Profile
Mira
- Their Class
- Barbarian (Beast)
- Their Background
- Wretched
- Their Level
- 1
- Their Race
- Simic Hybrid
- Their Alignment
- Neutral Good
- Their EXP
- -
Strength
+3
16
Dexterity
+1
12
Constitution
+3
17
Intelligence
-1
9
Wisdom
0
10
Charisma
-2
7
+3 | Strength | |
+3 | Dexterity | |
+6 | Constitution | |
-1 | Intelligence | |
+0 | Wisdom | |
-2 | Charisma |
+1 | Acrobatics (Dex) | |
+0 | Animal Handling (Wis) | |
-1 | Arcana (Int) | |
+3 | Athletics (Str) | |
-2 | Deception (Cha) | |
-1 | History (Int) | |
+0 | Insight (Wis) | |
* | +1 | Intimidation (Cha) |
-1 | Investigation (Int) | |
+0 | Medicine (Wis) | |
-1 | Nature (Int) | |
+0 | Perception (Wis) | |
-2 | Performance (Cha) | |
-2 | Persuasion (Cha) | |
-1 | Religion (Int) | |
+1 | Sleight of Hand (Dex) | |
+1 | Stealth (Dex) | |
* | +2 | Survival (Wis) |
14
Armor
+1
Initiative
30ft
Speed
Name | Bonus | Damage | Type |
Attack Name | +0 | 1d6 | Piercing |
Attack Name | +0 | 1d10 | Bludgeoning |
Attack Name | +0 | 1d8 | Slashing |
Attack Name | +0 | 1d4 | Thunder |
Name | Summary | Attuned |
Longsword | Melee Weapon (Martial, Sword)
| |
Shortbow | Ranged Weapon (Simple, Bow)
| |
Item Name | Quisque ipsum elit, ultrices vitae justo eu. | |
Item Name | Maecenas ac vulputate quam. | |
Item Name | Maecenas ac vulputate quam. |
CP | SP | EP | GP | PP |
0 | 0 | 0 | 40 | 0 |
** | Light Armour |
** | Medium Armour |
Heavy Armour | |
** | Simple Weapons |
** | Martial Weapons |
** | Shields |
Language: Common (Cant write) |
Language: - |
Tool set: - |
Tool set: - |
Game Set: - |
Instrument: Piano |
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.
Music Box |
Item |
Item |
Item |
Item |
Item |
Item |
Item |
Item |
Item |
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:
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Trait |
Trait |
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.
- Their Age
- ???
- 8ft. tall
- Height
- 402lbs.
- Weight
- Their Marks
- Distinguishing Marks
- Pale Blue
- Eyes
- Greyish white
- Skin
- Black
- Hair
- Several long gashes throughout
- Scars
- 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.
Path of The Beast:
Form of the Beast
Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon’s form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul
Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Infectious Fury
At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- Target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Call the Hunt
At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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