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Mirunia - AI-generated fantasy Character

Mirunia

Human · Wizard · Level 2 · Criminal

Mirunia

Mirunia is theatrical, suspicious, and endlessly curious.
AC12
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 13 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons

Tools

Thieves' Tools

Languages

Common,
Thieves' Cant

Features

19 features

Always on

  • Minor Illusion

    When Action

    Mirunia produces a harmless magical effect such as a flicker of light, a whisper, a drifting scent, or a brief visual mark within range.

  • Ray of Frost

    When Action

    Mirunia sends a chilling ray toward a creature, dealing cold damage and reducing its Speed if it hits.

  • Mage Hand

    When Action

    Mirunia creates a floating spectral hand that can manipulate objects, open containers, and perform other simple tasks at a distance.

  • Tasha's Hideous Laughter

    When Action

    Mirunia makes a creature believe a ridiculous but compelling suggestion, potentially leaving it Incapacitated with laughter.

  • Shield

    When Reaction when hit by an attack or targeted by Magic Missile

    Mirunia creates a protective magical barrier that raises his Armor Class when danger strikes.

  • Magic Missile

    When Action

    Mirunia launches three glowing darts of magical force that automatically strike creatures he chooses.

  • Mage Armor

    When Action

    Mirunia surrounds himself with an invisible magical armor that improves his Armor Class for eight hours.

  • Detect Magic

    When Action or Ritual

    Mirunia senses the presence of magic and can study the aura around visible magical creatures or objects.

  • SpellcastingLevel 1

    Mirunia can cast Wizard spells using Intelligence. He knows three Wizard cantrips, keeps a spellbook containing eight level 1 Wizard spells, prepares five level 1 or higher Wizard spells after each Long Rest, and can use an Arcane Focus or his spellbook as a spellcasting focus.

  • Ritual AdeptLevel 1

    Mirunia can cast a Wizard spell with the Ritual tag as a Ritual if the spell is in his spellbook, even if it is not prepared.

  • Arcane RecoveryLevel 1

    Once per Long Rest, after a Short Rest, Mirunia can recover expended spell slots with a combined level no greater than half his Wizard level, rounded up. At level 2, this allows him to recover one expended level 1 spell slot.

  • ScholarLevel 2

    Mirunia has Expertise in Arcana, doubling his proficiency bonus for Arcana checks.

  • Creature TypeHumanHumanoid.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • ResourcefulHumanMirunia gains Heroic Inspiration whenever he finishes a Long Rest.
  • SkillfulHumanMirunia gains proficiency in one skill of his choice, Deception.
  • VersatileHumanMirunia gains one Origin feat of his choice, Skilled. Skilled grants proficiency in Insight, Perception, and Performance.
  • AlertCriminal

    Mirunia has the Alert Origin feat. He adds his proficiency bonus to Initiative rolls and can swap Initiative with a willing ally immediately after rolling Initiative, provided neither creature is Incapacitated.

Spells

13 spells

Spellcasting. Mirunia casts with Intelligence (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

1st level (3 slots): , , , , , , , , ,

Gear

11 items

Weapons

  • 2×
    Dagger
    A light, easily concealed blade used for self-defense and burglary.
  • Arcane Focus, Quarterstaff
    A quarterstaff that doubles as an Arcane Focus, its handle covered in handwritten omens and false names.

Tools

  • Thieves' Tools
    A narrow metal kit containing picks, tension tools, files, and probes for manipulating locks and traps.
  • Marked Fortune-Telling Cards
    A worn deck used for both genuine-looking fortune readings and carefully engineered scams.

Gear

  • Robe
    A patched robe with hidden inner pockets and several suspiciously recent repairs.
  • Spellbook
    A Tiny, three-pound spellbook containing Mirunia's known Wizard spells.
  • Scholar's Pack
    Contains a backpack, book, ink, ink pen, lamp, ten flasks of oil, ten sheets of parchment, and a tinderbox.
  • 2×
    Pouch
    Two compact pouches used for components, cards, coins, and small stolen objects.
  • Crowbar
    Useful for forcing doors, lifting shutters, and creating plausible explanations for broken locks.
  • Traveler's Clothes
    Practical clothing chosen for travel and anonymity.

