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Mireva Ndamara - AI-generated fantasy Character

Mireva Ndamara

Human · Rogue / Pugilist (Squared Circle Pugilist / Inquisitive Rogue) · Level 20 · Entertainer

Mireva Ndamara

Mireva is warm, fearless, and intensely present.
AC16
HP196/196
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 196 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Improvised weapons,
Unarmed Strikes,
Pugilist weapons,
One musical instrument used as an entertainer's tool

Tools

Thieves' tools,
Disguise kit,
One musical instrument

Languages

Common,
Thieves' Cant

Features

49 features

Action

  • Unarmed Strike

    When When she takes the Attack action

    Make a melee attack with an Unarmed Strike or an improvised weapon. At Pugilist level 13, she has Extra Attack and can make two attacks with the Attack action.

  • Extra AttackLevel 5

    You can attack twice instead of once when you take the Attack action.

Bonus action

  • Bonus Unarmed Strike

    When When unarmed or wielding only Pugilist weapons

    Make an Unarmed Strike as a Bonus Action.

  • Cunning ActionLevel 2

    When On her turn

    Use a Bonus Action to Dash, Disengage, or Hide.

  • Brace Up

    When On her turn

    Use a Bonus Action and expend 1 Moxie Point to gain 1d8 + 17 Temporary Hit Points for 10 minutes.

  • One-Two Punch

    When On her turn

    Expend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

  • Stick and Move

    When On her turn

    Use a Bonus Action and expend 1 Moxie Point to make an Unarmed Strike and then Dash or Disengage.

  • Insightful FightingLevel 3

    When Against a creature within 30 feet

    Use a Bonus Action to study a creature, gaining Insightful Fighting benefits for 1 minute.

  • Dig DeepLevel 4

    When On her turn

    Use a Bonus Action to activate Dig Deep, gaining resistance to Bludgeoning, Piercing, and Slashing damage for 10 minutes.

  • Dig DeeperLevel 13

    When On her turn

    Use a Bonus Action to activate Dig Deeper, gaining Dig Deep benefits and using School of Hard Knocks twice per turn for 1 minute.

  • FisticuffsLevel 1

    You can make an Unarmed Strike as a Bonus Action. Your Unarmed Strikes and improvised weapons use a d8 Fisticuffs Die, and you can use the mastery properties of improvised weapons. Improvised weapons count as having the Sap mastery property for you. These benefits function while you wear light or no armor, wield no shield, and use only Pugilist weapons.

  • Eye for DetailLevel 3

    As a Bonus Action, you can make a Wisdom Insight check contested by a creature's Charisma Deception check to determine whether it is lying. You have Advantage if you succeed by 5 or more.

  • Eye for DetailLevel 3

    As a Bonus Action, you can make a Wisdom Perception check to spot a hidden creature or object, or an Intelligence Investigation check to find or decipher clues.

Reaction

  • Uncanny DodgeLevel 5

    When When hit by an attack

    Use a Reaction to halve the damage from an attack she can see that hits her.

  • Bloodied But UnbowedLevel 2

    When you take damage, you can use a Reaction to regain all expended Moxie Points. If Bloodied, you also gain Temporary Hit Points equal to four times your Pugilist level. Once used, this feature requires a Short or Long Rest.

  • Meat ShieldLevel 6

    While you have a creature Grappled, you gain Half Cover against attacks made by creatures you are not Grappling. When such a creature misses you, you can expend 1 Moxie Point and use your Reaction to force the same attack against a creature you are Grappling.

Always on

  • Sneak Attack

    When Once per turn when she has Advantage or an eligible adjacent ally

    Deal 4d6 extra damage once per turn with a qualifying finesse or ranged attack, or with a qualifying Unarmed Strike at the DM's discretion if it uses finesse-like precision and the attack meets Sneak Attack requirements.

  • Heavy HitterLevel 3

    When On hit with an Unarmed Strike

    When she hits with an Unarmed Strike, she can deal damage and Grapple or Shove the target. Groundwork can allow both Grapple and Shove.

  • Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, your base Armor Class equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You gain a number of Moxie Points equal to your Pugilist level. You regain all expended points after a Short or Long Rest. You know Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point and add your Fisticuffs Die to the check. If it still fails, the point is regained and this feature cannot be used again until a Short or Long Rest.

  • Pugilist SubclassLevel 3

    You gain the Squared Circle Pugilist subclass and its features at the appropriate Pugilist levels.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat. This feature is gained again at Pugilist levels 8 and 12, and Rogue level 4.

  • HaymakerLevel 5

    When you attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point. On a hit, regain the point and deal maximum damage with that attack.

  • Moxie-Fueled FistsLevel 6

    Your Unarmed Strike and improvised weapon damage can deal Force damage instead of its normal damage type.

  • Down But Not OutLevel 7

    When you use Bloodied But Unbowed while Bloodied, you can add your Constitution modifier plus your Exhaustion levels to Unarmed Strike and Pugilist weapon damage for 1 minute. Once used, regain it after a Long Rest.

  • School of Hard KnocksLevel 9

    Once per turn, when you hit with an Unarmed Strike or Pugilist weapon, deal an extra 1d12 damage, or forgo it to make the next attack against the creature deal maximum damage or give the creature Disadvantage on attacks against creatures other than you until the end of your next turn.

  • HerculeanLevel 10

    Your Strength score counts as doubled for carrying capacity, your Unarmed Strikes are Critical Hits against objects, and your jump distance is doubled.

  • Shake It OffLevel 10

    At the start of your turn, you can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on yourself. Once used, regain it after a Long Rest unless you take 1 Exhaustion level to restore it.

  • UnbreakableLevel 14

    You have Advantage on Strength, Dexterity, and Constitution saving throws. When you fail a saving throw, you can expend 1 Moxie Point to reroll it and must use the new roll.

  • PugnaciousLevel 15

    When you roll Initiative, you can remove one Exhaustion level and regain your uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, regain it after a Long Rest.

  • Groundwork, Compression LockLevel 3

    When you start your turn with one or more creatures Grappled, deal 1d8 plus your Strength modifier Bludgeoning damage to each creature Grappled by you.

  • Groundwork, InescapableLevel 3

    When a creature makes a saving throw or ability check against your Grapple or Shove DC, you can expend 1 Moxie Point to give that roll Disadvantage.

  • Groundwork, Stop and DropLevel 3

    When you hit with an Unarmed Strike and do not use a mastery property, you can use both the Grapple and Shove options.

  • Muscle MassLevel 3

    You gain Expertise in Athletics. Your Athletics modifier is +15.

  • HeavyweightLevel 11

    You count as one size larger when using the Grapple or Shove option, and moving a creature Grappled by you that is your size or smaller costs no extra movement.

  • Rogue FundamentalsLevel 1

    You gain proficiency with thieves' tools, Sneak Attack for 4d6 extra damage once per turn with a qualifying attack, Expertise in two chosen proficiencies, Thieves' Cant, and Cunning Action.

  • Roguish ArchetypeLevel 3

    You gain the Inquisitive Rogue subclass.

  • Ear for DeceitLevel 3

    You can add 1d6 to a failed ability check involving a skill in which you have proficiency, once per Short or Long Rest.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat.

  • ExpertiseLevel 6

    You gain Expertise in two additional proficiencies, chosen as Stealth and Perception.

  • EvasionLevel 7

    You have Advantage on Initiative rolls. If you are surprised, you can act normally on your first turn if you are not incapacitated.

  • Insightful Fighting BenefitLevel 3

    You can add Sneak Attack damage to an attack against a creature even without Advantage if no creature other than your target is within 5 feet of you and you do not have Disadvantage.

  • Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma
  • SizeHumanMedium
  • SpeedHuman30 ft.
  • TraitHumanCommon language
  • TraitHumanHuman versatility and adaptability
  • By Popular DemandEntertainer

    By popular demand, she can usually find a place to perform, secure modest lodging, and attract an audience wherever she goes. Fellow performers, tavern owners, and fans recognize her ring persona and often provide assistance or introductions.

