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Miro Dovari - AI-generated fantasy Character

Miro Dovari

Hill Dwarf · Sorcerer (Draconic Bloodline) · Level 1 · Hermit

Miro Dovari

Miro is gentle, observant, and unexpectedly stubborn.
AC14
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 10 · 25 ft.
AlignmentNeutral GoodGenderMaleAge68 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows,
Battleaxes,
Handaxes,
Light hammers,
Warhammers

Tools

Herbalism kit,
Smith's tools,
Brewer's supplies,
Mason's tools

Languages

Common,
Dwarvish

Features

17 features

Always on

  • Mage Hand

    When As an action, within 30 feet

    A spectral hand appears at a point within range and manipulates an object, opens an unlocked door or container, retrieves or stows an item, or pours contents from a vial. It cannot attack or activate magical items.

  • Minor Illusion

    When As an action, within 30 feet

    Miro creates a sound or an image of an object within range that lasts for up to 1 minute. Physical interaction reveals the illusion as false.

  • Prestidigitation

    When As an action, within 10 feet

    Miro performs a harmless magical effect, such as cleaning an object, creating a sensory mark, warming a cup, or producing a small sensory illusion.

  • Ray of Frost

    When As an action, within 60 feet

    A freezing ray of blue-white energy strikes one creature within range. On a hit, the target takes 1d8 cold damage and its speed is reduced by 10 feet until the start of Miro's next turn.

  • Chromatic Orb

    When As an action, within 90 feet

    Miro hurls a mote of magical energy at a creature within range. He chooses acid, cold, fire, lightning, poison, or thunder damage. On a hit, the target takes 3d8 damage of the chosen type.

  • Shield

    When As a reaction when hit by an attack or targeted by magic missile

    A shimmering magical barrier appears around Miro. Until the start of his next turn, he gains a +5 bonus to AC, including against the triggering attack, and takes no damage from the magic missile spell.

  • SpellcastingLevel 1

    Miro is a 1st-level spellcaster. His spellcasting ability is Charisma. He knows four cantrips and two 1st-level sorcerer spells, and he can use a spellcasting focus or component pouch for his spells.

  • Sorcerous OriginLevel 1

    Miro's sorcerous origin is Draconic Bloodline. He has a brass dragon ancestor somewhere in his lineage, though the exact connection is uncertain.

  • Draconic ResilienceLevel 1

    Miro's draconic heritage toughens his body. His hit point maximum increases by 1, and it increases by 1 whenever he gains another sorcerer level. When he is not wearing armor, his base AC is 13 + his Dexterity modifier.

  • TraitHill DwarfDarkvision, Miro can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitHill DwarfDwarven Resilience, Miro has advantage on saving throws against poison and resistance to poison damage.
  • TraitHill DwarfDwarven Combat Training, Miro is proficient with the battleaxe, handaxe, light hammer, and warhammer.
  • TraitHill DwarfDwarven Tool Proficiency, Miro is proficient with smith's tools, brewer's supplies, and mason's tools.
  • TraitHill DwarfDwarven Toughness, Miro's hit point maximum increases by 1, and it increases by 1 whenever he gains a level.
  • TraitHill DwarfDwarves are proficient with Common and Dwarvish languages.
  • Ability score increases appliedHill DwarfConstitution +2 and Wisdom +1.
  • DiscoveryHermit

    Miro has discovered an unusual and powerful truth while living in seclusion. He can identify the difference between natural magic, divine magic, and sorcery, though he cannot always explain how he knows. The knowledge has made him useful to scholars, priests, and people frightened by things they do not understand.

Spells

6 spells

Spellcasting. Miro Dovari casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (2 slots): ,

Gear

8 items

Weapons

  • Quarterstaff
    A simple wooden staff used as a walking aid, robe pole, and occasional arcane focus mount.

Tools

  • Herbalism kit
    A kit containing dried herbs, mortar and pestle, small knives, and labeled glass vials.

Gear

  • Component pouch
    A small leather pouch containing components such as colored sand, copper filings, and a dried lizard scale.
  • Dungeoneer's pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, and a waterskin.
  • Scroll case filled with notes
    A leather-bound collection of observations, copied inscriptions, and diagrams from Miro's years of solitude.
  • Winter blanket
    A thick wool blanket, repaired repeatedly with bright thread.
  • Common clothes
    A set of patched but carefully cleaned travel clothes.

Purse

  • 5×
    Gold pieces
    Coins saved from occasional visitors to the shrine.

Appearance

Miro Dovari is a short, broad-shouldered hill dwarf with warm brown skin, heavy hairy arms, and a beard so long it reaches the ground when unbound. His beard is thick, dark copper, and carefully braided near the roots, though the lower length is tied into a series of practical loops to keep it from catching under his boots. He wears an absurdly long russet robe that trails several feet behind him, patched with colorful squares of old blankets and embroidered with tiny brass stars. The robe is clearly too long even for a dwarf, but its collar and cuffs are lovingly maintained. Before speaking, Miro takes a slow breath through his nose, clears his throat twice, and glances down to make sure his beard is not resting on anything important.

Mannerisms

Before speaking, Miro inhales slowly, clears his throat twice, and looks down to check the position of his beard. He often gathers the front of his robe in both hands before turning, then forgets to release it and stands holding a fistful of cloth. When thinking, he strokes the lowest braid of his beard and quietly counts under his breath.

Personality

Miro is gentle, observant, and unexpectedly stubborn. He listens to people with complete attention, often tilting his head until one beard braid slides across his shoulder. He dislikes shouting and answers hostility with calm questions, but he has a surprisingly dry sense of humor about his robe, his beard, and the inconvenience of being shorter than most door handles.

Ideals

Knowledge. Magic is not owned by temples, bloodlines, or learned academies. If a mystery can be understood, it should be shared with anyone willing to listen.

Bonds

The warm spring shrine protected Miro when his magic frightened everyone else. He will defend it, and the hermit who raised him, even at great personal cost.

Flaws

Miro assumes that every unusual event is secretly connected to dragons, even when the evidence is painfully thin. He also becomes stubborn and evasive whenever someone suggests cutting, shortening, or merely tying up his robe.

Quirks

He names individual beard braids after weather patterns.
He leaves tiny embroidered stars on every robe repair.
He collects unusual pebbles and asks them whether they remember being mountains.
He refuses to sleep unless his beard is arranged in a careful spiral.
He apologizes to doors after his robe catches on them.

Background

Miro Dovari was raised in a quiet hill-dwarf settlement where every family kept a practical trade. His relatives shaped hinges, kettle hooks, and mining tools, but Miro was always drawn to things that could not be measured. As a child, he made pebbles hum by humming at them. As a young dwarf, he spent seven years in a remote shrine built around a warm spring, where he copied old weather records and learned the patient routines of a hermit herbalist. His magic first became impossible to ignore when a winter storm answered his anger by filling the shrine with blue-white sparks. The hermit who sheltered him believed Miro carried the blood of an ancient brass dragon, though Miro remains uncertain whether this is true or merely a story that gives his power a shape. He left the shrine after discovering a fragment of an old draconic inscription beneath the spring. The inscription described a place where a living flame had been buried beneath stone, and Miro believes it may explain why his magic sometimes smells faintly of hot metal and desert rain. He now travels in search of that buried flame, dragging his comically long robe behind him and treating every strange magical event as both a warning and a lesson.

“His relatives shaped hinges, kettle hooks, and mining tools, but Miro was always drawn to things that could not be measured.”
From their backstory
Background
Hermit

Connections

Species

Hill Dwarf

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