Mirei Kresta
Mirei Kresta
Sheet
AC 14 · HP 52 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
26 featuresBonus action
- Cunning ActionLevel 2
When On your turn
You can use a Bonus Action to Dash, Disengage, or Hide.
- Fast Hands
When On your turn
You can take the Utilize action, or use a magic item requiring the Magic action, as a Bonus Action.
- Thief: Fast Hands and Second-Story WorkLevel 3
Fast Hands lets you take the Utilize action, or take the Magic action to use a magic item that requires that action, as a Bonus Action. Second-Story Work grants a Climb Speed equal to your Speed and lets you add your Dexterity modifier to the distance of your running jumps.
Reaction
- Uncanny DodgeLevel 5
When When hit by an attack roll
When an attacker hits you, use your Reaction to halve the attack's damage against you.
- Initiative Swap
When After rolling initiative
Swap initiative with a willing ally in the same combat immediately after rolling initiative, provided neither creature is Incapacitated.
Always on
- Cunning Strike: Disarm
When After a qualifying Sneak Attack hit
After hitting with an attack that qualifies for Sneak Attack, expend 1d6 from the Sneak Attack damage to force the target to drop one object it is holding. The target makes a Dexterity saving throw against DC 14.
- Cunning Strike: Poison
When After a qualifying Sneak Attack hit
After hitting with an attack that qualifies for Sneak Attack, expend 1d6 from the Sneak Attack damage to apply poison to the wound. The target makes a Constitution saving throw against DC 14 or has the Poisoned condition until the end of your next turn.
- Cunning Strike: Trip
When After a qualifying Sneak Attack hit
After hitting with an attack that qualifies for Sneak Attack, expend 1d6 from the Sneak Attack damage to knock the target Prone if it fails a Strength or Dexterity saving throw against DC 14.
- ExpertiseLevel 1
You gain Expertise in two proficient skills or tools. Choose Stealth and Thieves' Tools. Your proficiency bonus is doubled for ability checks using them.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 2d6 damage to a creature you hit with an attack if you have Advantage on the attack roll and the attack uses a Finesse or Ranged weapon. You do not need Advantage if another enemy of the target is within 5 feet of it, that enemy is not Incapacitated, and you do not have Disadvantage.
- Thieves' CantLevel 1
You know the secret language of rogues and criminals, including hidden signs and coded expressions.
- Weapon MasteryLevel 1
You gain mastery with four weapons. Mirei has mastery with the Dagger, Shortbow, Shortsword, and Rapier.
- Rogue SubclassLevel 3
Mirei is a Thief. She gains Fast Hands and Second-Story Work.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat for which you qualify. Mirei's fixed ability scores remain as provided.
- Cunning StrikeLevel 5
When you deal Sneak Attack damage, you can apply one Cunning Strike option by expending 1d6 from the Sneak Attack damage. Mirei knows Disarm, Poison, and Trip.
- ExpertiseLevel 6
You gain Expertise in two more proficient skills or tools. Choose Investigation and Perception.
- EvasionLevel 7
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful save and half damage on a failed save.
- Reliable TalentLevel 7
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanWhen you fail a D20 Test, you can give yourself Heroic Inspiration if you do not already have it. You can use this benefit once per Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. Mirei gains Insight proficiency.
- VersatileHumanYou gain an Origin feat for which you qualify. Mirei gains Skilled, granting proficiency in Intimidation, Persuasion, and Insight. Duplicate Insight proficiency is replaced with proficiency in Forgery Kit.
- Human languageHumanYou know Common and one additional language. Mirei knows Thieves' Cant through her Rogue class feature and uses it as her additional language.
- Criminal ContactCriminal
You have a reliable contact who acts as your liaison to a network of criminals. You know how to get messages to and from this contact, even across considerable distances, though the contact cannot guarantee assistance.
Spells
Spellcasting. Mirei Kresta casts with Charisma (spell save DC 10, to hit with spell attacks).
Gear
10 itemsWeapons
- 2×DaggerFinesse and light melee weapons, balanced for concealment and close work.
- ShortswordA short, quick blade suitable for dueling or ambush.
- ShortbowA compact ranged weapon with a leather grip.
Armor
- Leather ArmorLight armor made from supple, dark-stained leather.
Tools
- Thieves' ToolsTools for picking locks and disarming traps.
- Forgery KitA small kit used to reproduce seals, signatures, and written documents.
Gear
- 20×ArrowsAmmunition for the shortbow.
- QuiverA container for the arrows.
- Burglar's PackA pack containing ordinary adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, rope, and a waterskin.
Purse
- 8×Gold PiecesCoins saved from criminal work and legitimate adventuring.
Appearance
Mirei Kresta is a lean, compact human woman with weather-browned skin, dark brown hair cut to her jaw, and keen gray-brown eyes that rarely remain still. She favors layered charcoal clothing beneath a worn russet cloak, soft leather armor, and fingerless gloves marked with old ink stains. Her teeth are slightly crowded at the front, noticeable when she eats or laughs, and she has a habit of pressing her tongue against one crooked incisor while thinking. Her voice is normally low and dry, but when rattled her breath catches in short, audible pulls before she forces herself to speak again.
Mannerisms
Mirei taps two fingers against her wrist whenever she is counting exits. She pauses before entering any room, listening for breathing on the other side of the door. When nervous, she speaks too quickly, then deliberately slows herself by touching her crooked front tooth with her tongue.
Personality
Mirei is observant, wry, and fiercely protective of anyone being cornered by wealth or authority. She treats conversation like a card game, revealing just enough to keep others curious while quietly measuring what they want. She is generous with food, suspicious of compliments, and far more comfortable in a condemned warehouse than at a respectable dinner.
Ideals
Freedom. No law deserves obedience merely because it was written by someone powerful. People should be judged by whom their rules protect.
Bonds
I carry a copied ledger page that proves who ruined my old neighborhood. I will expose every name on it, even if doing so costs me my freedom.
Flaws
I cannot resist proving that a locked door, guarded vault, or arrogant official can be defeated. I also hide fear behind sarcasm, which makes me cruelest to the people I most want to keep close.
Quirks
Background
Mirei Kresta grew up in the back rooms of a riverside gambling house, where her mother kept accounts for men who considered honesty a weakness and mercy a form of theft. Mirei learned numbers before she learned letters, then learned locks, false names, and the careful reading of a room. Her first crimes were practical, stealing medicine and bread for people who could not afford either. Her later work became more deliberate. She broke into counting houses, intercepted blackmail ledgers, and redirected protection money away from predatory gangs and toward the tenants they had been bleeding dry. A job against the Kurosh Vintners went wrong when Mirei discovered that the guild's books contained evidence of a planned eviction campaign. Rather than sell the information, she released it publicly, earning a price on her head and forcing her to flee the city. Since then, she has worked as a thief, scout, and occasional saboteur, taking contracts that let her hurt cruel people while pretending she is only interested in the pay. Her criminal contact still feeds her names and rumors, but Mirei's real loyalty is to the forgotten people whose lives are hidden behind ledgers, locked doors, and official seals.
“Mirei learned numbers before she learned letters, then learned locks, false names, and the careful reading of a room.”
- Background
- Criminal
Connections
Species
Human
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