Mira

LillyLoon

Info


Created
3 years, 5 months ago
Creator
LillyLoon
Favorites
0

Profile


Mira

  • Their Class
  • Barbarian (Beast)
  • Their Background
  • Wretched
  • Their Level
  • 7
  • Their Race
  • Simic Hybrid
  • Their Alignment
  • Neutral Good
  • Their EXP
  • -

Strength

16

+3

Dexterity

12

+1

Constitution

18

+3

Intelligence

9

-1

Wisdom

10

-0

Charisma

7

-2

+2
Proficiency
0
Inspiration
Saving Throws

+3Strength

+3Dexterity

+6Constitution

-1
Intelligence

+0Wisdom

-2
Charisma
Skills

+1Acrobatics (Dex)

+0Animal Handling (Wis)

-1
Arcana (Int)

+3Athletics (Str)

-2
Deception (Cha)

-1
History (Int)

+0Insight (Wis)
*
+1
Intimidation (Cha)

-1
Investigation (Int)

+0Medicine (Wis)

-1
Nature (Int)

+0Perception (Wis)

-2
Performance (Cha)

-2
Persuasion (Cha)

-1
Religion (Int)

+1Sleight of Hand (Dex)

+1Stealth (Dex)
*
+2Survival (Wis)

14

Armor

+1

Initiative

40ft

Speed

Hit Points
15
Hit Dice
1d12
Favorite Attacks
NameBonusDamageType
Attack Name+01d6Piercing
Attack Name+01d10Bludgeoning
Attack Name+01d8Slashing
Attack Name+01d4Thunder
Equipment
NameSummaryAttuned
LongswordMelee Weapon (Martial, Sword)
  • Category: Items
  • Damage: 1d8
  • Damage Type: Slashing
  • Item Rarity:  Standard
  • Properties:  Versatile              
  • Weight:  3

ShortbowRanged Weapon (Simple, Bow)
  • Category: Items
  • Damage: 1d6
  • Damage Type: Piercing        
  • Item Rarity:  Standard   
  • Properties:  Ammunition, Range, Two-Handed
  • Range:  80/320                            
  • Weight:  2

Item NameQuisque ipsum elit, ultrices vitae justo eu.
Item NameMaecenas ac vulputate quam.
Item NameMaecenas ac vulputate quam.
Money
CPSPEPGPPP
2
0
000
Proficiencies

Light Armour

Medium Armour

Heavy Armour

Simple Weapons

Martial Weapons

Shields
Common
Language
Tool set
Tool set
Game Set
Piano
About

Personality Traits


A very quiet and sensitive being, looks to help those in suffering. She's timid, and of sweet temperament.

Mira loves to enjoy the simple things, like the breeze on her hair, the sounds of gentle streams falling near, or simply the peace and quiet. Loud noises and screaming makes her very agitated.

She especially music, and can even play some amount of piano through muscle memory alone.  Possibly a talent from her past?

Her tademark favourite food is peanuts

Ideals


She used to hurt for a long time, used in the experiments of a secretive organization, in an attempt to create the most adaptive bioweapon. Because of this, she wishes to help those she sees hurting as well. Regardless, it's hard to get her to fully open up without fear of being hurt again. Others are both possible victims and victimizers in her eyes, and sometimes she'd rather step aside and stand at a distance, to lower the risk of being overwhelmed.

Bonds


-

Flaws


She fears she'll lose control of herself, like she's done in the past, and hurt those she originally wanted to help. If she's overwhelmed too quickly, or in the prescence of syringes, screaming or other loud noises, she risks going berserk, and losing control of her actions, overtaken by an animalistic Fight or Flight instinct which can target both friend or foe.

Her unsightly appearance might also make her hard to hide or disguise, and most will react with some level of revulsion upon meeting her.

Storage
Music Box
Item
Item
Item
Item
Item
Item
Item
Item
Item
Racial Traits
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Animal Enhancement.

