Miro Quispe
Miro Quispe
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
10 featuresBonus action
- Improvised Follow Through
When After wielding the quarterstaff with two hands and making a melee attack
Miro can use a bonus action to make a melee weapon attack with the opposite end of his quarterstaff, dealing 1d4 + 3 bludgeoning damage on a hit.
Always on
- Quarterstaff Strike
When Miro uses the Attack action
Miro makes a melee weapon attack with his quarterstaff. Attack bonus +5, reach 5 feet, one target. Hit: 1d6 + 3 bludgeoning damage, or 1d8 + 3 if wielded with two hands.
- SpellcastingLevel 1
Miro is an Intelligence-based spellcaster. He has a spellbook containing six 1st-level wizard spells, can prepare a number of wizard spells equal to his Intelligence modifier plus his wizard level, and can cast wizard rituals from his spellbook without preparing them. His spellcasting focus is a component pouch.
- Arcane RecoveryLevel 1
Once per day after finishing a short rest, Miro can recover expended spell slots with a combined level of 1. At level 1, this restores one expended 1st-level spell slot.
- Ability Score IncreaseHumanMiro's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language, Dwarvish.
- TraitHumanHumans reach adulthood in their late teens and commonly live less than a century.
- Military RankSoldier
He retains the respect of former soldiers and can invoke his rank to exert influence over ordinary troops, recognize military organizations, and secure basic shelter or assistance from sympathetic veterans.
Spells
9 spellsSpellcasting. Miro Quispe casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
9 itemsWeapons
- QuarterstaffA sturdy ash quarterstaff, scarred from use as both walking stick and weapon.
Gear
- Component pouchA leather pouch containing the mundane components needed for Miro's prepared spells.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- SpellbookA battered spellbook filled with diagrams of force, leverage, stonework, and practical arcane formulae.
- Insignia of rankA small metal insignia identifying Miro as a former member of a regional levy.
- Trophy from a fallen enemyA broken arrowhead taken from the battlefield where Miro saved three soldiers.
- Bone dice setA carved set of knucklebones used for dice games with other soldiers.
- Common clothesPlain, well-mended clothing suited to travel and hard work.
Purse
- 10×Gold piecesCoin saved from military pay and quarry labor.
Appearance
A broad-shouldered human with a laborer's hands, a thick neck, and the compact, powerful build of someone accustomed to hauling stone. His black hair is cropped close, with a narrow gray streak at one temple. He has a square, weathered face, a broken nose, dark brown eyes, and old chalk burns across his fingers. His robes are practical and sleeveless, reinforced with leather straps so they do not interfere with lifting, grappling, or swinging his quarterstaff.
Mannerisms
Miro rolls his shoulders before making any decision, tests the weight of nearby objects with one hand, and explains complex magical theory using quarry and military metaphors. When concentrating, he quietly counts under his breath in groups of four.
Personality
Miro is direct, patient with practical work, and intensely competitive about lifting, carrying, and enduring hardship. He is unexpectedly gentle with injured people and animals. He respects anyone who shows up to do difficult work, regardless of rank or education.
Ideals
Strength should be useful. A strong person earns respect by carrying what others cannot, not by making weaker people kneel.
Bonds
He carries the cracked brass insignia of his old levy and will risk himself to protect soldiers, laborers, and anyone abandoned by an officer who gave an order from a safe distance.
Flaws
He treats subtlety as cowardice, assumes every problem can be solved by applying more force, and becomes stubbornly embarrassed when someone points out that a spell would be safer or easier.
Quirks
Background
Miro Quispe was born in a quarry town where the workday began before sunrise and every family measured its fortunes in cracked nails, strong backs, and clean water. He was unusually large even as a child, and his first lessons in discipline came from hauling broken blocks, carrying injured workers, and learning exactly how much force a person could use without bringing a wall down on everyone nearby. He joined a local levy during a border war, serving as a shield bearer and tunnel fighter. Miro never became graceful with a blade, but he became very good at standing in the one place nobody else could hold. His life changed when a battlefield wizard tried to impress a frightened squad by turning a collapsing bridge into floating stone. The spell failed, the bridge fell, and Miro dragged three soldiers out by hand. Later, while recovering in an abandoned archive, he discovered that the wizard's notes described magic as a practice of structure, leverage, pressure, and controlled release. Miro became obsessed. He learned wizardry not because he wanted to hurl fire, but because he wanted to understand the hidden architecture behind force itself. He still refuses to rely on magic in a fight whenever muscle, timing, and a solid quarterstaff will do. To him, a spell is a tool for preparation, not an excuse to become soft.
“He joined a local levy during a border war, serving as a shield bearer and tunnel fighter.”
- Background
- Soldier
Connections
Species
Human
Media
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