Mikel Ardan
Mikel Ardan
Sheet
AC 13 · HP 26 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
17 featuresAction
- Lightning Breath
When On your turn
As an action, exhale lightning in a 5-foot-wide, 30-foot-long line. Creatures in the area make a DC 12 Dexterity saving throw, taking 2d6 lightning damage on a failed save or half as much on a success. Once used, this can be used again after a short or long rest.
Bonus action
- Martial Arts Bonus Strike
When After taking the Attack action with an unarmed strike or monk weapon
Make two unarmed strikes or monk weapon attacks as a bonus action after taking the Attack action with an unarmed strike or monk weapon.
- Flurry of Blows
When After taking the Attack action
Spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
When On your turn
Spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On your turn
Spend 1 ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn.
- Martial ArtsLevel 1
Your martial arts training grants proficiency with unarmed strikes and monk weapons. You can use Dexterity instead of Strength for their attack and damage rolls, roll a d4 in place of normal unarmed strike damage, and make one unarmed strike as a bonus action after taking the Attack action with an unarmed strike or monk weapon.
Reaction
- Deflect MissilesLevel 3
When You are hit by a ranged weapon attack
Spend your reaction to reduce the damage from a ranged weapon attack by 1d10 + 4. If the damage becomes 0, catch the missile, and optionally spend 1 ki to throw it back as a monk weapon.
Always on
- Unarmored DefenseLevel 1
While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- KiLevel 2
You gain three ki points, regained after a short or long rest. Your ki save DC is 12. You can spend ki to use Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- Way of the Open HandLevel 3
You learn the Open Hand Technique. When you hit a creature with one of the attacks granted by Flurry of Blows, you can impose one effect: knock it prone, push it up to 15 feet, or prevent it from taking reactions until the end of your next turn. The target must make a DC 12 Dexterity saving throw for the prone effect or a DC 12 Strength saving throw for the push effect.
- Ki-Empowered StrikesLevel 3
Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- TraitDragonbornDraconic Ancestry, bronze dragon ancestry grants lightning breath and lightning resistance.
- TraitDragonbornBreath Weapon, exhale lightning in a 5-foot-wide, 30-foot-long line. Creatures in the area make a DC 12 Dexterity saving throw, taking 2d6 lightning damage on a failed save or half as much on a success.
- TraitDragonbornDamage Resistance, resistance to lightning damage.
- TraitDragonbornDraconic language, able to speak, read, and write Draconic.
- WandererOutlander
He has an excellent memory for maps, terrain, weather, and natural features, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Gear
10 itemsWeapons
- ShortswordA simple, balanced blade used for both travel and defense.
- 10×DartSlim throwing darts carried in a leather roll.
- Wooden staffA plain wooden staff, useful as a walking aid and improvised weapon.
Tools
- Hunting trapA spring-loaded snare for catching small game or restraining a careless pursuer.
- Clay whistleA small clay whistle made by his sister. It is not a musical instrument of refinement, but he is proficient with it and uses it for simple signals.
Gear
- Dungeoneer's packContains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Trophy from a hunted animalA carved horn fragment from a beast he tracked across the northern passes.
- Traveler's clothesPatched, weather-stained clothes suited to long travel.
- Belt pouchA worn leather pouch containing starting coin.
Purse
- 10×Gold piecesStarting funds from the Outlander background.
Appearance
A broad-shouldered bronze dragonborn with burnished copper-brown scales and a blunt pair of swept-back horns. He wears plain, patched travel clothes beneath a faded ochre monk's sash, with careful stitching visible at the knees and elbows. His left sandal is newer than the right, and he keeps a small, cracked clay whistle tucked into the sash, its mouthpiece polished smooth from constant handling. His expression is patient and watchful, though his long tail moves in small, irritated taps when he is thinking.
Mannerisms
Mikel studies the ground while people speak, as though reading tracks beneath their words. Before making a difficult decision, he touches the clay whistle at his sash. He rarely raises his voice, but when angered he becomes unnervingly still, with only the tip of his tail giving him away.
Personality
Mikel is steady, observant, and plainly spoken. He prefers useful work to ceremony and trusts people who keep their promises when nobody is watching. He is gentle with frightened animals, patient with children, and difficult to impress with displays of wealth or rank. Though reserved among strangers, he has a dry sense of humor that appears when a journey becomes especially unpleasant.
Ideals
Mercy. A person's worth is not measured by how useful, strong, or civilized others think they are. If I can ease someone's burden, I should.
Bonds
The monastery that sheltered his people is his second home, and he will risk himself to protect its reputation and its remote students. He also carries a clay whistle made by his younger sister, who remained with their wandering kin. He sends word home whenever he can and quietly counts every safe road between them.
Flaws
He distrusts comfort when it comes too easily and will keep walking long after rest would be wiser. He can become quietly judgmental toward people who waste food, shelter, or other people's labor. When someone he loves is threatened, his careful compassion can harden into stubborn recklessness.
Quirks
Background
Mikel was raised among a scattered dragonborn community that moved between high pasture, river country, and the old roads beyond settled lands. His family worked as drovers, guides, and occasional guards, carrying messages and goods through places where roads disappeared under snow or flood. Mikel learned early that a traveler survives by noticing small things: a bird that goes silent, a trail worn into mud, a stranger who asks too many questions. He also learned that strength meant little if it could not be used to protect someone slower or less fortunate. When a fever swept through his people, Mikel carried the sick toward a remote monastery whose monks treated them without asking for payment. He stayed after the others recovered, first to repay the debt, then because the discipline suited him. The monks taught him to turn movement into defense, anger into breath, and compassion into a practical choice made quickly. Now he travels as a guide and wandering helper, sleeping where he can, repairing what he owns instead of replacing it, and seeking the scattered communities that live beyond the maps of comfortable people. He is especially drawn to those who are lost, displaced, or being pushed aside by someone stronger.
“His family worked as drovers, guides, and occasional guards, carrying messages and goods through places where roads disappeared under snow or flood.”
- Background
- Outlander
Connections
Species
Dragonborn
Media
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