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Mirg - AI-generated fantasy Character

Mirg

Aasimar · Monk (Way of the Open Hand) · Level 15 · Soldier

Mirg

Mirg is disciplined, observant, and unexpectedly gentle with frightened people and animals.
AC18
HP108/108
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 108 · 45 ft.
AlignmentNeutral GoodGenderFemaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords

Tools

One type of gaming set,
Vehicles, land

Languages

Common,
Celestial

Features

29 features

Action

  • Radiant Soul

    When As an action.

    Invoke celestial radiance for 1 minute, gaining a flying speed of 30 feet and adding radiant damage equal to her level once on each of her turns. Usable once per long rest.

  • Stillness of MindLevel 7

    Mirg can use an action to end one effect causing her to be charmed or frightened.

  • Wholeness of BodyLevel 6

    Mirg can use an action to regain 45 hit points. This feature can be used once per long rest.

  • Healing HandsAasimarAs an action, restore hit points to a creature touched equal to Mirg's level, once per long rest.
  • Protector AasimarAasimarAs an action, once per long rest, Mirg can unleash her celestial transformation for 1 minute, gaining a flying speed of 30 feet and dealing extra radiant damage equal to her level once on each of her turns.

Bonus action

  • Martial ArtsLevel 1

    When After taking the Attack action with an unarmed strike or monk weapon.

    Make two attacks with a monk weapon or unarmed strike, then make one unarmed strike as a bonus action if she used the Attack action appropriately.

  • Flurry of Blows

    When After taking the Attack action.

    Make two unarmed strikes as a bonus action after taking the Attack action, spending 1 ki point.

  • Step of the Wind

    When On her turn.

    Disengage or Dash as a bonus action and double her jump distance, spending 1 ki point.

  • Patient Defense

    When On her turn.

    Enter a defensive stance as a bonus action, imposing disadvantage on attacks against her until the start of her next turn and granting Dodge as a bonus action.

Reaction

  • Stunning StrikeLevel 5

    When When she hits with a melee weapon attack.

    Spend 1 ki point after a melee weapon hit to force a DC 17 Constitution saving throw or stun the target until the end of her next turn.

  • Deflect MissilesLevel 3

    When When hit by a ranged weapon attack.

    Reduce ranged weapon damage by 1d10 + 9 and potentially catch and throw the missile.

Always on

  • Unarmored DefenseLevel 1

    While wearing no armor and not wielding a shield, Mirg's AC equals 10 + her Dexterity modifier + her Wisdom modifier.

  • KiLevel 2

    Mirg has 15 ki points, regained after a short or long rest. Ki fuels Flurry of Blows, Patient Defense, and Step of the Wind.

  • Unarmored MovementLevel 2

    Mirg's speed increases by 15 feet while unarmored and not wielding a shield.

  • Slow FallLevel 4

    Mirg can use her reaction to reduce falling damage by 75 points.

  • Extra AttackLevel 5

    Mirg can attack twice, instead of once, whenever she takes the Attack action on her turn.

  • Ki-Empowered StrikesLevel 6

    Mirg's unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.

  • EvasionLevel 7

    If Mirg succeeds on a Dexterity saving throw against an effect that normally deals half damage on a success, she instead takes no damage. She takes half damage on a failed save.

  • Purity of BodyLevel 10

    Mirg is immune to disease and poison damage.

  • Tongue of the Sun and MoonLevel 13

    Mirg can understand all spoken languages, and any creature that can understand a language can understand her when she speaks.

  • Diamond SoulLevel 14

    Mirg gains proficiency in all saving throws. She can spend 1 ki point to reroll a failed saving throw and must use the new result.

  • Timeless BodyLevel 15

    Mirg no longer suffers the frailty of old age and cannot be magically aged. She still dies of old age when her time comes, and she needs less food and water than normal.

  • Open Hand TechniqueLevel 3

    When Mirg uses Flurry of Blows, each hit can impose one effect on the target: it must succeed on a DC 17 Dexterity saving throw or be knocked prone, pushed up to 15 feet, or prevented from taking reactions until the end of Mirg's next turn.

  • TranquilityLevel 11

    At the end of a long rest, Mirg gains the effect of sanctuary until the start of her next long rest or until she attacks, casts a spell, or forces a creature to make a saving throw. The effect has no benefit against a creature immune to being charmed.

