Mivra
Mivra
Sheet
AC 10 · HP 17 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- 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 spellsSpellcasting. 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 itemsWeapons
- RapierA light one-handed blade suitable for dueling and spellcasting.
- DaggerA simple backup blade.
Armor
- Leather ArmorLight armor made from boiled and stitched leather.
Tools
- LuteA battered six-string lute with repaired pegs and a warm, uneven tone.
Gear
- Entertainer's PackA pack containing costumes, candles, rations, waterskin, disguise supplies, and other performance necessities.
- Holy SymbolA small wooden symbol of the road-god worshiped at her childhood shrine.
- Prayer BookA collection of handwritten prayers and travel blessings.
- 10×ParchmentClean parchment used for copying prayers, contracts, and songs.
- InkA supply of ink for religious records and music notation.
Purse
- 19×Gold PiecesLoose 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
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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