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Mireva Kaldu - AI-generated fantasy Character

Mireva Kaldu

Hill Dwarf · Cleric (Life Domain) · Level 1 · Acolyte

Mireva Kaldu

Mireva is patient, observant, and quietly stubborn.
AC18
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 11 · 25 ft.
AlignmentLawful GoodGenderFemaleAge62 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,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Battleaxe,
Handaxe,
Light hammer,
Warhammer

Tools

Mason's tools

Languages

Common,
Dwarvish,
Celestial

Features

13 features

Always on

  • Mace Strike

    When When Mireva attacks with her mace.

    Mireva makes a melee weapon attack with her mace, using Strength for the attack and damage rolls.

  • Crossbow Shot

    When When Mireva attacks with her light crossbow.

    Mireva makes a ranged weapon attack with her light crossbow, using Dexterity for the attack and damage rolls.

  • SpellcastingLevel 1

    Mireva is a spellcaster who uses Wisdom as her spellcasting ability. She can prepare cleric spells after a long rest and uses a holy symbol as a spellcasting focus.

  • Divine Domain: Life DomainLevel 1

    Mireva serves the Life domain. She gains proficiency with heavy armor and martial weapons, and she always has bless and cure wounds prepared. When she restores hit points with a spell of 1st level or higher, the target regains additional hit points equal to 2 plus the spell's level.

  • Divine Domain: Bonus ProficienciesLevel 1

    Mireva can use a holy symbol as a spellcasting focus for her cleric spells.

  • Disciple of LifeLevel 1

    Mireva's healing magic is especially potent. Whenever she uses a spell of 1st level or higher to restore hit points to a creature, that creature regains additional hit points equal to 2 plus the spell's level.

  • DarkvisionHill DwarfMireva can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Dwarven ResilienceHill DwarfMireva has advantage on saving throws against poison and resistance to poison damage.
  • Dwarven Combat TrainingHill DwarfMireva is proficient with the battleaxe, handaxe, light hammer, and warhammer.
  • Dwarven Tool ProficiencyHill DwarfMireva is proficient with smith's tools, brewer's supplies, or mason's tools. She chose mason's tools.
  • StonecunningHill DwarfWhenever Mireva makes an Intelligence History check related to the origin of stonework, she is considered proficient and adds double her proficiency bonus.
  • Dwarven ToughnessHill DwarfMireva's hit point maximum increases by 1, and it increases by 1 every time she gains a level.
  • Shelter of the FaithfulAcolyte

    Mireva can secure the aid of temples and religious communities. She can request basic shelter, healing, and assistance from members of her faith, though she is expected to contribute to their needs in return.

Spells

7 spells

Spellcasting. Mireva Kaldu casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , ,

Gear

12 items

Weapons

  • Mace
    A mace with a rounded head designed for both combat and ceremonial use.
  • Light crossbow
    A light crossbow with twenty iron-tipped bolts.

Armor

  • Shield
    A simple wooden shield reinforced with iron bands and painted with a golden sunburst.
  • Chain mail
    Functional chain mail sized for a hill dwarf, carefully oiled and repaired.

Gear

  • 20×
    Crossbow bolts
    A small pouch containing twenty bolts for the light crossbow.
  • Holy symbol
    A finely worked holy symbol of the dawn-spring shrine, worn around her neck.
  • Prayer book
    A prayer book containing hymns, burial rites, and practical notes on treating common injuries.
  • 5×
    Incense
    Five sticks of incense used during prayers and healing ceremonies.
  • Vestments
    Vestments bearing the colors of her temple.
  • Common clothes
    Ordinary clothing for travel and temple visits.
  • Pouch
    A belt pouch containing the modest savings given to her when she left the temple.

Purse

  • 15×
    Gold pieces
    Starting currency from the acolyte background.

Appearance

Mireva is a broad-shouldered hill dwarf woman with copper-brown skin, dark hazel eyes, and thick black hair braided with small brass prayer beads. A pale scar crosses her left eyebrow, earned while carrying wounded miners from a collapsed shrine tunnel. She wears well-maintained chain mail beneath a cream-colored tabard marked with a golden sunburst, and keeps her round shield polished enough to reflect candlelight.

Mannerisms

Mireva touches the brass bead at the end of her braid before making any difficult decision. She speaks slowly when angry and becomes unusually formal when frightened.

Personality

Mireva is patient, observant, and quietly stubborn. She remembers the names of the sick, the dead, and the people who helped carry them. She has a dry sense of humor that appears most often during grim situations, and she treats practical kindness as more meaningful than grand declarations of faith.

Ideals

Mercy. A life saved is a light against the darkness, regardless of whether the rescued person deserves gratitude.

Bonds

The spring-shrine that raised Mireva must never lose its sacred flame. She sends part of every reward home to maintain it and will risk much to protect its caretakers.

Flaws

Mireva cannot easily accept that some suffering has no lesson behind it. When confronted with senseless cruelty, she becomes rigid, judgmental, and willing to mistake punishment for justice.

Quirks

Counts her blessings on her fingers after dangerous encounters.
Keeps dried mountain herbs tucked inside her prayer book.
Gives every campfire a small pinch of incense before sleeping.
Refers to serious wounds as 'arguments the body has not finished winning.'

Background

Mireva Kaldu was raised in a hill dwarf settlement built around a spring said to have been blessed by the first keepers of the dawn. Her family worked the lower silver galleries, while Mireva served in the shrine above them, tending lamps, copying hymns, and learning the practical side of mercy from the temple healers. She was never the most devout singer, but she possessed a steady hand and an instinct for knowing which wounds needed bandaging, prayer, or both. When a tremor trapped a dozen miners beneath the settlement, Mireva followed the old ventilation shafts into the dark. She spent two days guiding the survivors toward the surface, using scraps of scripture to mark safe passages and her own voice to keep panic from spreading. Afterward, the temple elders told her that her calling was not to remain behind the altar. She now travels as a wandering priest of the Life domain, carrying the shrine's flame to places where people have been forgotten. She seeks no glory, only proof that compassion can be made stronger than fear.

“She was never the most devout singer, but she possessed a steady hand and an instinct for knowing which wounds needed bandaging, prayer, or both.”
From their backstory
Background
Acolyte

Connections

Species

Hill Dwarf

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