Mira Zsanna
Mira Zsanna
Sheet
AC 15 · HP 99 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Combat Wild ShapeLevel 2
When Bonus action while not incapacitated
Mira can transform into a beast as a bonus action and regain hit points by expending a spell slot while transformed.
Always on
- Wild ShapeLevel 2
When As an action, twice per short or long rest
Mira can transform into a beast she has seen, retaining her alignment, personality, and mental ability scores while using the beast's physical statistics. She can stay transformed for up to 6 hours or until reduced to 0 hit points in beast form.
- Elemental Wild ShapeLevel 10
When Action, expending two uses of Wild Shape
Mira can assume the form of an air, earth, fire, or water elemental by expending two uses of Wild Shape.
- DruidicLevel 1
Mira knows the secret language of druids and can leave hidden messages in natural signs, tracks, and patterns.
- SpellcastingLevel 1
Mira prepares and casts druid spells using Wisdom as her spellcasting ability. She uses a carved piece of riverstone as her druidic focus.
- Druid Circle, Circle of the MoonLevel 2
Mira belongs to the Circle of the Moon. She gains enhanced combat Wild Shape and can assume more powerful animal forms than other druids.
- Circle FormsLevel 2
Mira can use Wild Shape to transform into a beast with a challenge rating as high as 1, ignoring the normal restriction against swimming speeds. At 6th level, the maximum challenge rating increases to her druid level divided by 3, allowing CR 4 forms at level 12.
- Ability Score ImprovementLevel 4
Mira gains an Ability Score Improvement. She increased her Wisdom by 2, reaching 18.
- Ritual CastingLevel 1
Mira can cast certain druid spells as rituals when those spells have the ritual tag and she has them prepared.
- Ability Score ImprovementLevel 8
Mira gains an Ability Score Improvement. She increased her Wisdom by 2, reaching 20.
- Primal StrikeLevel 6
Mira's attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Ability Score ImprovementLevel 12
Mira gains an Ability Score Improvement. She increased her Constitution by 2, reaching 18.
- TraitHill DwarfDarkvision, Mira 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, Mira has advantage on saving throws against poison and resistance to poison damage.
- TraitHill DwarfDwarven Combat Training, Mira is proficient with battleaxes, handaxes, light hammers, and warhammers.
- TraitHill DwarfDwarven Tool Proficiency, Mira is proficient with one artisan's tool, chosen here as mason's tools.
- TraitHill DwarfStonecunning, Mira adds double her proficiency bonus to Intelligence History checks related to the origin of stonework.
- TraitHill DwarfDwarven Toughness, Mira's hit point maximum increases by 1 per level, included in her hit points.
- TraitHill DwarfHill Dwarf Ability Score Increase, Constitution increases by 2 and Wisdom increases by 1 before class improvements.
- Military RankSoldier
Mira can find the temporary quarters of soldiers, mercenaries, and other military forces, and can usually secure modest shelter and support from them. She can also recognize the insignia, ranks, and general customs of military organizations.
Spells
17 spellsSpellcasting. Mira Zsanna casts with Wisdom (spell save DC 17, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (3 slots): , ,
3rd level (3 slots): ,
4th level (3 slots): ,
5th level (2 slots): ,
6th level (1 slot):
Gear
10 itemsWeapons
- ScimitarA curved blade used by Mira's former caravan company, now wrapped at the grip with root-colored cord.
- ClubA simple cudgel cut from the branch of an ash tree struck by lightning.
Armor
- Leather armorA well-maintained suit of nonmetal leather armor reinforced with boiled hide plates.
- Wooden shieldA round wooden shield painted with a faded green road marker.
Gear
- Explorer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Druidic focusA riverstone carved with a spiral leaf pattern, used as a druidic focus.
- Insignia of rankA small iron insignia from her former mercenary company.
- Trophy from a fallen enemyA broken arrowhead taken from a battlefield where Mira refused an unlawful order.
- Bone dice setA set of carved knucklebones used to settle camp disputes and wagers.
Purse
- Common clothes and pouchA plain traveler's outfit and a belt pouch containing ten gold pieces.
Appearance
Mira is a compact hill dwarf with copper-brown skin, broad shoulders, and tightly curled dark hair threaded with silver. She wears her beard in two short, carefully bound braids, each fastened with a plain brass ring taken from a former employer's standard. Her eyes are steady and dark, and her hands are callused from reins, shields, and fieldwork rather than smithing. Within a minute of meeting her, people notice the way she breathes: slow and measured when calm, then shallow and audibly clipped whenever danger or betrayal is mentioned. She walks with a slight forward lean, favoring her left side from years of carrying a shield, but never seems hurried.
Mannerisms
Mira pauses before answering important questions and takes one slow breath through her nose. When rattled, her breathing turns shallow and her sentences become clipped commands. She tests the ground with the toe of her boot before sitting, keeps her back near a wall, and unconsciously counts exits whenever she enters a room.
Personality
Mira is patient, observant, and professionally courteous, even toward people she distrusts. She dislikes grand speeches and prefers practical promises, clear routes, and enough food for one extra person. She has a dry sense of humor and a habit of evaluating every problem as if it were a patrol route. Beneath her disciplined exterior is a deeply compassionate woman who remembers the names of stable hands, cooks, children, and frightened conscripts long after commanders have forgotten them.
Ideals
Protection. Coin is useful, reputation is useful, but the true measure of a contract is who gets to go home afterward.
Bonds
She carries one brass ring from every company that honored its contract. She will risk almost anything to protect the roadside communities that cannot afford professional defenders.
Flaws
She assumes every employer is hiding the most important clause in the contract. When frightened, she becomes controlling and may treat allies like inexperienced recruits. She also has a hard time admitting that she wants a quiet home, because she fears stillness would prove that her years of fighting were unnecessary.
Quirks
Background
Mira Zsanna grew up among the terraced orchards and low stone watchtowers of a hill dwarf border hold. She was never drawn to the forge. Instead, she learned the paths between settlements, the names of edible roots, and the moods of pack animals. When a succession dispute turned the hold's militia against itself, Mira joined a traveling company of caravan guards, believing that hired work would keep her free of politics. For nearly three decades she served as a shield-bearer, scout, and negotiator, taking contracts from merchants, village councils, and once from a petty lord who expected her company to burn a woodland shrine. The shrine belonged to a circle of druids who did not meet the company with violence. They showed Mira the poisoned stream behind the lord's planned road and the dead animals hidden beneath the brush. Mira broke the contract, turned her company against its employer, and spent the next year repairing the damage with the druids. She became their student, learning that a mercenary's most important skill is not obedience but choosing who deserves protection. She still accepts coin, but now her contracts are written with unusual care. No work is worth destroying a watershed, abandoning civilians, or making a promise she cannot keep. Her old comrades call her a deserter. The villages she saved call her when the road becomes dangerous.
“Instead, she learned the paths between settlements, the names of edible roots, and the moods of pack animals.”
- Background
- Soldier
Connections
Species
Hill Dwarf
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