Mireya Solano
Mireya Solano
Sheet
AC 16 · HP 236 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- PersuasionCHA
- Sleight of HandCHA
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
48 featuresBonus action
- One-Two Punch
When Bonus Action, spend 1 Moxie Point.
Mireya makes two Unarmed Strikes as a Bonus Action by spending 1 Moxie Point.
- FisticuffsLevel 1
While unarmed or wielding only simple melee or improvised weapons, wearing light or no armor, and using no shield, Mireya can make an Unarmed Strike as a Bonus Action. Her unarmed strikes deal 1d8 bludgeoning damage, and improvised weapons she uses gain the Sap mastery property.
- Cunning ActionLevel 2
Mireya can take the Dash, Disengage, or Hide action as a Bonus Action.
- MoxieLevel 2
Mireya has 13 Moxie Points, regained after a Short or Long Rest. Brace Up grants temporary hit points, One-Two Punch makes two Bonus Action Unarmed Strikes, and Stick and Move makes an Unarmed Strike followed by Dash or Disengage.
- Inquisitive: Eye for DetailLevel 3
Mireya can use a Bonus Action to make a Wisdom Perception check to spot a hidden creature or object, or to make an Intelligence Investigation check to uncover clues.
- Insightful FightingLevel 3
Mireya can study a creature as a Bonus Action with an Insight check contested by its Deception check. On a success, she can use Sneak Attack against it for 1 minute without advantage, provided she does not have disadvantage and the target is within 30 feet.
- Rogue: Ability Score ImprovementLevel 4
Mireya gains an Ability Score Improvement. Her chosen feat is Tavern Brawler, granting proficiency with improvised weapons, a 1d4 Unarmed Strike die if not already better, and the ability to shove a creature as a Bonus Action after hitting with an Unarmed Strike.
- Dig DeepLevel 4
Mireya can use Dig Deep as a Bonus Action. For 10 minutes she gains resistance to bludgeoning, piercing, and slashing damage and ignores Exhaustion levels below 6. Once per Long Rest, or she can regain it by gaining 1 Exhaustion.
- Dig DeeperLevel 13
Mireya can use Dig Deeper as a Bonus Action. For 1 minute she gains the benefits of Dig Deep and can use School of Hard Knocks twice per turn. At level 20, she can use this feature twice per Long Rest.
Reaction
- Bloodied But Not BowedLevel 2
When Mireya takes damage, she can use a Reaction to regain all expended Moxie Points. If Bloodied, she also gains temporary hit points equal to 52. Once used, this feature requires a Short or Long Rest.
- Meat ShieldLevel 6
While Mireya has a creature Grappled, she has Half Cover against attacks from creatures she is not Grappling. When such a creature misses her, she can spend a Reaction and 1 Moxie Point to redirect the attack against a Grappled creature.
Always on
- Stop and Drop
When After hitting with an Unarmed Strike without using a mastery property.
Mireya makes an Unarmed Strike and can apply both Grapple and Shove when appropriate.
- Compression Lock
When Start of turn while grappling one or more creatures.
Mireya deals 1d8 + 3 bludgeoning damage to each creature Grappled by her at the start of her turn.
- Rogue: ExpertiseLevel 1
Mireya is a 7th-level Rogue and a 13th-level Pugilist. Her multiclass hit dice are 7d8 and 13d10. She has no spellcasting.
- ExpertiseLevel 1
Mireya has Expertise in Stealth and Insight, doubling her proficiency bonus for those skills.
- Sneak Attack, 4d6Level 1
Once per turn, Mireya deals an extra 4d6 damage when she hits with a finesse or ranged weapon attack and has the required advantage or ally-positioning condition. Because she carries no weapons, this feature is normally unavailable unless a qualifying weapon is somehow used.
- Thieves' CantLevel 1
Mireya knows Thieves' Cant, a secret mix of coded phrases, signs, and slang used by rogues.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, Mireya's base Armor Class equals 12 plus her Constitution modifier.
- Swagger StreakLevel 2
When Mireya fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point and add 1d8 to the check. If it still fails, the point is regained and the feature cannot be used again until a Short or Long Rest.
