne additional language of choice
- TraitHumanVersatile and adaptable
- Position of PrivilegeNoble
She can secure an audience with nobles and is welcome in high society. Common folk may also treat her with respect because of her station, though her reputation is now complicated by years spent outside respectable society.
Spells
17 spellsSpellcasting. Mira Kask casts with Charisma (spell save DC 24, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (3 slots): , , , , ,
3rd level (3 slots):
4th level (3 slots): no spells
5th level (2 slots):
6th level (1 slot): no spells
7th level (1 slot):
8th level (1 slot):
9th level:
Gear
11 itemsWeapons
- Pact whipSeverance, a pact-bound magitech whip with a blackened metal handle and a shadow-charged filament.
- 2×Magitech revolverCompact rune-powered revolvers capable of firing mundane or eldritch ammunition.
Armor
- Magitech studded leather armorA black reinforced duster worn over studded leather, fitted with concealed plates and magitech channeling coils.
Tools
- Thieves' toolsA set of thieves' tools, including tension picks, wire saws, clockwork probes, and a collapsible magnifier.
Gear
- Component pouchA component pouch containing occult wire, powdered silver, glass lenses, and cartridges of alchemical dust.
- Fine clothesFine but practical clothing suitable for court appearances and travel.
- Signet ringA signet ring bearing the mark of House Kask.
- Scroll of pedigreeA scroll of pedigree proving her noble lineage.
- PurseA purse containing starting coin and several old family coins she refuses to spend.
- Deck of cardsA small deck of marked cards used for wagers, distractions, and reading people.
- Family letterA folded letter written by her younger brother, the only member of her family who still supports her.
Appearance
A tall, sharp-featured human woman with weathered bronze skin, close-cropped dark hair, and pale gray eyes that gleam with violet pact-light when she invokes her patron. She wears reinforced black studded leather beneath a long black duster jacket, both lined with brass runes and concealed magitech mechanisms. A rune-etched whip hangs at her hip, while two compact magitech revolvers ride in cross-draw holsters. Her clothing is elegant but road-worn, combining aristocratic tailoring with the practical scars of a bounty hunter and duelist.
Mannerisms
She checks the chambers of her revolvers whenever someone lies to her. In conversation, she stands slightly sideways, as if every social exchange might become a duel. She addresses servants and nobles with the same precise courtesy, though only the former receive her genuine warmth.
Personality
Mira is incisive, self-possessed, and theatrically calm under pressure. She enjoys polished manners, sharp bargains, and opponents who believe they have trapped her. Beneath her confidence is a fierce instinct to protect people who have been cornered by wealth, law, or magic. She is gracious to strangers, merciless toward exploiters, and incapable of leaving an unjust contract intact.
Ideals
Freedom is not a gift granted by the powerful. It is a debt the powerful owe everyone else.
Bonds
She will reclaim the frontier settlement's freedom and expose every noble house that profited from its destruction. She also feels responsible for the sentient Hexblade, even though she suspects it is using her for purposes she does not yet understand.
Flaws
She believes she can outtalk, outshoot, or outmaneuver any danger, and often refuses to retreat when retreat would be wiser. She is dangerously curious about forbidden contracts and secretly fears that the Hexblade chose her because it has already seen the shape of her eventual betrayal.
Quirks
Background
Mira Kask was born into a human house that controlled a chain of fortified trade stations along the frontier. Her family prized contracts, appearances, and the careful use of violence by people paid to pretend they were not mercenaries. Mira rejected the polite version of that life. She learned to shoot from caravan guards, fencing from an aging court champion, and the whip from a dockside enforcer who owed her father a debt. Her talent made her useful, but her refusal to obey made her dangerous to keep close. Her exile began when she discovered that her family had signed away an entire border settlement to a consortium of industrial mages. The settlement's people were marked for removal, and the contract had been magically sealed. Mira tried to break it with mundane law, then with a pistol, and finally with a blade pulled from a locked shrine beneath her family's estate. The weapon was no ordinary relic. It was a sentient instrument of the Shadowfell, a Hexblade that offered her the power to sever binding oaths. Mira accepted, destroying the contract and beginning a war with both her family and the patron behind the blade. Years later, she is a wandering aristocrat, duelist, and occult troubleshooter. Her revolvers fire condensed eldritch force, her whip can drag a foe through a veil of shadow, and her black duster conceals enough tools to make a locksmith nervous. She still signs letters with her family name, not from pride, but as a reminder that privilege is a weapon and that weapons should be pointed at the powerful before they are ever turned on the helpless.
“Her family prized contracts, appearances, and the careful use of violence by people paid to pretend they were not mercenaries.”
- Background
- Noble
Connections
Species
Human
Media
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