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Miroslav Vaskovic - AI-generated fantasy Character

Miroslav Vaskovic

Human · Cleric · Level 1 · Sage

Miroslav Vaskovic

Miroslav is warm, argumentative, and deeply curious.
AC16
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 11 · 30 ft.
AlignmentChaotic GoodGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons

Tools

Calligrapher's Supplies

Languages

Common,
Elvish,
Draconic,
Goblin

Features

19 features

Always on

  • Thaumaturgy

    When When he needs to make a mundane moment feel solemn or impossible to ignore.

    Miroslav invokes a small divine sign, such as a resonant voice, flickering flame, harmless tremor, or echoing footstep.

  • Sacred Flame

    When When an enemy threatens someone unable to defend themselves.

    A mote of holy fire descends on a creature he can see within range, forcing it to make a Dexterity saving throw or take radiant damage.

  • Guidance

    When When an ally is about to attempt something difficult.

    He touches a willing creature and grants divine guidance, adding 1d4 to one ability check made before the spell ends.

  • Mage Hand

    When When something is just out of reach or suspiciously trapped.

    He creates an invisible spectral hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks.

  • Minor Illusion

    When When words alone will not persuade someone to look closer.

    He creates a harmless sound or an image no larger than a 5-foot cube, useful for distraction, explanation, or theatrical emphasis.

  • Bless

    When When companions are about to face a dangerous fight.

    He blesses up to three creatures, granting each 1d4 to attack rolls and saving throws while concentrating.

  • Cure Wounds

    When When an injured ally can be reached directly.

    He restores 1d8 plus his Wisdom modifier hit points to a creature he touches.

  • Guiding Bolt

    When When a dangerous foe must be brought down quickly.

    He fires a streak of radiant energy at a creature within range, making a ranged spell attack that deals 4d6 radiant damage on a hit.

  • Command

    When When a violent situation might still be stopped with a single decisive order.

    He speaks a one-word command that a creature must obey on a failed Wisdom saving throw, provided the command is understood.

  • Detect Magic

    When When examining an unfamiliar relic, room, or ritual site.

    He senses the presence of magic within 30 feet and can study the aura around visible magical creatures or objects.

  • SpellcastingLevel 1

    You can cast Cleric spells using Wisdom as your spellcasting ability. You know four Cleric cantrips, including one gained from Divine Order, and you prepare four level 1 or higher Cleric spells after each Long Rest. You can use a Holy Symbol as a spellcasting focus.

  • Divine Order, ThaumaturgeLevel 1

    You have chosen Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, whenever you make an Intelligence (Arcana or Religion) check, you gain a bonus equal to your Wisdom modifier, for a total bonus of +6 on those checks before other modifiers.

  • Creature TypeHumanHumanoid.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • ResourcefulHumanWhen you fail a d20 Test, you can give yourself Heroic Inspiration to reroll the die. You can use this trait after seeing the result but before knowing whether it succeeds or fails. You regain the ability to use it after a Long Rest.
  • SkillfulHumanYou gain proficiency in one skill of your choice, represented here by Investigation.
  • VersatileHumanYou gain one Origin feat of your choice, represented here by Skilled. Skilled grants proficiency in any combination of three skills or tools, represented here by Perception, Performance, and Persuasion. You cannot choose the same proficiency more than once.
  • Magic Initiate (Wizard)Sage

    You have studied the arcane traditions through libraries, monasteries, and private collections. You gain two cantrips and one level 1 spell from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells, chosen when you select this feat. For Miroslav, Wisdom is the spellcasting ability. He can replace one chosen cantrip or the chosen level 1 spell whenever he gains a level.

