Mirela Sodi
Mirela Sodi
Sheet
AC 11 · HP 53 · 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
21 featuresAction
- CountercharmLevel 6
You can use your action to start a performance that lasts until the end of your next turn. Friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed. A creature already frightened or charmed can repeat its saving throw with advantage.
Reaction
- Cutting WordsLevel 3
When a creature you can see within 60 feet makes an attack roll, ability check, or damage roll, you can use your reaction and expend a Bardic Inspiration die to subtract the result from the roll.
Always on
- Vicious Mockery
When Action
Deal 1d6 psychic damage to one creature within 60 feet that can hear you. The target must succeed on a Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
- Minor Illusion
When Action
Create a sound or image within range that lasts for up to 1 minute and can distract, deceive, or conceal.
- Mage Hand
When Action
Manipulate or retrieve a small object at range, open an unlocked container, or perform other simple tasks with invisible spectral force.
- Bardic Inspiration, d10Level 1
You can inspire others through stirring words or music. A creature that hears you gains a Bardic Inspiration die, a d10 at this level, which it can add to one ability check, attack roll, or saving throw within 10 minutes.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.
- Song of Rest, d6Level 2
You can use music or oration to soothe your allies during a short rest. Friendly creatures regain an extra 1d6 hit points when spending Hit Dice.
- ExpertiseLevel 3
Choose two skill proficiencies. Your proficiency bonus is doubled for ability checks using them. Mirela has Expertise in Deception and Persuasion.
- Font of InspirationLevel 5
You regain all expended uses of Bardic Inspiration when you finish a short or long rest.
- Bonus ProficienciesLevel 3
You gain proficiency with three additional skills of your choice: Insight, Perception, and Performance.
- Additional Magical SecretsLevel 6
You gain two spells from any class, including spells of a level you can cast. You gain two additional spells at 10th level. These spells count as bard spells for you. Mirela knows Counterspell, Fireball, Haste, and Revivify through this feature.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2, or two ability scores by 1. Mirela increased Charisma by 2 at 4th level.
- Ability Score ImprovementLevel 8
You can increase one ability score by 2, or two ability scores by 1. Mirela increased Charisma by 2 at 8th level.
- ExpertiseLevel 10
You gain Expertise in two additional skills. Mirela has Expertise in Perception and Performance.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You know three cantrips and fourteen bard spells, and you can use a musical instrument as a spellcasting focus.
- TraitHalf-ElfDarkvision, 60 feet
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep
- TraitHalf-ElfSkill Versatility, proficiency in two additional skills
- TraitHalf-ElfAbility Score Increase, Charisma increases by 2, Constitution and Wisdom each increase by 1
- False IdentityCharlatan
You have created a second identity, complete with documentation, acquaintances, and a convincing history. You can use this false identity to move through certain communities, establish credibility, or conceal your true past.
Spells
18 spellsSpellcasting. Mirela Sodi casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (3 slots): , , , ,
3rd level (3 slots): , , , , ,
4th level (3 slots): ,
5th level (2 slots): ,
Gear
9 itemsWeapons
- RapierA finely balanced one-handed blade with a plain leather grip.
- DaggerA light backup blade suitable for concealment.
Armor
- Leather armorFlexible leather armor reinforced at the shoulders.
Tools
- LuteA small polished lute with a repaired neck and mismatched tuning pegs.
- Disguise kitA kit containing cosmetics, wigs, false facial hair, and other disguise materials.
- Forgery kitA kit containing blank papers, fine ink, seals, and imitation handwriting supplies.
Gear
- Diplomat's packA pack containing papers, ink, sealing wax, spare clothes, rations, and basic travel supplies.
- Fine clothesA set of respectable clothing used for both performances and official meetings.
Purse
- 15×Gold piecesStarting currency from the charlatan background.
Appearance
Mannerisms
Mannerisms
Mirela taps a quiet rhythm against her thumb whenever she is thinking. She rarely sits with her back to a door, and she smiles slightly before delivering a lie she considers artistically elegant.
Personality
Warm, observant, and quick with a disarming joke, Mirela treats every conversation as a dance in which both partners deserve to leave with their dignity intact. She notices small details, remembers names, and can imitate the speech patterns of almost anyone after a few minutes of listening.
Ideals
Truth is a shelter for the powerless. If the powerful can rewrite what happened, then remembering becomes an act of resistance.
Bonds
She carries a water-stained ledger containing the names of people erased by the magistrate's conspiracy. She will risk almost anything to protect those still living.
Flaws
She lies reflexively when frightened, even when the truth would be safer. Mirela also has difficulty accepting genuine kindness because she assumes every gift creates a debt.
Quirks
Background
Mirela Sodi grew up in a river town where half-elven children were welcomed everywhere and claimed by no one. Her mother kept accounts for traveling merchants, while her human father repaired instruments in the back room of a crowded inn. Mirela learned early that a well-timed story could open a locked door more reliably than a key. She became a performer, first singing for supper, then traveling with caravans and learning the small arts of misdirection, forgery, and social camouflage from people who had more secrets than coins. Her life changed when she discovered that one of her most profitable identities belonged to a dead courier whose final message implicated a respected magistrate in the disappearance of several refugees. Mirela exposed the conspiracy through a mixture of song, forged correspondence, and carefully planted rumors, but the magistrate's allies destroyed the courier's archive and placed a price on her head. Since then, she has used her music as both weapon and witness. She travels with adventurers because danger is easier to face when shared, and because every journey brings her closer to finding the scattered survivors whose names she has sworn never to let the world forget.
“Her mother kept accounts for traveling merchants, while her human father repaired instruments in the back room of a crowded inn.”
- Background
- Charlatan
Connections
Species
Half-Elf
Media
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