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Miran Vesh - AI-generated fantasy Character

Miran Vesh

Dragonborn · Druid · Level 1 · Sage

Miran Vesh

Miran is patient with frightened animals, sick people, and honest mistakes.
AC12
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 9 · 30 ft.
AlignmentNeutral GoodGenderMaleAge42 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
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Sickle,
Quarterstaff

Tools

Calligrapher's Supplies

Languages

Common,
Draconic,
Druidic

Features

12 features

Bonus action

  • Breath Weapon

    When You take the Attack action on your turn, replacing one of its attacks, or you use a Bonus Action.

    As a Bonus Action, you can expend one use of your Breath Weapon to exhale destructive energy in a 15-foot cone. Each creature in the area makes a Dexterity saving throw, taking 1d10 damage of the type associated with your Draconic Ancestry on a failed save, or half as much damage on a successful one. The damage increases with your level.

  • Search

    When You use the Search action to make a Wisdom (Perception) check or Intelligence (Investigation) check.

    You can take the Search action as a Bonus Action.

Always on

  • Magic Initiate, Find Familiar

    When When you need a familiar or wish to communicate and act through it.

    You can cast the Find Familiar spell without a spell slot. Once you cast it with this feature, you cannot do so again until you finish a Long Rest. You can also cast it using spell slots you have.

  • DruidicLevel 1

    You know the secret language of druids. You can use it to leave hidden messages and identify natural phenomena, druidic signs, and members of druidic circles.

  • SpellcastingLevel 1

    You can cast prepared druid spells using Wisdom as your spellcasting ability. You can use a druidic focus as a spellcasting focus for your druid spells.

  • Primal Order, MagicianLevel 1

    You have chosen the Magician option of Primal Order. You gain one additional cantrip from the Druid spell list, and you can add your Wisdom modifier to Intelligence (Nature) checks.

  • TraitDragonbornDraconic Ancestry, choose one dragon ancestor to determine your Breath Weapon damage type and damage resistance. Miran's ancestry is Copper, granting Acid damage.
  • TraitDragonbornBreath Weapon, a 15-foot cone, Dexterity saving throw, 1d10 damage at level 1, usable a number of times equal to your Proficiency Bonus per Long Rest.
  • TraitDragonbornDamage Resistance, you have Resistance to the damage type associated with your Draconic Ancestry.
  • TraitDragonbornDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitDragonbornDraconic Flight becomes available at level 5 and is not yet active for this level 1 character.
  • ResearcherSage

    You have studied in libraries, archives, monasteries, and other centers of learning. You can usually recall lore about subjects connected to your research, and you know how to locate information through scholarly contacts, records, and established institutions.

Spells

9 spells

Spellcasting. Miran Vesh casts with Wisdom (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (2 slots): , , , ,

Gear

10 items

Weapons

  • Sickle
    A hooked iron sickle used for harvesting plants and as a practical weapon.
  • Quarterstaff
    A plain quarterstaff with measurement marks cut into the wood.

Armor

  • Leather Armor
    Sturdy hardened leather armor, patched repeatedly at the shoulders and waist.
  • Shield
    A wooden shield reinforced with a bronze rim and painted with a simple marsh-reed pattern.

Tools

  • Calligrapher's Supplies
    Tools for copying records, preparing maps, and preserving field notes.

Gear

  • Druidic Focus
    A carved alder sprig wrapped in copper wire, used as a druidic spellcasting focus.
  • Explorer's Pack
    A pack containing basic travel and camping gear, including bedroll, mess kit, tinderbox, rations, rope, and waterskin.
  • 3×
    Parchment
    Blank sheets for observations, transcriptions, and correspondence.
  • Robe
    A practical scholar's robe, faded at the hem and repaired with green thread.

Purse

  • 17×
    Gold Pieces
    Loose coins saved from teaching, copying, and odd research work.

Appearance

A broad-shouldered male dragonborn with dark bronze scales, a blunt, weathered snout, and chipped ivory horns. His eyes are a deep copper-gold, and a pale line of old scarring runs from his left brow to the edge of his jaw. He wears patched leather armor beneath a moss-green wool cloak, with bundles of dried plants, parchment, and small bone charms tied to his belt. His hands are callused from fieldwork and staff fighting, and his scales are stained with soil around the claws.

Mannerisms

Miran pauses before answering difficult questions, as if consulting an invisible index. When nervous, he rubs the copper wire around his druidic focus and quietly names nearby plants.

Personality

Miran is patient with frightened animals, sick people, and honest mistakes. He is blunt with officials, suspicious of grand claims, and quietly pleased whenever a practical solution succeeds. Though reserved in crowds, he becomes intensely talkative when discussing marsh ecology, old manuscripts, or the habits of intelligent fungi.

Ideals

Knowledge should serve the living. A fact that cannot relieve suffering, prevent harm, or deepen understanding is only a possession.

Bonds

The marsh where my family lived is sick, and I will find the source of its corruption before it spreads to another settlement.

Flaws

I treat ignorance as a moral failing, and I can become cruelly impatient with anyone who refuses to learn from evidence.

Quirks

Keeps a running count of unfamiliar birds seen on the road.
Labels every potion and herb in a precise handwritten script.
Collects broken bits of pottery from abandoned settlements.
Offers food to any animal that watches him for more than a few seconds.

Background

Miran Vesh was raised in a dragonborn farming settlement built along the edge of a dying marsh. His family worked the reed beds, but Miran spent more time listening to the old women name plants, watching birds choose safe nesting ground, and copying weather records from the settlement ledger. When a wasting sickness struck the marsh, he traveled to a distant college to find an explanation. The scholars there gave him books, ink, and a narrow room, but they dismissed the marsh as an unimportant provincial problem. Miran learned enough to return with remedies, though not before losing his younger brother and several neighbors. He now travels as both caretaker and investigator. His druidic training came from an isolated circle that believed written knowledge and living knowledge should never be separated. Miran records every unusual plant, migration, scar, and spirit-sign he encounters, hoping to understand the forces that damaged his home. He is not a romantic guardian of wilderness. He knows that people need roads, fires, crops, and medicine. His purpose is to make those things coexist, even when both villagers and druids insist that compromise is a kind of betrayal.

“When a wasting sickness struck the marsh, he traveled to a distant college to find an explanation.”
From their backstory
Background
Sage

Connections

Species

Dragonborn

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