Your body has been altered to incorporate certain animal  characteristics. You choose one animal enhancement now and a second  enhancement at 5th level.At 1st level, choose one of the following options:
  • Manta Glide.** You have ray-like fins that you can use as  wings to slow your fall or allow you to glide. When you fall and aren't  incapacitated, you can subtract up to 100 feet from the fall when  calculating falling damage, and you can move up to 2 feet horizontally  for every 1 foot you descend.
  • Nimble Climber. You have a climbing speed equal to your walking speed.
  • Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, your body evolves further, developing new  characteristics. Choose one of the options you didn't take at 1st level,  or one of the following options:
  • Grappling Appendages.** You have two special appendages  growing alongside your arms. Choose whether they're both claws or  tentacles. As an action, you can use one of them to try to grapple a  creature. Each one is also a natural weapon, which you can use to make  an unarmed strike. If you hit with it, the target takes bludgeoning  damage equal to 1d6 +your Strength modifier, instead of the bludgeoning  damage normal for an unarmed strike. Immediately after hitting, you can  try to grapple the target as a bonus action. These appendages can't  precisely manipulate anything and can't wield weapons, magic items. or  other specialized equipment.
  • Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
  • Acid Spit. As an action, you can spray acid from glands in  your mouth, targeting one creature or object you can see within 30 feet  of you. The target takes 2d10 acid damage unless it succeeds on a  Dexterity saving throw against a DC equal to 8 +your Constitution  modifier+ your proficiency bonus. This damage increases by 1d10 when you  reach 11th level (3d10) and 17th level (4d10). You can use this trait a  number of times equal to your Constitution modifier (minimum of once),  and you regain all expended uses of it when you finish a long rest.

  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as  if it were bright light, and in darkness as if it were dim light. You  can't discern color in darkness, only shades of gray.
  • Languages. You can speak Common
Trait
Trait
Backstory

The Doctor was a nice man, I thought. He gave me food, he gave me a bed.  But he also made me hurt. He told me it would make me better, that I  would feel better. He was so nice, I thought. Helped me get better. But he was a liar.

I knew there was something else. Something before the white walls and  the metal and the hurt. But I couldn't remember it. One day, he came with another person. They were crying, I think.  Screaming and crying. They were looking at me. Did I know them? The  Doctor said they were sick too, just like me. That he would make them  better, just like me. But I didn't like that. My body felt weird, my  eyes and face and hands felt strange and wrong. They were screaming, why  were they screaming? The Doctor would make them feel better, right? But  they screamed and kicked and pushed until they broke lose.

They were looking at me. Desperate. Screeched a name. "Mira".

And suddenly, it hurt real bad. Not the usual. It hurt worse. Something  in my chest was burning, my eyes were burning. Why? Why, Mira, why, why,  why?

The Doctor had something in his hand. A tool. He was close to them, too  close, way too close. They didn't like that. I didn't like that either.  Doctor would hurt them, that was all I knew then. They were screaming  and he was going to hurt them.

When I woke up, the room was empty. There was the red thing clinging to  the walls and ceiling. To my hands, and feet, and mouth. Doctor was gone, and the person was sleeping in the red. They finally  looked so calm.

There was something in a bag near them. It was a small box-thing. When I  opened it, it made the most beautiful sounds. I liked that box.

The Doctor's helpers were coming, and I knew they would be mad. They  would scold me, and punish me. I had to go. I left the person gently on  my bed so they could sleep better, but I had to go. So I took the pretty  box and ran. I hoped I would find the person again. 

I'm alone now. I don't have my bed, or food or games, like the Doctor  gave me. But I don't want to go back there. It still hurts. Sometimes it's my body, sometimes its something in it  that I can't reach. I want it to stop. All I can do is try to stop  others from feeling hurt too.

Appearance
  • Their Age
  • ???
  • 8ft. tall
  • Height
  • 402lbs.
  • Weight
  • Their Marks
  • Distinguishing Marks
  • Pale Blue
  • Eyes
  • Greyish white
  • Skin
  • Black
  • Hair
  • Several long gashes throughout
  • Scars
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Class Features
  • Barbarian Features
  • Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival:
    - Survival
    - Athletics

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon  attack using Strength, you gain a bonus to the damage roll that  increases as you gain levels as a barbarian, as shown in the Rage Damage  column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends  early if you are knocked unconscious or if your turn ends and you  haven’t attacked a hostile creature since your last turn or taken damage  since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times  shown for your barbarian level in the Rages column of the Barbarian  table, you must finish a long rest before you can rage again.


Unarmored Defense

While  you are not wearing any armor, your Armor Class equals 10 + your  Dexterity modifier + your Constitution modifier. You can use a shield  and still gain this benefit.


Reckless Attack

Starting at 2nd level,  you can throw aside all concern for defense to attack with fierce  desperation. When you make your first attack on your turn, you can  decide to attack recklessly. Doing so gives you advantage on melee  weapon attack rolls using Strength during this turn, but attack rolls  against you have advantage until your next turn.

                                                  

Danger Sense

At 2nd level, you gain an  uncanny sense of when things nearby aren’t as they should be, giving  you an edge when you dodge away from danger.

You have advantage on Dexterity  saving throws against effects that you can see, such as traps and  spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

                         

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th,  and 19th level, you can increase one ability score of your choice by 2,  or you can increase two ability scores of your choice by 1. As normal,  you can’t increase an ability score above 20 using this feature. (+ 2 CON)

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

                         

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

                         

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.


Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.