Mara Brine
Mara Brine
Sheet
AC 13 · HP 53 · 30 ft.Saving throws
Skills
- AthleticsSTR
- DeceptionCHA
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- RageLevel 1
You can enter a rage as a bonus action, gaining advantage on Strength checks and saving throws, a bonus to damage with Strength-based melee attacks, and resistance to bludgeoning, piercing, and slashing damage. You can rage 4 times per long rest, and each rage lasts 1 minute while you attack a hostile creature or take damage each round.
- FrenzyLevel 3
At 3rd level, you choose a primal path. You can enter a frenzy when you rage, gaining one additional melee weapon attack as a bonus action on each of your turns after this one. When the rage ends, you suffer one level of exhaustion.
Always on
- Unarmored DefenseLevel 1
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Reckless AttackLevel 2
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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 SenseLevel 2
Starting at 2nd level, you gain an uncanny sense of when things nearby are not as they should be, giving you an edge when you dodge danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
- Mindless RageLevel 6
At 3rd level, while you are raging, you cannot be charmed or frightened. If you are already charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
- Fast MovementLevel 5
Beginning at 5th level, your speed increases by 10 feet while you are not wearing heavy armor.
- DarkvisionHalf-OrcAccustomed to life underground and in dim places, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until you finish a long rest.
- Savage AttacksHalf-OrcWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Criminal ContactCriminal
You have a reliable and hidden network of contacts who will provide information or shelter, and who know how to pass along requests without attracting unwanted attention.
Gear
6 itemsWeapons
- GreataxeA heavy, brutal axe favored for reckless battlefield swings.
- 2×HandaxeBalanced throwing axes carried for close chases and ambushes.
- 4×JavelinShort spears used for hunting or throwing before closing into melee.
Tools
- CrowbarA metal pry bar useful for forcing doors, crates, and stubborn locks.
Gear
- Explorer's PackA set of survival gear with bedroll, mess kit, tinderbox, torches, rations, and waterskin.
- Dark Common ClothesDark, hooded common clothes suited to blending into alleys and docks.
Appearance
Mara Brine is a broad-shouldered half-orc woman with a weather-browned green-gray complexion, a broken tusk filed smooth at the tip, and a red braid threaded through one temple. She wears a sleeveless dark coat cut for easy movement, heavy bracers scarred by old chain marks, and a patched sash that carries small charms taken from jobs she has finished and debts she has collected. Her eyes are sharp, amber, and always measuring exits.
Mannerisms
She speaks softly at first, then punctuates important words with a knuckle tap against her breastbone. When angry, she goes very still before moving, like a coiled spring with a breath held too long. She listens with her head slightly tilted, as if weighing whether someone is lying, boasting, or simply afraid.
Personality
Quietly defiant and unexpectedly patient, Mara prefers listening to posturing, but once she commits, she throws herself into a cause with relentless force. She has a dry sense of humor, a practical streak, and a fierce protective instinct for people who remind her of the powerless version of herself.
Ideals
Freedom. No chain, debt, or fear has the right to own a living soul. Strength matters only when it protects the helpless and breaks the hands of the cruel.
Bonds
She keeps a list of names owed to the river district, some dead, some alive, and she intends to settle every one of them. The one person she still writes to is her younger brother, who believes she became a caravan guard instead of a hired brute.
Flaws
Mara assumes every kindness has a hidden cost, and she will test allies until they prove otherwise. When she feels cornered, she becomes stubbornly violent, escalating problems that could have been solved with restraint. She also cannot resist settling an old score when she recognizes a face from her past, even if doing so endangers the mission.
Quirks
Background
Mara Brine was born on the edge of a river district where warehouses leaned over black water and every alley belonged to someone rougher than the last. Her mother, a bookkeeper with a patient hand, gave her a surname that sounded like a joke in a dockside city and insisted it should mean something finer than the slur it had become. Mara grew up as a runner for smugglers, a lookout for card sharps, and an errand girl for a crew that valued a quick fist more than a clean conscience. When a protection racket turned into a massacre, she was the one left standing in the smoke, with blood on her knuckles and no one left to tell her which side she had been on. The answer came later, after years of doing ugly work for uglier people. Mara learned that fury could be a tool instead of a chain. She walked away from the dock gangs, kept the skills that kept her alive, and started using them for those too frightened, poor, or stubborn to defend themselves. Now she travels from settlement to settlement as a hard-eyed problem solver, taking the jobs that require a wall of muscle and a little honest intimidation. She still knows the names of every fence, thief, and magistrate who ever tried to own her, and she quietly pays down old sins by making sure other people get a fair chance to walk away.
“The answer came later, after years of doing ugly work for uglier people.”
- Background
- Criminal
Connections
Species
Half-Orc
Media
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