Skip to content

Mirth

Fairy with dwarven ancestry · Sorcerer, Wild Magic origin; custom fey-touched features · Level 20

Mirth

Fey guide, arcane repairer, and rescue specialist
“Brace that. Now.”
AC19
HP285/285
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Mirth's voice is bright and sharply articulated, with a dry rasp from years of shouting instructions through dwarven ventilation shafts. Her laugh begins as a tiny snort and often turns into a delighted burst. When speaking through a stone passage, she instinctively projects from her chest and clips the ends of her words so they carry clearly.

Her speech carries the clipped precision of a dwarf accustomed to giving instructions over machinery, softened by quick jokes and fey turns of phrase. She uses short, clear sentences in danger and elaborate, mock-grand explanations when she is trying to charm or distract someone.

Speech patterns

Uses clipped worksite language when discussing danger: 'Brace that. Now.'
Turns questions back on people with a grin, testing whether they mean what they say.
Uses dwarven sayings literally, then admits she knows exactly how strange they sound.
When embarrassed, changes the subject by pointing out a repair that needs doing.

How to play them

She offers a small, concrete kindness before asking for trust. Give her room to joke, but show that she notices who is overlooked or in danger. She responds well to practical competence, honest apologies, and people who respect the work of keeping others safe.

Goal

Repair Siltbreak's failing ventilation system and make peace with the people who believe she left them behind.

Motivation

Mirth wants to prove that choosing a new life did not mean abandoning the people who raised her. She is driven by the belief that no one should be left in the dark because a machine failed or a door was too small.

Secret · GM only

Appearance

Mirth is a very small fairy with dwarf ancestry, no taller than a wine bottle. Her porcelain-white skin has a faint, cool sheen, and her doll-round face is dominated by enormous golden eyes. Two long, messy braids of golden hair hang low behind her pointed ears, their ends threaded with tiny pieces of hammered brass. Four translucent dragonfly wings quiver behind her, veined like amber glass and flashing green when they catch the light. She has a button nose, a wide, cheeky smile, and a wiry, extremely slender frame. She moves in sudden darts and hovering pivots, as if gravity were a suggestion she finds mildly funny. Despite her delicate appearance, she keeps her black boots polished to a mirror shine and taps their pointed toes against stone with the impatient certainty of a veteran drillmaster.

Clothing

A short black dress with a petal-shaped skirt that opens in a flowerlike flare when she twirls. Its neckline leaves her shoulders and arms bare. A narrow gold belt accents her waist; black bracers cover her forearms, with one black band around each upper arm. Long, pointed white boots are black from ankle to sole. She has a small bust and keeps every piece of the outfit meticulously maintained.

Body language

Mirth hovers at face height when she wants to be taken seriously, but lands on the nearest object when she is listening closely. Her wings give rapid, glassy shivers when she is impatient. She plants her hands on her hips when contradicting someone and punctuates important points with a sharp tap of one polished boot.

Height
7 inches
Build
Extremely slender and fine-boned, with the compact, sturdy proportions of dwarf ancestry.
Eyes
Bright golden
Hair
Long golden hair, worn in two low, messy braids
Skin
Porcelain white
Age
Adult, 84 years old
Gender
Female
Size
Tiny

Distinguishing features

Four clear, dragonfly-like wings with amber veins and green flashes in angled light.
Two long, low golden braids threaded with tiny brass scraps.
A polished black boot toe that she taps like a tiny hammer.
Her golden eyes stay bright and steady even in near darkness.

Personality

12 traits and drives

Mirth is exuberant and teasing with strangers, but becomes businesslike and almost stern when anyone is in danger. She craves freedom and hates being treated as fragile, yet she quietly longs for the dependable routines of her old home. She can be generous with comfort and ruthless with criticism, especially when someone mistakes kindness for weakness.

Alignment
Chaotic good

Quirks

Taps the pointed toe of her boot against stone to test whether a surface is hollow.
Names every machine she repairs, but only tells the names to the machine itself.
Collects loose screws and buttons in one braid, where they clink softly when she turns her head.
When someone lies, she starts counting the person's blinks on her fingers.

