Mirela Durov
Mirela Durov
Sheet
AC 12 · HP 52 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
20 featuresAlways on
- Eldritch Blast
When When you want to make a ranged magical attack
You can cast eldritch blast as a ranged spell attack. You add your Charisma modifier to the damage of each beam.
- Detect Magic
When When examining a suspicious creature, object, or area
Choose one creature, object, or magical effect you can see within range. You learn whether it is affected by magic and the school of magic involved, if any.
- False Life
When Before an ally enters dangerous circumstances
You touch a willing creature and grant it a magical ward against death for 8 hours. The first time it would drop to 0 hit points, it drops to 1 hit point instead, after which the spell ends.
- Minor Illusion
When When creating a distraction or false detail
You create a sound or image within range that lasts for up to 1 minute. The illusion ends if you dismiss it or cast it again.
- Mask of the Wild
When When hiding in natural surroundings
You gain advantage on Dexterity checks made to move silently and can attempt to hide when only lightly obscured by foliage, heavy rain, falling snow, mist, or another natural phenomenon.
- Otherworldly Patron, The FiendLevel 1
You have made a pact with a powerful otherworldly being. Your patron is the Fiend, an ancient infernal intelligence that lends you power through the red leather grimoire you stole from a noble counting house.
- Pact MagicLevel 1
You learn two cantrips from the warlock spell list. You know eight warlock spells, and Charisma is your spellcasting ability. You regain your expended spell slots after a short or long rest.
- Dark One's BlessingLevel 1
When you reduce a hostile creature to 0 hit points, you gain 10 temporary hit points, equal to your Charisma modifier plus your warlock level.
- Eldritch InvocationsLevel 2
You learn two eldritch invocations: Agonizing Blast and Book of Ancient Secrets.
- Pact Boon, Pact of the TomeLevel 3
You gain a Book of Shadows containing three additional cantrips from any class's spell list. These cantrips count as warlock cantrips for you but do not count against your number of cantrips known.
- Ability Score ImprovementLevel 4
You increase your Charisma score by 2, from 15 to 17.
- Dark One's Own LuckLevel 6
You can call on your patron to alter fate. When you make an ability check or saving throw, you can add 1d10 to the roll. You can do so after seeing the initial roll but before its effects occur. Once used, you cannot use this feature again until you finish a short or long rest.
- Mystic Arcanum, 4th LevelLevel 7
You can cast one 4th-level spell from the warlock spell list once without expending a spell slot. You regain the ability to do so after finishing a long rest. The chosen spell is Shadow of Moil.
- TraitWood ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitWood ElfKeen Senses, you have proficiency in the Perception skill.
- TraitWood ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitWood ElfTrance, you do not need to sleep and can finish a long rest in 4 hours by meditating.
- TraitWood ElfFleet of Foot, your walking speed is 35 feet.
- TraitWood ElfMask of the Wild, you can attempt to hide when only lightly obscured by natural phenomena.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even across great distances, though you cannot guarantee the contact's safety or loyalty.
Spells
14 spellsSpellcasting. Mirela Durov casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , , ,
2nd level: ,
3rd level: , , ,
4th level (2 slots):
Gear
11 itemsWeapons
- Light crossbowA light crossbow with 20 bolts, suitable for fighting at range when spells are not appropriate.
Tools
- CrowbarA crowbar used for leverage, prying, and occasionally making a point.
- Thieves' toolsThieves' tools, including picks, tension bars, and fine probes, with the handles worn smooth from use.
Gear
- 20×Crossbow boltsA small leather case containing 20 crossbow bolts.
- Component pouchA component pouch for material spell components.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Book of ShadowsA Book of Shadows granted by the Pact of the Tome, bound in cracked red leather and containing three additional cantrips.
- Dark common clothesA set of dark common clothes suitable for moving unnoticed through alleys and markets.
- Gaming set, bone diceA set of weighted bone dice used to pass time and signal members of her old criminal network.
- Worn brass keyA brass key worn on a cord at her throat. It is not known to open any ordinary lock.
Purse
- Burglar's purseA pouch containing 15 gp.
Appearance
A lean wood elf woman with weather-browned skin, dark brown hair cut to jaw length, and steady green eyes. She stands with one hip slightly forward and rests her weight on the balls of her feet, as if every room might require a quick exit. A brass key hangs from a cord at her throat, its teeth worn smooth from years of handling. Her clothes are practical and carefully mended, layered in muted green, brown, and charcoal. A spellbook bound in cracked red leather is tucked beneath her belt, its corners softened by constant use. When her patron's power stirs, dim ember-colored light shows beneath the skin of her palms.
Mannerisms
When waiting, Mirela balances on the balls of her feet and keeps her shoulders angled toward the nearest exit. She taps the worn brass key against her thumb while thinking, and counts quietly under her breath whenever she hears a lock turn.
Personality
Mirela is quiet in crowds and dryly conversational one-on-one. She notices exits, loose floorboards, unattended purses, and changes in people's breathing before she notices their clothes. She is patient with frightened people, suspicious of confident people, and unexpectedly gentle with animals. She prefers practical kindness to grand promises.
Ideals
Freedom. No ruler, criminal syndicate, or supernatural patron should own another person's choices. If someone must be bound, let it be me until I find the way to break the chain.
Bonds
The surviving members of her first crew are her family, and she will risk almost anything to keep them out of prison or beneath her patron's notice.
Flaws
She cannot leave a lock, secret, or unanswered threat alone, even when prudence says to walk away. She also assumes that every favor has a hidden price, including the ones offered by people who genuinely care about her.
Quirks
Background
Mirela grew up in the crowded service lanes behind the elven quarter of a river city, where being quick, quiet, and useful mattered more than being old enough to vote or tall enough to reach a high shelf. She began as a runner for a burglary crew, carrying coded notes through markets and memorizing which watchmen drank too much on which nights. Her elven patience made her good at waiting, and her lack of interest in glory made her better at leaving before anyone noticed. She eventually became the crew's lock opener and falsified ledgers for merchants who paid to have inconvenient figures disappear. The mistake that changed her life was a job in the sealed counting house of a minor noble family. Behind a false wall, Mirela found a red leather grimoire and a contract written in a language that seemed to shift when she looked away. She opened it because the lock was beautiful. The voice that answered offered her the means to survive the guards already breaking down the door. Mirela accepted, spoke a name she did not understand, and escaped through a room full of blue-black fire. Her old crew scattered, one member vanished, and the noble family has quietly placed a bounty on her. Now she works as a burglar, occult investigator, and occasional protector, trying to discover whether her patron saved her by chance, by design, or because it expects something far more expensive in return.
“She began as a runner for a burglary crew, carrying coded notes through markets and memorizing which watchmen drank too much on which nights.”
- Background
- Criminal
Connections
Species
Wood Elf
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