Mirela Vaskova
Mirela Vaskova
Sheet
AC 16 · HP 196 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
48 featuresAction
- Open-Hand Strike
When When making an attack.
Make an Unarmed Strike using Strength or Dexterity. Damage is 1d12 plus 3 Bludgeoning, or Force damage through Moxie-Fueled Fists. She can use a Bonus Action for another Unarmed Strike.
Bonus action
- One-Two PunchLevel 2
When On her turn.
Spend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.
- Stick and MoveLevel 2
When On her turn.
Spend 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.
- Brace UpLevel 2
When On her turn.
Spend 1 Moxie Point to gain 1d12 plus 17 temporary hit points for 10 minutes.
- Cunning ActionLevel 2
When On her turn.
Use a Bonus Action for Dash, Disengage, or Hide.
- Insightful FightingLevel 3
When When preparing to attack a target.
Use a Bonus Action to make an Insight check for Insightful Fighting against a creature she can see.
- Ear for DeceitLevel 3
As a Bonus Action, make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check. On a success, she can use Sneak Attack against that creature even without Advantage, provided the other Sneak Attack requirements are met and she does not have Disadvantage.
- Eye for DetailLevel 3
As a Bonus Action, make a Wisdom (Insight) check to determine a creature's combat capability. On a success, she learns whether the creature is her equal, superior, or inferior in two chosen categories such as Strength, Dexterity, Constitution, Armor Class, current hit points, total class levels, or rogue levels.
- Steady EyeLevel 7
When she makes an attack roll against a creature she can see, she can use a Bonus Action to learn whether the target is under the effect of a deception, such as an illusion, shapechanger feature, or other magic that alters appearance.
- FisticuffsLevel 1
Mastery of unarmed combat and improvised weapons. While unarmed or wielding only Pugilist weapons, wearing light or no armor, and not wielding a shield, she can make an Unarmed Strike as a Bonus Action, use a 1d12 Fisticuffs Die for Unarmed Strikes and Pugilist weapons, and use Sap mastery with improvised weapons.
- Dig DeepLevel 4
As a Bonus Action, for 10 minutes she gains Resistance to Bludgeoning, Piercing, and Slashing damage and ignores Exhaustion levels below 6. Once per Long Rest, unless she gains 1 Exhaustion to restore it.
Reaction
- Uncanny DodgeLevel 5
When When an attack hits her.
Use a Reaction to halve the damage from one visible attack that hits her.
- Bloodied But Not OutLevel 2
When she takes damage, she can use a Reaction to regain all expended Moxie Points. If Bloodied, she also gains 52 temporary hit points. Once used, this feature requires a Short or Long Rest.
- Meat ShieldLevel 6
While grappling a creature, she gains Half Cover against attacks from creatures she is not grappling. When such a creature misses her, she can spend 1 Moxie Point and use a Reaction to redirect the same attack against a creature she is grappling.
Always on
- Heavy HitterLevel 3
When When an Unarmed Strike hits.
After hitting with an Unarmed Strike, apply both the damage and Grapple or Shove option through Heavy Hitter.
- Stop and DropLevel 3
When When an Unarmed Strike hits.
When hitting without using a mastery property, apply both Grapple and Shove.
- Compression LockLevel 3
When At the start of her turn while grappling.
Deal 1d12 plus 3 Bludgeoning damage to every creature grappled at the start of her turn.
- School of Hard KnocksLevel 9
When When an Unarmed Strike hits.
Deal an extra 1d12 damage once per turn, or impose Endanger or Provoke instead.
- Sneak AttackLevel 1
Gain Sneak Attack, allowing an extra 4d6 damage once per turn when attacking with a qualifying finesse or ranged weapon while meeting the usual conditions. She has no qualifying weapon equipped, but the feature remains part of her rogue training.
- Thieves' CantLevel 1
Gain Thieves' Cant, a secret mixture of coded speech, gestures, and symbols used by rogues.
- ExpertiseLevel 1
Choose two rogue skills for Expertise. Mirela has Expertise in Investigation and Stealth.
- Roguish Archetype, InquisitiveLevel 3
Choose the Inquisitive rogue archetype.
- Multiclass Rogue TrainingLevel 3
Gain proficiency with disguise kits and one musical instrument from her Entertainer background.
- Ability Score ImprovementLevel 4
Gain an Ability Score Improvement. Mirela increased Dexterity by 2.
- Additional ExpertiseLevel 6
Gain Expertise in two additional proficient skills. Mirela has Expertise in Athletics and Perception.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, her base Armor Class equals 12 plus her Constitution modifier.
- MoxieLevel 2
She has 13 Moxie Points, regained after a Short or Long Rest. She knows Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When she fails a Strength, Dexterity, Constitution, or Charisma check, she can spend 1 Moxie Point and add 1d12 to the check. If it still fails, the point is regained, and the feature cannot be used again until a Short or Long Rest.
- InescapableLevel 3
She can expend 1 Moxie Point to give a creature Disadvantage on a saving throw or ability check made against her grapple or shove DC.
- Muscle MassLevel 3
She gains Expertise in Athletics.
- Ability Score ImprovementLevel 4
Gain an Ability Score Improvement. Mirela increased Constitution by 2.