Habits

Inspects vents, windows, and ceiling beams whenever she enters a building.
Offers practical help first, then asks what a visitor is really after.
When frightened, she becomes brisk and bossy rather than withdrawing.
Makes a point of leaving a small repair or useful improvement behind wherever she stays.

Traits · 3

She makes jokes to keep others from noticing how carefully she is assessing an escape route.
She prefers direct promises to grand gestures, but is secretly moved by small acts of loyalty.
She is curious about anything mechanical and impatient with anyone who calls careful work boring.

Flaws · 3

She takes responsibility for dangers she could not reasonably have prevented.
Her teasing can become cruel when she feels someone is being condescending.
She conceals problems until she has already committed herself to fixing them.

Fears · 3

Being unable to reach people trapped behind stone.
That the settlement will discover she altered its air system without permission.
Losing her wings and being unable to move through the world on her own terms.

Wants and needs · 3

To be treated as capable rather than precious.
To repair the ventilation system before anyone is harmed.
To hear Drenna say that she is still welcome home.

Combat

AC 19 · HP 285 · 25 ft., fly 40 ft.

Mirth fights in three dimensions, using cover and flight to stay beyond melee reach. She opens with control magic or Briarburst, then uses teleportation to break enemy formations and attacks whoever threatens allies or confined spaces. She avoids lethal force when possible, but becomes relentless if someone endangers trapped people or damages a life-supporting structure.

Mirth

Tiny humanoid (fairy with dwarven ancestry), chaotic good
Armor Class19
Hit Points285
Speed25 ft., fly 40 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityConstitutionCharismaWisdom
SkillsAcrobaticsArcanaDeceptionInvestigationPerceptionPersuasionSleight of Hand
SensesDarkvision 60 ft.; passive Perception 16
Languages
Common,
Dwarvish,
Sylvan
Fairy Flight (custom): Mirth can fly 30 feet, but cannot hover. If she is incapacitated or restrained, she falls.
Fey Step (custom): As a bonus action, Mirth teleports up to 30 feet to an unoccupied space she can see. She can use this three times, regaining all uses after a long rest.
Magic Resistance. Mirth has advantage on saving throws against spells and other magical effects.
Dwarven Resilience. Mirth has advantage on saving throws against poison and resistance to poison damage.
Fey Ancestry. Mirth has advantage on saving throws against being charmed, and magic cannot put her to sleep.
Legendary Resistance (3/Day): If Mirth fails a saving throw, she can choose to succeed instead.
Spellcasting. Mirth is a 20th-level spellcaster. Charisma is her spellcasting ability (spell save , to hit with spell attacks).

Spells

Eldritch Blast (cantrip, evocation). A mote of magical force strikes one creature within 120 feet, dealing force damage.
Cure Wounds (level 1, evocation). A creature Mirth touches regains hit points, with the healing increasing by for each slot level above 1st.
Mirror Image (level 2, illusion). Mirth creates an illusory duplicate that imposes disadvantage on attacks against her while it remains within 5 feet of her.
Fly (level 3, transmutation). Mirth chooses up to five creatures within range. Each gains a flying speed of 60 feet for up to 1 minute.
Darkness (level 4, evocation). Mirth creates a 20-foot-radius sphere of magical darkness that spreads around corners and cannot be seen through with darkvision.
Wall of Force (level 5, evocation). Mirth creates a powerful barrier of force that cannot be damaged or dispelled by ordinary means.
Programmed Illusion (level 6, illusion). Mirth creates a permanent, invisible magical eye that sends her visual information from anywhere on the same plane.
Power Word Kill (level 7, enchantment). Mirth speaks a word of power that can kill one creature with 100 hit points or fewer.
Plane Shift (level 8, conjuration). Mirth teleports herself and up to eight willing creatures to a destination on another plane of existence.
Wish (level 9, conjuration). Mirth rewrites reality within the limits of the spell, risking magical strain when she attempts an effect beyond duplicating another spell.
Innate Sorcery (custom) (cantrip, transmutation). Mirth casts a 9th-level spell and a 1st-level spell without expending their spell slots, once per day.