Gear

10 items

Weapons

  • Rapier
    A balanced dueling blade carried for situations where fists and improvised weapons are not enough.
  • Shortbow and arrows
    A compact ranged weapon with a quiver of arrows.

Armor

  • Leather armor
    Flexible leather ring armor, reinforced at the shoulders and hips, worn beneath decorative straps and chains. It is light armor, though Mireva generally relies on Iron Chin.

Tools

  • Thieves' tools
    Tools for bypassing locks and traps.
  • Hand drum
    A hand drum used for entrances, training rhythms, and dramatic pauses.
  • Disguise kit
    Cosmetics, wigs, false facial hair, and other supplies for altering her appearance.

Gear

  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, rope, and other adventuring supplies.
  • Entertainer's costume
    A colorful wrestling costume, a spare outfit, and a brass bell used to announce her matches.
  • Favor from an admirer
    A champion's token from her original wrestling troupe.
  • Pouch
    A purse containing the modest earnings from years of performances.

Appearance

A strikingly attractive human woman with a powerful, heavily muscled wrestler's physique, pronounced six-pack abs, broad shoulders, thick arms, a buxom build, and a rounded, athletic figure. Her straight black hair falls to her jaw and is cut with heavy straight bangs that obscure her eyes. She wears scanty crimson-and-gold ring gear beneath a sleeveless leather coat, with chains connecting her belts, shoulder guards, wrist wraps, and thigh bands. Her face bears several small silver piercings along one eyebrow, her nose, and her lower lip. Her gear is designed for movement, grappling, and spectacle, while reinforced wraps protect her hands and forearms. She carries herself like a champion entering the ring, confident, dangerous, and fully aware of the crowd's attention.

Mannerisms

She rolls her shoulders before speaking, taps her knuckles together when thinking, and addresses tense negotiations as though announcing a bout. Before a dangerous fight, she strikes her brass bell once and says, 'Make room.'

Personality

Mireva is warm, fearless, and intensely present. She treats strangers like potential teammates until they prove otherwise, remembers the names of people who cheer for her, and has a gift for making frightened companions feel as if they are already part of a winning team. She is clever beneath the bravado, constantly reading posture, breathing, and hesitation. In a fight she becomes flamboyant and surgical, turning every feint, stumble, and taunt into a calculated opening.

Ideals

The crowd deserves honesty. A fight may be staged, but courage, effort, and the protection of the helpless must always be real.

Bonds

She is devoted to the old wrestling troupe that gave her food, training, and a place to belong. Its aging owner is being squeezed by a predatory crime syndicate, and Mireva intends to protect the troupe even if she must dismantle the syndicate one champion at a time. She also keeps a battered brass bell from the troupe's first ring, striking it before every serious fight.

Flaws

She cannot resist answering an insult, a challenge, or an audience's demand for one more match. Her confidence sometimes becomes reckless showboating, and she has a deep fear that people value only the ring persona and not Mireva herself.

Quirks

She names signature wrestling maneuvers after foods, taverns, and local landmarks.
She collects broken signet rings from opponents who cheated during matches.
She practices stage entrances in empty hallways when she thinks nobody is watching.
She gives every new companion a theatrical nickname within the first day.
She keeps her bangs over her eyes even during combat, claiming that uncertainty is part of the technique.

Background

Mireva Ndamara was raised in a close-knit human neighborhood built around a crowded riverside market, where arguments were settled loudly, wagers changed hands quickly, and every tavern had a corner cleared for some kind of contest. As a child, she learned that strength alone did not win a fight. Timing, misdirection, theatricality, and knowing exactly when to let an opponent believe they were winning mattered just as much. She began performing staged bouts in alehouses, then graduated to traveling wrestling exhibitions, developing a reputation for spectacular throws, impossible escapes, and a finishing maneuver that sent larger opponents crashing through tables. Her ring name became famous, but Mireva kept her birth name close, refusing to let applause replace identity.

“As a child, she learned that strength alone did not win a fight.”
From their backstory
Background
Entertainer

Connections

Species

Human

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