- Extra AttackLevel 5
She can attack twice whenever she takes the Attack action.
- HaymakerLevel 5
When she attacks with an Unarmed Strike or Pugilist weapon, she can spend 1 Moxie Point to deal maximum damage on a hit, then regain that point.
- Moxie-Fueled FistsLevel 6
Her Unarmed Strikes and improvised weapon attacks can deal Force damage instead of their normal damage type.
- Down But Not OutLevel 7
When she uses Bloodied But Unbowed while Bloodied, she can add 4 plus her Exhaustion level to Unarmed Strike and Pugilist weapon damage for 1 minute. Once per Long Rest.
- HerculeanLevel 10
Her Strength score counts as doubled for carrying capacity, her Unarmed Strikes automatically become Critical Hits against objects, and her jump distance is doubled.
- Shake It OffLevel 10
At the start of her turn, she can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on herself. Once per Long Rest unless she accepts 1 Exhaustion to restore it.
- Dig DeeperLevel 13
For 1 minute, she gains all Dig Deep benefits and can use School of Hard Knocks twice per turn. At level 20, she can use this feature twice before a Long Rest.
- UnbreakableLevel 14
She has Advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can spend 1 Moxie Point to reroll it and must use the new roll.
- PugnaciousLevel 15
When she rolls Initiative, she can remove one Exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once per Long Rest.
- HeavyweightLevel 11
When using Grapple or Shove, she counts as one size larger. She does not spend extra movement to move a Grappled creature of her size or smaller.
- Ability Score IncreaseHumanStrength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language. Mirela speaks Common and has not selected an additional language.
- By Popular DemandEntertainer
She can always find a place to perform, usually in a tavern, theater, fairground, fighting pit, or public square. In exchange for a performance, she can usually secure modest food and lodging, and fellow performers recognize her as one of their own.
Gear
7 itemsTools
- Disguise kitA leather-lined disguise kit containing cosmetics, wigs, false facial hair, theatrical putty, and costume accessories.
- Brass performance bellA battered brass handbell used to announce matches and performances.
Gear
- Professional ring gearReinforced crimson and black ring gear with chain connectors, designed for mobility and dramatic entrances. It provides no armor and is treated as clothing for the Iron Chin feature.
- RopeA coil of strong rope used for stage rigging, grappling demonstrations, and practical work.
- Belt pouchA pouch containing the proceeds from recent performances.
- Broken brass troupe tokenA small keepsake from her traveling troupe.
Purse
- Starting coinLoose coins saved from tavern shows, wrestling bouts, and theatrical exhibitions.
Appearance
A powerfully built human woman with a buxom, heavily muscled physique, a pronounced bubble-shaped posterior, and sharply defined six-pack abs. She wears extremely scanty professional ring gear made from reinforced crimson and black fabric, with decorative steel chains connecting the top, hip pieces, and back straps. The gear leaves her arms, legs, shoulders, midriff, and most of her back exposed, with a thong-like rear design intended for spectacle and unrestricted movement. She has long, straight dark brown hair with straight bangs falling past her eyes, several facial piercings, a wide confident smile, and numerous old scars across her knuckles, ribs, and shoulders. Her posture is theatrical even when standing still, as though every room is an arena awaiting her entrance.
Mannerisms
She rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and announces the names of her techniques in a low, ceremonious voice. When thinking, she silently mouths the count of a wrestling sequence. Before a fight, she always asks, "Do you want the quick ending or the memorable one?"
Personality
Mirela is warm, loud, observant, and almost impossible to intimidate. She remembers faces, fighting styles, favorite drinks, and the exact moment a person's confidence begins to crack. Away from an audience she is unexpectedly gentle, especially with frightened children, exhausted laborers, and anyone nursing an injury. She loves applause, but she loves earning it honestly even more.
Ideals
The show must go on, but no one in the audience should be sacrificed for it. Courage means standing between the cruel and the vulnerable, then making the bully regret choosing a public stage.
Bonds
She is devoted to the old traveling troupe that raised her, especially the children who still perform under its patched canvas roof. She sends them money whenever she can and dreams of buying them a permanent theater. She also keeps a broken brass bell from the first ring where she fought for real, a reminder that every champion begins as someone willing to stand up one more time.
Flaws
She cannot resist answering an insult, especially when there is an audience. Mirela often treats serious situations like matches, escalating a problem because she believes every conflict needs a decisive finish. She also hides injuries until they become dangerous, terrified that admitting weakness will make people stop believing in her.
Quirks
Background
Mirela Vaskova was raised in a hard-working human family that traveled from town to town with a small troupe of tumblers, musicians, storytellers, and strongmen. She learned early that an audience wanted more than skill. It wanted timing, danger, laughter, and a reason to remember the performer after the applause ended. Mirela became the troupe's acrobat and comic bruiser, staging mock fights with carefully hidden cushions and dramatically exaggerated falls. The act stopped being pretend when a tavern owner refused to pay the troupe and sent his hired thugs after them. Mirela discovered that her fists, elbows, improvised chairs, and stubborn refusal to stay down could protect people just as effectively as they could entertain them.
“She learned early that an audience wanted more than skill.”
- Background
- Entertainer
Connections
Species
Human
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