Mira Vrztek
Mira Vrztek
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- ExpertiseLevel 1
Mira chooses two proficient skills, Stealth and Investigation, in which her proficiency bonus is doubled. She also chooses thieves' tools, in which her proficiency bonus is doubled.
- Sneak AttackLevel 1
Once per turn, Mira can deal an extra 1d6 damage to one creature she hits with an attack using a finesse or ranged weapon if she has advantage on the attack roll, or if an enemy of the target is within 5 feet of it and Mira does not have disadvantage on the roll.
- Thieves' CantLevel 1
Mira knows the secret language of rogues and can recognize hidden messages and signs used by other members of the underworld.
- Ability Score IncreaseHumanEach of Mira's ability scores increases by 1.
- SizeHumanMira is Medium.
- SpeedHumanMira has a walking speed of 30 feet.
- Extra LanguageHumanMira can speak, read, and write one extra language of her choice, Dwarvish.
- Extra SkillHumanMira gains proficiency in one skill, chosen here as History.
- Guild MembershipGuild Artisan
As a member of a guild, she can secure lodging, food, and basic assistance from fellow guild members, and she can call on the guild to resolve disputes or provide professional support, subject to the guild's resources and standing.
Gear
10 itemsWeapons
- RapierA light, finesse melee weapon suitable for precise strikes.
- Shortbow and arrowsA ranged weapon with a quiver containing twenty arrows.
- 2×DaggersSmall finesse weapons kept as backups and easily concealed.
Armor
- Leather armorLight protective armor made from layered, hardened leather.
Tools
- Thieves' toolsA set of tools used to bypass locks and disarm traps. Mira has Expertise with these tools.
- Leatherworker's toolsTools for cutting, stitching, treating, and shaping leather.
Gear
- Burglar's packA pack containing a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
- Letter of introductionA letter of introduction from her guild, useful when seeking aid from other guild members.
- Traveler's clothesPlain but well-made clothes suitable for travel and guild business.
Purse
- 15×Gold piecesCoin saved from her guild work and discreet recovery jobs.
Appearance
A broad-shouldered human woman with weathered olive skin, close-cropped dark brown hair, and a narrow scar crossing her left eyebrow. Her hands are strong and precise, marked by tiny cuts and dye stains from years of leatherworking. She wears practical leather armor beneath a russet artisan's coat, with a rapier at her hip and a shortbow wrapped in oiled cloth across her back.
Mannerisms
Mira tests the edge of a blade with her thumb before making a decision, counts door hinges under her breath, and rubs her fingertips together when someone tells a lie. When anxious, she silently knots and unknots a scrap of leather cord.
Personality
Practical, observant, and quietly protective. Mira speaks plainly, dislikes theatrical bravado, and has a dry sense of humor that appears when people least expect it. She is patient with apprentices, wary of nobles, and deeply respectful toward anyone who makes something useful with their own hands.
Ideals
Craftsmanship. Anything worth doing should be done carefully, honestly, and well. A person's skill and labor should matter more than their title or wealth.
Bonds
The leatherworkers' guild that raised her is still her family, and she will risk herself to protect its vulnerable members. She also carries her mother's bone-handled awl, the one tool she refuses to lend or replace.
Flaws
She cannot resist correcting sloppy workmanship, even when doing so creates an enemy. Mira also assumes that anyone in authority is hiding something, and her suspicion can become unfairly personal.
Quirks
Background
Mira Vrztek was raised above a cramped leatherworking shop in a river market where every merchant, courier, and caravan guard eventually needed a repaired strap or a fitted scabbard. Her mother taught her to cut hides without waste, while her older brother taught her that locks, purses, and poorly guarded doors were simply another kind of craftsmanship. Mira became known in the guild for making remarkably durable harnesses, but also for noticing which customers lied about their cargo and which guild officers quietly skimmed from communal funds. When she uncovered a scheme that would have ruined several small workshops, Mira stole the account book proving it and delivered it to the guild elders. The guilty master escaped before judgment, leaving Mira blamed by some for the scandal and praised by others for having the courage to expose it. She left town with her tools, a letter of introduction, and the conviction that honest work deserves protection. Now she takes discreet jobs alongside ordinary contracts, using her trained hands and sharper instincts to defend artisans, recover stolen goods, and make sure powerful people cannot hide behind locked doors.
“The guilty master escaped before judgment, leaving Mira blamed by some for the scandal and praised by others for having the courage to expose it.”
- Background
- Guild Artisan
Connections
Species
Human
Media
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