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Mara Vex - AI-generated fantasy Character

Mara Vex

Human · Fighter (Psi Warrior) · Level 20 · Criminal

Mara Vex

Coldly observant, fiercely self-reliant, and surprisingly protective once someone earns her loyalty.
AC16
HP204/204
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 204 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • IntimidationCHA
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools,
One kind of Gaming Set of your choice

Languages

Common,
One additional language of your choice

Features

33 features

Action

  • Action SurgeLevel 2

    When When a round must end decisively

    Make an additional action on your turn, except the Magic action. Use it for another Attack action, Dash, Dodge, Disengage, or a crucial tactical maneuver.

  • Two Extra AttacksLevel 11

    You can attack three times instead of once whenever you take the Attack action.

  • Three Extra AttacksLevel 20

    You can attack four times instead of once whenever you take the Attack action.

Bonus action

  • Second Wind and Tactical Shift

    When When bloodied, cornered, or needing to break contact

    As a Bonus Action, regain 1d10 + Fighter level hit points. If needed, spend the movement from Tactical Shift to reposition without provoking opportunity attacks.

  • Second WindLevel 1

    As a Bonus Action, you regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature 4 times, regain one expended use on a Short Rest, and all uses on a Long Rest.

  • Extra Attack and Tactical ShiftLevel 5

    You can attack twice instead of once whenever you take the Attack action. Whenever you activate Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Always on

  • Studied Attacks

    When After missing a key strike

    On a missed attack, gain Advantage on your next attack against that same creature before the end of your next turn.

  • Tactical Master

    When When making a weapon attack with a mastery property you can use

    Replace a weapon mastery property with Push, Sap, or Slow to control the battlefield and keep enemies where you want them.

  • Fighting StyleLevel 1

    You gain a Fighting Style feat of your choice. Defense is recommended, but this build favors Unarmed Fighting for a brutal prison-brawler feel, or Dueling if you want a weapon-first style.

  • Weapon MasteryLevel 1

    You can use the mastery properties of 6 kinds of Simple or Martial weapons of your choice. This character favors finesse weapons and close-quarters tools, such as shortsword, dagger, scimitar, rapier, handaxe, and longbow.

  • Tactical MindLevel 2

    When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the Second Wind use is not expended.

  • Fighter Subclass, Psi WarriorLevel 3

    Choose the Psi Warrior subclass. You gain psionic combat abilities, telekinetic defense, and mental discipline that scale through the class.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat or another feat for which you qualify. At this level, the build's manual scores already represent the final intended profile.

  • Ability Score ImprovementLevel 6

    You gain another feat or Ability Score Improvement. In play, this is an ideal place for a mobility or defense feat.

  • Psi Warrior Subclass FeatureLevel 7

    Psionic refinement deepens. Your subclass grants additional psychic and defensive options, typically improving your ability to shield allies and project force.

  • Ability Score ImprovementLevel 8

    You gain another feat or Ability Score Improvement.

  • Indomitable and Tactical MasterLevel 9

    If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You have 1 use before a Long Rest at this level. You also gain Tactical Master, letting you replace a weapon mastery property on a hit with Push, Sap, or Slow.

  • Psi Warrior Subclass FeatureLevel 10

    Your subclass grants a further Psi Warrior feature, strengthening your mental defenses and battlefield control.

  • Ability Score ImprovementLevel 12

    You gain another feat or Ability Score Improvement.

  • Indomitable and Studied AttacksLevel 13

    Indomitable now has 2 uses before a Long Rest. You also gain Studied Attacks, which gives you Advantage on your next attack roll against a creature you missed before the end of your next turn.

  • Ability Score ImprovementLevel 14

    You gain another feat or Ability Score Improvement.

  • Psi Warrior Subclass FeatureLevel 15

    Your subclass grants a high-level Psi Warrior feature, usually your signature defensive psionic technique.

  • Ability Score ImprovementLevel 16

    You gain another feat or Ability Score Improvement.

  • Action Surge and IndomitableLevel 17

    Action Surge has 2 uses and Indomitable has 3 uses before a Long Rest.