- Inquisitive: Ear for DeceitLevel 3
Mireya gains advantage on Wisdom checks to detect lies, and her minimum result on a Charisma Deception check made to conceal a lie is 8 plus her Charisma modifier and proficiency bonus, or 18 with her current statistics.
- Heavy HitterLevel 3
When Mireya hits an Unarmed Strike, she can use both its damage and either the Grapple or Shove option.
- Inquisitive ArchetypeLevel 3
Mireya gains the Inquisitive Rogue subclass.
- Extra AttackLevel 5
Mireya gains Extra Attack and can attack twice whenever she takes the Attack action.
- HaymakerLevel 5
Mireya can spend 1 Moxie Point when attacking with an Unarmed Strike to make a wild attack. On a hit, the attack deals maximum damage and the point is regained.
- Moxie-Fueled FistsLevel 6
Mireya can deal Force damage instead of bludgeoning damage with Unarmed Strikes and improvised weapons.
- Muscle MassLevel 6
Mireya gains Expertise in Athletics, doubling her proficiency bonus for that skill.
- EvasionLevel 7
Mireya has Advantage on Dexterity saving throws against effects she can see, takes no damage on a successful save against such effects, and half damage on a failure.
- School of Hard KnocksLevel 9
Once per turn, Mireya can deal an extra 1d12 damage with an Unarmed Strike or improvised weapon attack, or forgo it to Endanger the target, causing the next hit against it to deal maximum damage, or Provoke it, giving it disadvantage on attacks against creatures other than Mireya until the end of her next turn.
- Pugilist: Ability Score ImprovementLevel 12
Mireya gains an additional Ability Score Improvement. Her chosen feat is Athlete, increasing her Strength by 1, improving climbing and standing movement, and reducing the movement cost of standing from prone.
- HerculeanLevel 10
Mireya's Strength score counts as doubled for carrying capacity, her Unarmed Strikes are critical hits against objects, and her jump distance is doubled.
- Shake It OffLevel 10
Mireya can use Shake It Off at the start of her turn to remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned. Once used, it requires a Long Rest unless she accepts 1 Exhaustion.
- HeavyweightLevel 11
Mireya's Grapple and Shove effects treat her as one size larger. She can move a Grappled creature her size or smaller without spending extra movement.
- Rogue: Ability Score ImprovementLevel 12
Mireya gains an Ability Score Improvement. Her chosen feat is Tough, increasing her hit point maximum by 40.
- UnbreakableLevel 14
Mireya has Advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can expend 1 Moxie Point to reroll it.
- PugnaciousLevel 15
When Mireya rolls Initiative, she can remove one Exhaustion level and regain her uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a Long Rest.
- Down But Not OutLevel 7
When Mireya uses Bloodied But Not Bowed while Bloodied, she can add 4 plus her Exhaustion levels to the damage of her Unarmed Strikes and improvised weapons for 1 minute. Once used, this requires a Long Rest.
- Pugilist: Ability Score ImprovementLevel 16
Mireya gains an additional Ability Score Improvement. Her chosen feat is Mobile, increasing her speed by 10 feet and preventing opportunity attacks from creatures she has attacked in melee.
- Rogue: Ability Score ImprovementLevel 19
Mireya gains an additional Ability Score Improvement. Her chosen feat is Alert, granting +5 initiative, preventing surprise while conscious, and preventing unseen attackers from gaining advantage against her.
- Groundwork: Compression LockLevel 3
When Mireya starts her turn with one or more creatures Grappled, she deals 1d8 plus 3 bludgeoning damage to each one without an action.
- Groundwork: InescapableLevel 3
When a creature makes a saving throw or ability check against Mireya's Grapple or Shove DC, she can expend 1 Moxie Point to give that roll Disadvantage.
- Groundwork: Stop and DropLevel 3
When Mireya hits with an Unarmed Strike without using a mastery property, she can apply both the Grapple and Shove options.
- Muscle Mass: AthleticsLevel 3
Mireya has proficiency in Athletics and Expertise in it because she already had proficiency.
- Ability Score IncreaseHuman+1 to all six ability scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- Extra LanguageHumanOne additional language of the player's choice, represented here by Nahuatl.
