Mara Vey
Mara Vey
Sheet
AC 16 · HP 34 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Extra AttackLevel 5
When When taking the Attack action
Make two weapon attacks instead of one whenever you take the Attack action.
- Primeval AwarenessLevel 3
When you use your action to Search, you can expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot expended, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature does not reveal their location or number.
Always on
- Colossus Slayer
When When hitting a creature below its hit point maximum
Add 1d8 damage once per turn when you hit a wounded creature with a weapon attack.
- Favored EnemyLevel 1
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose two types of favored enemy. You have advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. You also learn one language of your choice spoken by your favored enemies.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment. You gain benefits when traveling and navigating there, including remaining alert to danger, moving stealthily while traveling at a normal pace, finding twice as much food, and learning useful information about the area. Chosen terrain: forest.
- Fighting Style: ArcheryLevel 2
You adopt a particular style of fighting as your specialty. When you wield a ranged weapon, you gain a +2 bonus to attack rolls made with it.
- SpellcastingLevel 2
You have learned to use the magical essence of nature to cast spells. Wisdom is your spellcasting ability. You know four ranger spells and regain expended spell slots after a long rest.
- Ranger Archetype: HunterLevel 3
You gain the Hunter archetype. You have trained to excel at bringing down particularly dangerous foes and protecting your companions in the wild.
- Ability Score ImprovementLevel 4
When you reach 4th level, you can increase one ability score by 2, or two ability scores by 1. Mara's scores remain balanced through disciplined training.
- Hunter's Prey: Colossus SlayerLevel 3
Once on each of your turns, when you hit a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is below its hit point maximum.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanHumans vary widely in height and build. Mara is Medium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and natural features you have seen. You can find food and fresh water for yourself and up to five other people each day, provided the land offers suitable resources.
Spells
4 spellsSpellcasting. Mara Vey casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (2 slots):
Gear
11 itemsWeapons
- 2×ShortswordA light, versatile blade suitable for close combat or throwing.
- LongbowA longbow suitable for hunting and battlefield skirmishing.
Armor
- Scale mailMedium armor made of overlapping metal plates, worn over a padded underlayer.
Tools
- StaffA sturdy walking staff used on long journeys and rough terrain.
Gear
- 20×ArrowsAmmunition for the longbow.
- Dungeoneer's packA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Hunting trapA spring-loaded trap used to catch small or medium creatures.
- Trophy from a slain animalA preserved token from a creature Mara hunted in the wilderness, kept as proof of her experience.
- Traveler's clothesHard-wearing clothes designed for travel through remote country.
- Belt pouchA small pouch containing starting currency.
Purse
- 10×Gold piecesStarting currency from the Outlander background.
Appearance
A lean, weathered human with sun-browned skin, gray-green eyes, and dark brown hair tied back with strips of red cloth. A thin scar crosses the left eyebrow, and a faded wolf-tooth pendant hangs at the throat. Their scale mail is carefully maintained but patched in several places, and a green cloak is stained with forest mud and campfire smoke.
Mannerisms
Mara studies exits, tree lines, and rooftops whenever she enters a new place. She speaks softly, pauses before answering questions, and often rolls a red cloth tie between her fingers while thinking.
Personality
Quietly observant and difficult to surprise, Mara is patient with animals, children, and anyone who admits ignorance. She has little tolerance for arrogance, wasted supplies, or people who treat the wilderness as scenery. Beneath her reserved manner is a fiercely protective companion who notices every change in the mood of a camp.
Ideals
Freedom. No one should be trapped by a road, a law, or a ruler who has never learned the land's true cost.
Bonds
I carry my fallen patrol's broken badge and will uncover what happened to them, no matter how long the trail takes.
Flaws
I distrust settled authorities and assume that every official map is hiding something important. When frightened, I become controlling and would rather make a dangerous decision alone than admit I need help.
Quirks
Background
Mara Vey was born in a frontier settlement where the roads ended and the old forest began. Her parents were charcoal burners, but Mara spent more time following trappers, scouts, and passing caravan guards than tending the family kiln. When a winter famine struck, she guided a small group of villagers through frozen ravines to a hidden valley where game remained plentiful. The journey saved lives, but it also taught her that the wilderness was neither cruel nor kind. It simply remembered who respected it. Years later, Mara joined a border patrol after discovering that raiders were using abandoned hunting trails to prey on travelers. She learned to read tracks, predict ambushes, and strike from beyond an enemy's reach. Her patrol eventually vanished while investigating a series of disappearances near an ancient standing stone. Mara returned alone, carrying only her captain's broken badge and a warning carved into the stone in a language she could not read. Now she travels as a ranger and wandering guide, hunting the raiders who destroyed her patrol while searching for someone who can explain the message.
“Her parents were charcoal burners, but Mara spent more time following trappers, scouts, and passing caravan guards than tending the family kiln.”
- Background
- Outlander
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Mara Vey into a sheet
A high-res, share-ready sheet you can post or print.