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Mivra - AI-generated fantasy Character

Mivra

Dragonborn · Bard (College of Lore) · Level 3 · Acolyte

Mivra

Practical, observant, and irreverent, Mivra is kinder than she sounds and more sentimental than she admits.
AC10
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 17 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge22 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Three musical instruments: lute, hand drum, and pan flute,
Calligrapher's Supplies

Languages

Common,
Draconic,
Celestial

Features

13 features

Action

  • TraitDragonbornBreath Weapon, as an action replacing one attack, exhale acid in a 15-foot cone. Creatures in the area make a Dexterity saving throw, DC 8 plus proficiency bonus plus Constitution modifier, taking 1d10 acid damage on a failed save and half damage on a success. Usable twice per Long Rest at this level.

Reaction

  • Cutting WordsLevel 3

    When A creature within 60 feet that you can hear makes an attack roll, ability check, or damage roll.

    Use your Reaction to subtract a rolled Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.

Always on

  • Bardic InspirationLevel 1

    When A creature within 60 feet can hear you and needs help with an ability check, attack roll, or saving throw.

    Grant a nearby ally a d6 that can be added to a failed ability check, attack roll, or saving throw within the next hour.

  • Breath Weapon

    When You take the Attack action.

    Exhale acid in a 15-foot cone. Creatures in the area make a DC 9 Dexterity saving throw, taking 1d10 acid damage on a failure or half as much on a success. You can use this feature twice per Long Rest.

  • SpellcastingLevel 1

    You can cast bard spells using Charisma as your spellcasting ability. You can use a musical instrument as a spellcasting focus for your bard spells.

  • ExpertiseLevel 2

    You gain Expertise in two proficient skills of your choice. Your proficiency bonus is doubled for ability checks using those skills. Chosen skills: Performance and Religion.

  • 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.

  • Bonus ProficienciesLevel 3

    You gain three additional skill proficiencies of your choice. Chosen skills: Arcana, History, and Investigation.

  • TraitDragonbornDraconic Ancestry, Black dragon ancestry grants acid damage resistance and an acid Breath Weapon.
  • TraitDragonbornDamage Resistance, resistance to acid damage.
  • TraitDragonbornDarkvision, see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, treating darkness as dim light.
  • TraitDragonbornDraconic Flight becomes available at level 5 and is not yet active.
  • Shelter of the FaithfulAcolyte

    You can use the Shelter of the Faithful feature to receive free healing and care at temples, shrines, and other religious establishments of your faith, though you must provide any costly material components. You can also receive modest support from clergy and fellow worshipers.

Spells

9 spells

Spellcasting. Mivra casts with Charisma (spell save DC 9, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , , ,

2nd level (2 slots): no spells

Gear

10 items

Weapons

  • Rapier
    A light one-handed blade suitable for dueling and spellcasting.
  • Dagger
    A simple backup blade.

Armor

  • Leather Armor
    Light armor made from boiled and stitched leather.

Tools

  • Lute
    A battered six-string lute with repaired pegs and a warm, uneven tone.

Gear

  • Entertainer's Pack
    A pack containing costumes, candles, rations, waterskin, disguise supplies, and other performance necessities.
  • Holy Symbol
    A small wooden symbol of the road-god worshiped at her childhood shrine.
  • Prayer Book
    A collection of handwritten prayers and travel blessings.
  • 10×
    Parchment
    Clean parchment used for copying prayers, contracts, and songs.
  • Ink
    A supply of ink for religious records and music notation.

Purse

  • 19×
    Gold Pieces
    Loose starting funds retained after receiving background and class equipment.

Appearance

Mivra is a broad-shouldered black-scaled dragonborn woman with dull copper eyes, a blunt muzzle, and short, uneven horns worn smooth at their tips from years of carrying packs and ducking beneath low beams. Her hands are her most noticeable feature, with thickened palms, ink-darkened cuticles, and several scales polished flat by constant work with strings, reeds, and prayer beads. She watches doorways, hands, and exits before she looks at faces. She dresses in a patched brown leather coat over a faded blue-gray tunic, with a battered lute case, a wooden holy symbol, and a strip of red cloth tied around one wrist.

Mannerisms

Mivra taps a rhythm against her thumb whenever she is thinking. When entering a room, she first studies the hands of everyone present, then the exits, then the faces. She lowers her voice when telling the truth and becomes theatrically polite when lying.

Personality

Practical, observant, and irreverent, Mivra is kinder than she sounds and more sentimental than she admits. She distrusts grand speeches but believes deeply in small acts of useful mercy. She prefers a bad plan that gets people moving to a perfect plan that leaves them trapped in discussion.

Ideals

Freedom. A person should be able to leave any road, temple, oath, or ruler that has stopped serving them. No institution deserves obedience merely because it is old.

Bonds

The roadside shrine that raised her is struggling to survive, and Mivra quietly sends it coin, supplies, and news whenever she can. She also carries a water-stained prayer book belonging to the first bard who treated her as an equal.

Flaws

She treats every disagreement as a test of leverage and sometimes keeps arguing long after the practical point has been lost. She also has a habit of promising help before checking whether she can actually provide it.

Quirks

She names every instrument she owns after a type of weather.
She counts door hinges under her breath when entering unfamiliar buildings.
She refuses to eat the last piece of bread on a table unless someone else breaks it first.
She writes useful rumors in the margins of her prayer book, then disguises them as hymns.

Background

Mivra grew up in the kitchens and side chapels of a small shrine devoted to a god of roads, thresholds, and travelers. Her family had no grand lineage, only a habit of taking whatever work was available, and Mivra learned early that prayers were often spoken while sweeping floors, mending harness, or counting out bowls of stew. A visiting bard taught her a handful of songs in exchange for meals, and she discovered that music could make frightened travelers breathe steadily enough to listen to instructions. The shrine elders called it a gift. Mivra called it useful.

Background
Acolyte

Connections

Species

Dragonborn

Media

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