- Human VersatilityHumanOne additional skill proficiency, represented here by Perception.
- By Popular DemandEntertainer
She can always find a place to perform, usually by making a local crowd laugh, gasp, or cheer. In settlements where entertainers are welcome, she can secure modest food and lodging for herself and companions.
Gear
8 itemsWeapons
- Weapon loadoutNo weapons. Mireya relies on Unarmed Strikes, grapples, shoves, and improvised objects.
Armor
- Leather armorLight armor retained from her rogue training, though she normally fights without it to use Iron Chin and her Pugilist features.
Tools
- Thieves' toolsA set of thieves' tools used for locks, restraints, stage rigging, and investigative work.
- Hand drumA musical instrument used during entrances, crowd work, and theatrical performances.
Gear
- Chain-linked ring gearA fitted suit of crimson and gold professional wrestling ring gear with decorative chains and a thong-style back, worn for performance and combat.
- Burglar's packA sturdy travel pack containing bedroll, mess kit, tinderbox, waterskin, rope, rations, and basic adventuring supplies.
- Entertainer's costumeA costume, spare performance outfit, and small collection of stage cosmetics.
- Favor from an admirerA favor from an admirer, kept as a token of her earliest successful performance.
Appearance
A powerfully built human woman with a buxom, heavily muscled physique, a pronounced bubble-shaped posterior, and a sharply defined six-pack. She wears flamboyant, scanty professional wrestling ring gear made from crimson and gold cloth, reinforced with decorative chains connecting the garment panels. The back is cut into a thong-like design for maximum movement. Her straight dark-brown hair falls past her eyes beneath perfectly straight bangs. Several silver piercings decorate her brow, nose, lower lip, and ears. Her hands and forearms are wrapped for competition, and old scars mark her shoulders and ribs.
Mannerisms
She rolls her shoulders before speaking, taps two fingers against her sternum when sizing someone up, and punctuates important statements with a wrestler's exaggerated point toward the nearest audience. She calls grappling opponents by affectionate nicknames until they earn a more serious name.
Personality
Warm, theatrical, and aggressively encouraging, Mireya treats every fight as a story with a beginning, a turning point, and a satisfying finish. She is observant beneath her showmanship, remembers small details about strangers, and has a stubborn tenderness toward frightened people and exploited workers.
Ideals
A spectacle should reveal the truth. I fight so the powerful cannot hide behind money, contracts, or polite applause.
Bonds
The young performers she rescued are her family, and she sends part of every purse to keep their theater alive. She also keeps her father's broken stage hammer as a reminder that every spectacle deserves a solid foundation.
Flaws
She cannot resist humiliating a bully publicly, even when discretion would be safer. Praise also hooks her more deeply than she admits, and she sometimes turns a serious confrontation into a performance because silence feels too much like surrender.
Quirks
Background
Mireya Solano was born in a crowded human riverside district where tavern brawls were as common as street songs. Her mother sang between tables, her father repaired traveling stages, and Mireya learned early that a crowd could be moved by rhythm, timing, and a well-placed shove. She became a fixture in cheap fighting exhibitions, first as a comic foil, then as the undefeated centerpiece of a traveling wrestling troupe. Her performances mixed theatrical bravado with genuine back-alley technique, and spectators came to see whether the smiling woman in chains could really throw a full-grown dockworker through a table. The troupe's owner eventually sold performers' contracts to a criminal syndicate. Mireya refused to cooperate, broke the owner's jaw in front of the entire company, and escaped with the troupe's youngest apprentices. Since then, she has worked as a professional wrestler, bodyguard, investigator, and occasional troublemaker. Her inquisitive eye lets her read a rival's stance, a promoter's lie, or a frightened witness's hidden motive. She now travels to expose rigged contests, protect exploited performers, and uncover the syndicate that still wants her dragged back into the ring, preferably after she has ruined its reputation in front of a cheering audience.
“She became a fixture in cheap fighting exhibitions, first as a comic foil, then as the undefeated centerpiece of a traveling wrestling troupe.”
- Background
- Entertainer
Connections
Species
Human
Media
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