Mira Daskova
Mira Daskova
Sheet
AC 12 · HP 53 · 45 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
27 featuresAction
- Wholeness of BodyLevel 6
When On your turn
Spend 3 ki points as an action to regain 30 hit points.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Stillness of MindLevel 7
You can use your action to end one effect on yourself causing you to be charmed or frightened.
Bonus action
- Martial Arts Bonus Strike
When After taking the Attack action with an unarmed strike or monk weapon
Make one unarmed strike as a bonus action after using 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.
- 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 doubles for the turn.
- Patient Defense
When On your turn
Spend 1 ki point to take the Dodge action as a bonus action.
- Martial ArtsLevel 1
Your martial arts training lets you use Dexterity instead of Strength for unarmed strikes and monk weapons. You can roll a d6 in place of the normal damage die for unarmed strikes and monk weapons. When you use the Attack action with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
Use your reaction to reduce damage from a ranged weapon attack by 1d10 + 11.
- Slow FallLevel 4
When you fall, you can use your reaction to reduce falling damage by an amount equal to five times your monk level.
Always on
- Stunning StrikeLevel 5
When When you hit another creature with a melee weapon attack
Spend 1 ki point when you hit with a melee weapon attack. The target makes a Constitution saving throw or is stunned until the end of your next turn.
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- KiLevel 2
You gain 10 ki points, recovered after a short or long rest. Ki options include Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your unarmored movement increases by 10 feet while you are not wearing armor or wielding a shield.
- Monastic TraditionLevel 3
Choose the monastic tradition of the Way of the Open Hand. Your tradition grants additional features at 3rd, 6th, and 17th level.
- Open Hand TechniqueLevel 3
When you hit a creature with one of the attacks granted by Flurry of Blows, you can impose one effect without a saving throw: it cannot take reactions, it must succeed on a Strength save or be knocked prone, or it must succeed on a Dexterity save or be pushed up to 15 feet away.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2, or two ability scores by 1. Mira increases Dexterity by 2, raising it to 13.
- Unarmored Movement ImprovementLevel 6
Your unarmored movement bonus increases to 15 feet, and you gain the ability to move along vertical surfaces and across liquids during your turn without falling.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Ability Score ImprovementLevel 8
You can increase one ability score by 2, or two ability scores by 1. Mira increases Wisdom by 2, raising it to 13.
- EvasionLevel 7
If you are subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and half damage on a failure.
- Purity of BodyLevel 10
You gain immunity to disease and poison, and you have resistance to poison damage.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- Rustic HospitalityFolk Hero
Common folk offer shelter, food, and modest aid when they recognize a champion of the people. You can find a place to hide, rest, or recover among ordinary people, though they will not risk their lives for you.
Gear
8 itemsWeapons
- QuarterstaffA balanced wooden staff used as a monk weapon and walking stick.
- 10×DartTen balanced darts suitable for throwing.
Tools
- Woodcarver's ToolsA set of artisan's tools used for woodworking and village repairs.
Gear
- Explorer's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Riding SaddleA sturdy harness and tack for riding and controlling a horse or similar land mount.
- Common ClothesA commoner's working outfit, patched but carefully maintained.
- Memento from a Fallen FoeA simple wooden token carved in the shape of a wheat sheaf, remembered by villagers as the sign of Mira's uprising.
Purse
- 10×Gold PiecesCoins saved from odd jobs and given as starting funds.
Appearance
A lean, weathered human with a compact, wiry build and broad, work-hardened hands. Their dark brown hair is cut unevenly at the jaw, with a streak of gray above the left temple. A flattened nose, sun-browned skin, and a pale scar across the right forearm speak of years spent outdoors and in rough company. They wear patched brown travel clothes beneath a faded ochre monk's sash, with a wooden prayer bead bracelet made from old fence posts. Their movements are quiet and economical, like someone accustomed to crossing muddy fields without disturbing the soil.
Mannerisms
Mira rolls her shoulders before speaking, as if settling invisible weight into place. She rarely sits with both feet on the ground, preferring a crouch, a step, or the edge of a bench. When listening to someone upset, she silently counts their breaths and matches her own breathing to them.
Personality
Mira is practical, patient, and quietly warm. She prefers useful work to ceremony and trusts people who show up consistently more than people who make impressive promises. She has a dry sense of humor and a habit of treating dangerous situations like difficult farm repairs, something to be assessed, stabilized, and handled one piece at a time.
Ideals
Dignity. No one is born to kneel, and no one should be treated as less than human because they are poor, frightened, or powerless.
Bonds
The people of my home village trusted me when they had every reason to be afraid. I will never abandon them, and I will protect any community being crushed by the powerful.
Flaws
I am slow to forgive betrayal, especially when someone uses a person's trust against them. When angry, I become rigid and certain that restraint is the same thing as wisdom.
Quirks
Background
Mira Daskova was born in a farming village where every family measured wealth in sacks of grain, sound roof beams, and neighbors who would show up when a barn caught fire. Her parents worked a narrow strip of poor soil, and Mira learned early that strength was less important than balance, patience, and knowing exactly where to put her feet. When a tax collector's guards began taking winter stores by force, Mira stood between them and the village granary. She was beaten badly, but she kept getting up, using the guards' own momentum to send them sprawling in the mud. The story spread farther than she expected, and a traveling monk named Brother Orest found her afterward and offered her a place at his roadside monastery.
“When a tax collector's guards began taking winter stores by force, Mira stood between them and the village granary.”
- Background
- Folk Hero
Connections
Species
Human
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