Mira Quickthorn
Mira Quickthorn
Sheet
AC 15 · HP 51 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Naturally StealthyHalflingYou can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
Bonus action
- Cunning ActionLevel 2
As a Bonus Action, you can Dash, Disengage, or Hide.
- Steady AimLevel 3
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the turn.
Reaction
- Uncanny DodgeLevel 5
When an attacker you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you.
Always on
- Poison
When When she deals Sneak Attack damage
If she lands Sneak Attack and chooses this Cunning Strike option, the target must make a Constitution saving throw or be Poisoned for 1 minute, repeating the save at the end of each of its turns.
- Trip
When When she deals Sneak Attack damage
If she lands Sneak Attack and chooses this Cunning Strike option, the target must make a Dexterity saving throw or fall Prone, provided it is Large or smaller.
- Withdraw
When When she deals Sneak Attack damage
If she lands Sneak Attack and chooses this Cunning Strike option, she moves up to half her Speed immediately after the attack without provoking Opportunity Attacks.
- ExpertiseLevel 1
You gain Expertise in two of your skill proficiencies of your choice. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
- Sneak AttackLevel 1
Once per turn, you can deal extra damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. Extra damage is 3d6 at this level.
- Thieves' CantLevel 1
You know Thieves’ Cant, a coded form of speech, and you gain proficiency in one additional language of your choice.
- Weapon MasteryLevel 1
You gain access to Weapon Mastery. Whenever you finish a Long Rest, choose two weapons you are proficient with, such as Daggers and a Shortbow, and you can use their mastery properties until your next Long Rest.
- Rogue SubclassLevel 3
You gain a Rogue subclass of your choice. For the rest of your career, you gain each subclass feature of your Rogue level or lower.
- Cunning StrikeLevel 5
When you deal Sneak Attack damage, you can forgo one or more Sneak Attack dice to add a Cunning Strike effect. At this level you can choose Poison, Trip, or Withdraw.
- ExpertiseLevel 6
You gain Expertise in two more of your skill proficiencies of your choice.
- BraveHalflingYou have Advantage on saving throws you make to avoid or end the Frightened condition.
- Halfling NimblenessHalflingYou can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.
- LuckHalflingWhen you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
- Criminal ContactCriminal
You know the secret signs, passwords, and underworld contacts needed to find shelter, information, or a fence in criminal circles, provided you maintain your cover and know where to look.
Gear
10 itemsWeapons
- 2×DaggersA pair of balanced blades favored for close work and silent threats.
- ShortbowA compact bow for ambushes and rooftop work.
Armor
- Leather ArmorA light leather coat that leaves the arms free for climbing and quick draws.
Tools
- Thieves' ToolsTools for opening locks, disarming traps, and making a living the hard way.
Gear
- Traveler's ClothesStandard adventuring garb, practical and easy to move in.
- 20×ArrowsA bundle of arrows for the shortbow.
- QuiverA case for carrying arrows securely.
- Burglar's PackA well-packed kit for getting through alleys, windows, and low doors with supplies intact.
- CrowbarA crowbar, useful for prying open stubborn obstacles and making bad choices slightly easier.
- 2×PouchPouches for coins, lockpicks, contraband, or anything that must be hidden quickly.
Appearance
A quick-eyed halfling woman with sun-browned skin, curly chestnut hair chopped short for easy escape work, and a dozen tiny scars on her hands from locks, ledges, and ill-tempered alley cats. She favors dark, fitted traveling leathers under a weathered hood, with a crowbar-shaped brooch pinned to her collar as a private joke. Her smile is disarming, her stance always ready to spring, and she keeps one boot slightly turned inward as if even standing still is only a temporary arrangement.
Mannerisms
She speaks softly until she decides not to, then every word lands with a grin. When thinking, she rubs her thumb over the edge of a coin or latch, as if measuring the world for weaknesses. She always circles a room once before sitting, and she cannot help counting exits.
Personality
Bright, alert, and impossible to pin down, Mira treats danger like an old acquaintance and politeness like a tool she can put away at will. She is generous to the helpless, suspicious of authority, and delighted by a clever plan that embarrasses a bully. She loves secrets, shortcuts, and practical jokes, especially the kind that help someone escape a bad situation.
Ideals
Freedom. No crown, gang, or greedy law should decide who gets to breathe, eat, or choose their own fate. Mira believes the strong have obligations to the small, and the rich should fear the sound of honest footsteps in their halls.
Bonds
She still owes her life to the ragtag crew that raised her, and she will cross any border, burn any bridge, or break any law to protect the few survivors she still calls family. She also keeps the names of three people she once robbed but later helped in secret, and she checks on them whenever she returns to a city.
Flaws
She cannot resist a locked door, a tempting rumor, or a challenge framed as something she ought not to do. When frightened, she jokes too much and moves too fast, which sometimes turns caution into chaos. She also has a stubborn habit of assuming she can improvise her way out of consequences, even when the consequences have names, uniforms, and crossbows.
Quirks
Background
Mira Quickthorn was born in a lantern-lit halfling burrow, but she never quite fit the cozy rhythm of honest village life. She was the one child who climbed every fence, lifted every latch, and asked too many questions about which doors were locked and why. When her family fell on hard times, Mira learned that a nimble hand and a careful lie could keep bread on the table, and that the city’s crooked backstreets were as real a home as any burrow. She ran with a small crew of pickpockets and lookouts who taught her the trade, then taught her the larger truth, that survival in the alleys depends on trust, timing, and knowing when to vanish. Mira grew from petty theft into a true rogue, equal parts burglar, scout, and reluctant hero. She still steals, but now she steals from slavers, corrupt magistrates, and anyone who thinks the small and the poor are easy to crush. The criminal’s life gave her contacts, the rogue’s life gave her purpose, and her halfling luck has so far turned every near-disaster into a story worth telling.
“She was the one child who climbed every fence, lifted every latch, and asked too many questions about which doors were locked and why.”
- Background
- Criminal
Connections
Species
Halfling
Media
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