Spells

10 spells

Spellcasting. Miroslav Vaskovic casts with Wisdom (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (2 slots): , , , ,

Gear

10 items

Weapons

  • Quarterstaff
    A sturdy ash quarterstaff used as both walking stick and weapon

Armor

  • Chain Shirt
    A light chain shirt providing AC 13 plus up to 2 from Dexterity
  • Shield
    A wooden shield bearing a simple blue-and-red river-knot emblem

Tools

  • Calligrapher's Supplies
    Ink, nibs, small knives, blotting sand, and prepared writing materials

Gear

  • Holy Symbol
    A plain holy symbol worn on a leather cord
  • Priest's Pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, and a waterskin
  • Book of History
    A book of regional history filled with cramped notes and pressed herbs
  • 8×
    Parchment
    Eight clean sheets reserved for copying important discoveries
  • Robe
    A loose gray-blue scholar's robe with carefully repaired red stitching

Purse

  • 8×
    Gold Pieces
    Coins remaining from the standard class and background packages

Appearance

Miroslav is a broad-shouldered human man with warm brown skin, dark hazel eyes, and thick black hair worn loose to his jaw. He keeps his beard short and uneven, as though trimmed with a knife rather than a razor. His chain shirt is hidden beneath a patched gray-blue coat that is slightly too large through the shoulders, and the coat's cuffs have been carefully resewn with bright red thread. His leather holy symbol is the one item he maintains obsessively, rubbing it clean after every journey. Within a minute of meeting him, most people notice the faint smell of lamp oil, old paper, and crushed mint clinging to his clothes.

Mannerisms

Miroslav rubs his thumb along the edge of his holy symbol while thinking. He reads signs, menus, labels, and grave markers aloud under his breath, and he taps twice on any book before opening it. When someone lies, he does not interrupt, but he begins carefully straightening nearby objects.

Personality

Miroslav is warm, argumentative, and deeply curious. He speaks to frightened strangers as if they are old classmates, remembers small details about people after meeting them once, and has a habit of explaining the historical origin of common customs at exactly the wrong time. Beneath his humor is a fierce compassion for the overlooked, especially servants, refugees, prisoners, and anyone whose story has been erased by an official record.

Ideals

Truth should be useful. Knowledge that cannot shelter, heal, or liberate ordinary people is merely vanity wearing a scholar's robes.

Bonds

The flood-damaged temple library raised him, and he will risk almost anything to recover its missing volumes. He also carries a water-stained page from his mother's favorite book, the only surviving piece of a text he believes contains a forgotten prayer for the dead.

Flaws

He treats every argument as a debate that can be won with enough evidence, even when someone only wants comfort. He is suspicious of wealthy patrons and official histories, sometimes dismissing useful allies before he has heard them out. When frightened, he becomes controlling and starts assigning everyone tasks.

Quirks

Keeps sprigs of mint in his pockets and forgets to remove them before washing his clothes.
Names particularly important books and apologizes to them when they are damaged.
Writes corrections in the margins of other people's maps, even when nobody asked.
Can identify a library by its smell before seeing its sign.
Gives every campfire a brief blessing, then claims he is only checking the wind.

Background

Miroslav Vaskovic was raised in a riverside district where human families, traveling merchants, and monastery servants shared the same cramped streets. His mother repaired bindings for a small temple library, and his father copied shipping ledgers for anyone who could pay. Miroslav learned letters by tracing them from discarded scraps, then began trading chores for access to the temple's shelves. He spent years hauling water, sorting moldy scrolls, and sleeping beside the stove while studying history, theology, and the strange marginal notes left by generations of anonymous readers. His calling came during a winter flood, when the temple archive was threatened by rising water. Miroslav ignored the priests' orders to save only the sacred volumes and dragged ordinary people's records, family histories, and debt ledgers to higher ground. As he prayed for the strength to keep going, a lamp flame burned steadily despite the wind and rain. The temple elders recognized divine power in the act, though Miroslav insists that any god worth serving would have done the same. Now he travels with a quarterstaff, a book of history, and a stubborn belief that knowledge belongs in the hands of those who need it. He seeks lost texts, protects common people from those who weaponize ignorance, and has little patience for institutions that call obedience a virtue.

“His mother repaired bindings for a small temple library, and his father copied shipping ledgers for anyone who could pay.”
From their backstory
Background
Sage

Connections

Species

Human

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