Mikájo
Mikájo
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAlways on
- Hunter's Mark
When Bonus Action
Mikájo marks one creature she can see as her quarry, gaining the benefits of the Hunter's Mark spell while maintaining concentration.
- Copper Breath Weapon
When When taking the Attack action
Mikájo replaces one attack of the Attack action with a 30-foot-long, 5-foot-wide line of acid. Creatures in the area make a DC 13 Dexterity saving throw, taking 1d10 acid damage on a failure or half damage on a success.
- Longbow Shot
When Action
Mikájo makes a ranged attack with her longbow, using its mastery property when applicable.
- Shortsword Strike
When Action
Mikájo makes a finesse melee attack with a shortsword, using its mastery property when applicable.
- Core Ranger TraitsLevel 1
You have the following traits from the Ranger Core Ranger Traits: a d10 Hit Point Die, proficiency with Martial weapons, training with Light and Medium armor and Shields, and proficiency in one skill from the Ranger skill list. You also have the ability to prepare Ranger spells using Wisdom as your spellcasting ability.
- Favored EnemyLevel 1
You always have Hunter's Mark prepared. You can cast it twice without expending a spell slot, and you regain those free uses when you finish a Long Rest.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons with which you are proficient. Mikájo currently applies mastery to the Longbow and Shortsword, and can change those choices after a Long Rest.
- SpellcastingLevel 1
You can prepare two level 1 Ranger spells. You can replace one prepared Ranger spell whenever you finish a Long Rest. Wisdom is your spellcasting ability, and you can use a Druidic Focus as a spellcasting focus.
- Draconic Ancestry, CopperDragonbornMikájo's breath weapon and damage resistance are associated with acid.
- Breath WeaponDragonbornAs part of the Attack action, she can replace one attack with a 30-foot line that is 5 feet wide. Creatures in the area make a DC 13 Dexterity saving throw, taking 1d10 acid damage on a failed save and half as much on a success. She can use this a number of times equal to her proficiency bonus, regaining all uses after a Long Rest.
- Damage ResistanceDragonbornShe has Resistance to acid damage.
- DarkvisionDragonbornShe can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she sees darkness in shades of gray.
- Draconic FlightDragonbornAt character level 5, she will gain the ability to manifest spectral wings for temporary flight once per Long Rest.
- Military RankSoldier
You have a military rank from your career as a soldier. Soldiers loyal to your former command recognize the authority of that rank, and you can invoke it to influence other soldiers, secure temporary use of basic military facilities, or request limited assistance, subject to the discretion of the local commander.
Spells
2 spellsSpellcasting. Mikájo casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (2 slots): ,
Gear
19 itemsWeapons
- 2×ShortswordA light finesse weapon suitable for close fighting and quiet work.
- LongbowA martial ranged weapon with a 150-foot normal range and 600-foot long range.
- SpearA long thrusting weapon issued to soldiers.
- 6×JavelinThrown weapons useful for skirmishing or marking a perimeter.
- GreatswordA heavy two-handed martial weapon carried as part of her former military kit.
Armor
- Leather ArmorLight armor made from treated leather, fitted over a padded tunic.
Tools
- Gaming SetA simple gaming set used by soldiers to pass time during watches.
Gear
- 20×ArrowsAmmunition for the longbow.
- QuiverA container for carrying arrows.
- Explorer's PackA pack containing basic travel and exploration supplies.
- Healer's KitA kit containing basic supplies for stabilizing wounded creatures.
- BedrollA bedroll for resting outdoors.
- Mess KitA tin container for eating meals.
- TinderboxA small box containing flint, steel, and tinder.
- 10×TorchHandheld lights that burn for about an hour each.
- 10×RationsRations sufficient for ten days of travel.
- WaterskinA container for carrying drinking water.
- RopeHemp rope, useful for climbing, binding, or securing gear.
Purse
- 16×Gold PiecesCoin left over from military pay and recent guiding work.
Appearance
Mikájo is a copper-scaled Dragonborn woman of medium height, with warm bronze-green eyes and swept-back horns polished smooth by years of brushing against low branches. Her scales are mottled like weathered pennies and forest lichen, darker along her shoulders and forearms. Her hands are especially distinctive, broad-palmed and heavily callused, with flattened claws stained by bowstring wax, soil, and plant oils. She moves with economical precision and tends to stand slightly too close when studying someone, as if they were a track or sign that needed examining. Her gear is practical, repaired repeatedly, and arranged so that nothing rattles while she walks.
Mannerisms
Mikájo pauses before entering any room and quietly counts exits, windows, and people. When listening, she tilts her head to one side and watches hands rather than faces. She speaks in short, practical sentences, but becomes unexpectedly animated when describing an animal's behavior or a place she has never visited.
Personality
Mikájo is observant, self-directed, and quietly competitive. She enjoys difficult trails, wary animals, and any problem that can be solved by noticing what everyone else overlooked. She is generous with food and directions, but guarded with promises. She prefers the company of travelers who understand that silence can be comfortable.
Ideals
Freedom. A person should be able to choose what they protect, what they pursue, and when they walk away. No banner is sacred enough to justify taking that choice from someone else.
Bonds
She carries a small copper clasp from her village's communal hunting banner and hopes one day to return home without bringing danger to the people there.
Flaws
She treats every order as a potential attempt at control, even when cooperation would clearly be wiser. Once she decides that someone is being hunted, she will risk too much to help them escape.
Quirks
Background
Mikájo grew up in a remote forest village where every trail carried a story. Before she was old enough to draw a bow, she could tell which villager had passed through a clearing, whether they had been carrying a burden, and how long ago they had gone. Hunting was never merely an act of survival to her. The best kills were the ones that demanded patience, careful reading of wind and leaf, and a willingness to wait until the forest revealed what it was hiding. Bringing home elusive prey for a communal feast gave her a satisfaction she never found in any private possession. When soldiers arrived to announce that the village owed able-bodied people to the army of a distant lord fighting a still more distant baron, Mikájo heard only the promise of roads beyond the horizon. She became a scout, and at first the work felt like an enormous hunt. She found enemy camps, traced patrol routes, carried messages through hostile country, and concealed the movements of her own troops. In time, however, she learned that battles were often decided by people who had never seen the places they fought over. She grew tired of killing villagers, deserters, and frightened conscripts for commanders whose names meant nothing to her. During a dangerous assignment deep beyond the army's mapped frontier, she abandoned the mission and disappeared into the wilderness, trusting the command to record her as dead rather than admit that she had deserted. Now Mikájo lives at the far edges of the map, guiding caravans, locating lost travelers, and hunting when she needs coin or simply wants the challenge. She avoids roads patrolled by her former army and never sleeps twice in the same rented room when soldiers are nearby. She misses her village more sharply than she admits, but she has come to believe that a life chosen day by day is worth more than a safe life lived under someone else's orders.
“Hunting was never merely an act of survival to her.”
- Background
- Soldier
Connections
Species
Dragonborn
Media
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