Actions

Star-Iron Needle. Melee or Ranged Spell Attack: to hit, reach 5 ft. or range 120 ft., one target. Hit: 18 () force damage.
Multiattack. Mirth makes three Star-Iron Needle attacks.
Briarburst (Recharge 5-6). Mirth conjures a 20-foot-radius sphere of thorny, luminous growth within 120 feet. Creatures of her choice in the area make a Dexterity saving throw, taking 45 () piercing damage on a failure or half as much on a success. The area becomes difficult terrain until the end of Mirth's next turn.
Spellcasting. Mirth casts one spell from her spell list with a casting time of 1 action.

Reactions

Glimmerguard. When Mirth or a creature she can see within 30 feet is hit by an attack, Mirth adds 4 to the target's AC against that attack, potentially causing it to miss. Mirth must be able to see the attacker.
Skittering Flight. When a creature Mirth can see moves within 5 feet of her, she can move up to half her flying speed without provoking opportunity attacks.

Legendary Actions

Wingbeat. Mirth flies up to half her flying speed without provoking opportunity attacks.
Needle Flick. Mirth makes one Star-Iron Needle attack.
Glimmering Passage (costs 2 actions). Mirth magically teleports up to 30 feet to an unoccupied space she can see. Each creature of her choice within 5 feet of the space she left or entered takes 7 () radiant damage.

Services they sell

Guides travelers through fey crossings and difficult tunnels.
Repairs delicate mechanisms, vents, and magical devices.
Provides emergency scouting and rescue support.

Rewards they can give

A small charm that lets its bearer understand the direction of the nearest safe air passage for one day.
A repaired or modified piece of equipment, tailored to the party's needs.
Mirth's help navigating a fey crossing or dwarven tunnel network.

Equipment

  • Star-Iron Needle (weapon)A finely balanced magical needle that lengthens into a narrow star-metal rapier when she grips it.
  • Ventwright Bracers (wondrous item)A pair of black bracers etched inside with dwarven pressure marks; they help her sense subtle changes in air flow.
  • Petal Clasp (keepsake)A gold belt clasp shaped like a flower, containing a folded sketch of the settlement's ventilation network.
  • Rescue Whistle (tool)A thumb-sized brass whistle whose piercing note can be heard through stone vents.

Possessions

Star-Iron Needle
Ventwright Bracers
Petal Clasp containing a ventilation sketch
Rescue Whistle
A velvet-lined teacup she uses as a bed

Background

Mirth was born Mirja in a dwarven mining settlement carved beneath the Siltbreak cliffs. As a child she was fascinated by the glowing cave moths that gathered at the ventilation shafts, and she learned to repair delicate bellows and lift mechanisms for the miners. During a collapse, she squeezed through a narrow air duct to guide trapped workers toward a cracked emergency vent. The vent opened into a buried fey spring. Mirth survived, but the spring remade her: she became tiny, grew wings, and found that old runes answered her voice. Her first flight carried her away from home, and she spent decades learning to wield the magic that had saved her family. She now lives between the cliff settlement and the nearby fey paths, acting as a guide, negotiator, and occasional monster-hunter. Her former mentor, the engineer Drenna, believes Mirth abandoned the settlement after the collapse; Mirth has never explained that she was carried away before she could return. The settlement's air system is failing again, and Mirth is secretly trying to repair it before anyone discovers how much of its original design she altered.

Role in the story

A tiny, high-level ally whose knowledge of fey routes and dwarven engineering can save a party from impossible terrain. Her hidden responsibility for Siltbreak's failing air system gives the characters a personal mystery, a difficult choice about trust, and a chance to reconcile a family she never stopped caring about.

“During a collapse, she squeezed through a narrow air duct to guide trapped workers toward a cracked emergency vent.”
From their background
Faction
Independent; maintains a complicated connection to the dwarven settlement of Siltbreak and its miners.

Known connections

Drenna, her former dwarven mentor, still keeps a place for her at the settlement's repair bench.
Thessik, a moth-winged fey courier, trades messages with her and knows the hidden paths around the cliffs.
The miners of Siltbreak remember Mirja as the child who led them out of the collapse, though most do not recognize Mirth now.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Mirth into a sheet

A high-res, share-ready sheet you can post or print.