Purse

  • 16×
    Gold Pieces
    Unspent starting currency from the Criminal background.

Appearance

Mirunia is a lean, weather-beaten human man with long ash-brown hair usually tied with scraps of colored thread. His clothes are a mismatched collection of patched traveler’s garments, stolen finery, and wizardly robes cut short for easier movement. He smells faintly of lamp oil, wet wool, and crushed herbs. Within a minute of meeting someone, it becomes clear that he rarely looks directly at faces. Instead, his eyes travel over pockets, doorways, hands, and nearby exits, pausing longest on anything valuable or dangerous. A battered deck of fortune-telling cards is always tucked into his sleeve, and his spellbook is wrapped in oilskin beneath his coat.

Mannerisms

Mirunia lays out three cards whenever he needs to make a decision, then chooses the option he wanted before drawing them. He counts exits under his breath, taps the edge of his spellbook against his wrist, and calls people by invented titles such as Professor, Duke, or Witness. When nervous, he smells the ink on his fingers as though checking whether reality is still there.

Personality

Mirunia is theatrical, suspicious, and endlessly curious. He treats every conversation as a negotiation and every coincidence as a possible message from the cosmos. He can be charming when trying to sell a prophecy, unexpectedly compassionate toward other outcasts, and deeply annoying when he begins explaining why an obvious fact is merely a cover story. His unstable-seeming behavior is partly genuine and partly performance, though he no longer knows where one ends and the other begins.

Ideals

Knowledge belongs to whoever is clever enough to take it. Libraries, temples, guilds, and nobles merely pretend that possession makes their secrets morally theirs.

Bonds

His stolen spellbook contains marginal notes written by an unknown wizard whose identity Mirunia is determined to discover. He also owes a substantial debt to the street gang that first taught him how to steal without being seen.

Flaws

He is a compulsive liar, especially when the truth would be simpler. Mirunia trusts omens more than people and can become irrationally stubborn when a card reading contradicts obvious evidence. He frequently accepts dangerous jobs because he cannot resist the promise of rare books, forbidden lore, or an easy mark. He also has a habit of spending his last coins on books and cards, then attempting to predict where his next meal will come from.

Quirks

He refuses to sleep with his spellbook more than an arm's length away.
He gives every deck of cards a personal name.
He pockets loose buttons, keys, and interesting screws without noticing.
He occasionally pauses mid-sentence to announce what a card reading would say about the conversation.
He writes important notes backward, claiming ordinary script is too easy for ghosts to read.

Background

Mirunia learned to read before he learned to behave. As a boy in crowded lodging houses and market alleys, he discovered that books were often left unattended by people who assumed poverty made a person harmless. He began by stealing scraps of parchment, then entire volumes, eventually assembling a private education from discarded grimoires, cracked monastery texts, and the journals of dead hedge-mages. His first true spell was copied from a stolen book while hiding inside a cooper’s barrel, with the smell of vinegar and sawdust filling his lungs as the letters rearranged themselves on the page. He has since survived by accepting suspicious magical commissions, forging minor divinations, locating hidden objects, and selling secrets to anyone willing to pay in advance. Some of his knowledge came from legitimate study, but much of it was bought with lies, burglary, and favors owed to dangerous people. Mirunia insists that his card readings are genuine, though the cards are marked, the predictions are carefully phrased, and the outcomes often improve when his client leaves a generous tip. Whether his wavering grasp on reality comes from forbidden books, sleepless nights, or years of pretending to believe his own prophecies is unclear, even to him. He wanders because standing still gives creditors, former employers, and his own thoughts too much time to catch up.

“Some of his knowledge came from legitimate study, but much of it was bought with lies, burglary, and favors owed to dangerous people.”
From their backstory
Background
Criminal

Connections

Species

Human

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