  • TraitAasimarDarkvision 60 feet.
  • Celestial ResistanceAasimarResistance to necrotic damage and radiant damage.
  • Light BearerAasimarMirg knows the light cantrip, using Charisma as her spellcasting ability.
  • Celestial LegacyAasimarMirg's celestial nature is apparent in her luminous eyes, radiant presence, and resistance to supernatural corruption.
  • Military RankSoldier

    Mirg can usually find the rank, insignia, or chain of command among soldiers and can secure basic hospitality from military camps and loyal veterans. She knows military customs and can recognize the signs of an organized force.

Spells

1 spell

Spellcasting. Mirg casts with Charisma ( to hit with spell attacks).

Cantrips (at will):

Gear

8 items

Weapons

  • Shortsword
    A finely balanced martial weapon used with Dexterity through Martial Arts.
  • 10×
    Dart
    Simple ranged monk weapons, each dealing 1d4 piercing damage.

Tools

  • Gaming Set
    A set of bone dice used for gambling and reading the mood of a camp.

Gear

  • Dungeoneer's Pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Insignia of Rank
    A metal insignia bearing the symbol of the Ash Banner, proof of Mirg's former military service.
  • Trophy Taken from a Fallen Enemy
    A broken enemy standard clasp, kept as a reminder of a retreat that cost many lives.
  • Common Clothes
    Rough but serviceable civilian clothing, carefully repaired at the cuffs and knees.

Purse

  • 10×
    Gold Pieces
    Currency saved from military pay and travel.

Appearance

Mirg is a compact, athletic aasimar woman with warm brown skin, silver-white hair cropped close at the sides, and luminous amber eyes that brighten when she invokes her celestial power. Her monk's robes are practical rather than ceremonial, patched at the knees and sleeves with thread of several mismatched colors. A single indigo sash has been washed and rewrapped so often that it is softer than the rest of her clothing, and she keeps it immaculately clean. She smells faintly of cedar oil, chalk dust, and sun-warmed wool. Her posture is perfectly balanced even when standing still, and her bare feet are callused from years of marching and temple floors.

Mannerisms

Mirg checks the knots in her sash whenever she is thinking. Before answering a difficult question, she exhales slowly through her nose and looks at the speaker's hands. She counts doorways, windows, and exits under her breath when entering an unfamiliar building.

Personality

Mirg is disciplined, observant, and unexpectedly gentle with frightened people and animals. She speaks plainly, dislikes theatrical threats, and believes confidence should be demonstrated rather than announced. In camp she is the person who repairs straps, settles arguments, and wakes before dawn to sweep the floor. She enjoys dry humor but delivers it so earnestly that strangers sometimes miss the joke.

Ideals

Discipline. Strength exists to protect the vulnerable, not to command them. The finest victory is the one that leaves an enemy capable of choosing a better path.

Bonds

The soldiers of the Ash Banner saved her life during a disastrous retreat, and Mirg carries their battered insignia beneath her sash. She is determined to find the scattered survivors and bring them somewhere safe, even if they no longer remember her.

Flaws

Mirg treats hesitation as a moral failure, including her own. She will take responsibility for disasters that were never hers to prevent, then become quietly resentful when others refuse to accept her impossible standards. She also has difficulty believing that people can change without first proving themselves through hardship.

Quirks

She keeps one perfectly polished metal button sewn inside her sash as a private good-luck charm.
She names every campfire before extinguishing it.
She refuses to sit with her back to an open doorway.
She hums marching songs at half speed when concentrating.
She leaves small offerings of clean water at roadside shrines, even abandoned ones.

Background

Mirg was born during a summer storm that turned the clouds gold for a few minutes, an event the village elders took as proof that some celestial hand watched over her. Her family expected a gentle prophet, but Mirg grew into a restless child who measured every room by its exits and every conversation by what it concealed. When famine pushed her village into a border war, she enlisted young, not from patriotism but because the army offered food, discipline, and a chance to keep frightened people alive. She became a courier, shield-bearer, and eventually a battlefield instructor, famous for crossing muddy ground without losing her footing and for disarming opponents without humiliating them.

Background
Soldier

Connections

Species

Aasimar

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