  • Psi Warrior Subclass FeatureLevel 18

    Your subclass grants its capstone martial feature, a major psionic enhancement that makes you terrifyingly hard to pin down or break.

  • Epic BoonLevel 19

    You gain an Epic Boon feat or another feat for which you qualify. A martial boon such as Boon of Combat Prowess fits this build well.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium
  • SpeedHuman30 feet
  • TraitHumanResourceful, you gain Heroic Inspiration whenever you finish a Long Rest.
  • TraitHumanSkillful, you gain proficiency in one skill of your choice.
  • TraitHumanVersatile, you gain an Origin feat of your choice.
  • Origin Feat and Criminal TrainingCriminal

    2024 backgrounds grant an Origin feat instead of a separate named background feature. Criminal provides Alert, training in Sleight of Hand and Stealth, proficiency with Thieves' Tools, and a criminal starting equipment package.

Gear

10 items

Weapons

  • 2×
    Daggers
    Two blades kept for utility, intimidation, and close-quarters violence.

Tools

  • Thieves' Tools
    Used for stealthy entry and lock bypassing.

Gear

  • Midriff-baring tank top
    Lightly armored streetwear styled as a midriff tank top, not protective gear. Used for appearance and roleplay rather than AC.
  • Midriff leather jacket
    Cropped leather outerwear that matches her prison-hard, modern street style.
  • Leather pants
    Tight leather pants suitable for stealth and movement.
  • Boots
    Heavy boots built for hard travel, prison corridors, and sudden fights.
  • Crowbar
    Useful for forcing doors, crates, and prison fixtures.
  • 2×
    Pouches
    Small hidden pouches for stolen keys, notes, contraband, and lock picks.
  • Traveler's clothes
    Her practical travel outfit from the criminal background package, kept as backup clothing.

Purse

  • 16×
    Gold pieces
    Spare coin from a life spent slipping through the cracks.

Appearance

A razor-headed human woman with full-body tattoos layered like a private archive across her scalp, neck, arms, torso, and legs. She dresses in a midriff-baring tank top, a cropped leather jacket, tight leather pants, and heavy boots, a modern streetwise look that clashes with the brutal reality of prison life. Her posture is coiled and alert, her expression cool and unreadable, and the air around her seems to tighten whenever her psionic focus wakes beneath her skin.

Mannerisms

She rarely blinks first, and when she is thinking, her eyes drift slightly as though she is aligning invisible objects in the air. She taps two fingers against her temple before acting, like she is checking a private count of pressure, distance, and escape routes. In conversation she speaks softly, but every sentence lands like a threat or a confession.

Personality

Coldly observant, fiercely self-reliant, and surprisingly protective once someone earns her loyalty. She speaks with clipped confidence and prefers action over debate, but beneath the hard shell is a woman who notices every slight, every trembling hand, every lie told to protect a friend. She is not cruel for its own sake, she simply has no patience for weakness dressed up as authority.

Ideals

Freedom, above all. No one should own another person's body, name, or future. She believes order is only valuable when it protects the vulnerable, and she will tear apart any law that exists only to protect the powerful.

Bonds

She keeps the names of her old crew encoded in the tattoos across her ribs, and she will burn down a kingdom before she lets their memory be erased. She also clings to one very specific prison warden's key, stolen long ago and now worn hidden against her skin, because it is the only clue to the sibling she lost to the same crooked system that swallowed her.

Flaws

She trusts systems even less than people, and she assumes every promise is a bargain with a hidden knife in it. Her pride makes her reckless when someone tries to cage her, and she would rather escalate a conflict than admit she is scared. She is also deeply bad at asking for help, especially from anyone she actually likes.

Quirks

She counts exits automatically whenever she enters a room.
When angry, she smiles a little before speaking.
She never lets anyone touch the tattoos on her forearms.
She listens to silence the way other people listen to music.

Background

Mara Vex learned early that locks were only opinions, and that the real prison was usually the life built around them. She grew up running rooftops, cutting purses, and slipping into places she was never meant to be, not because she loved theft, but because the world had made survival a contest and she intended to win. Her mind opened the first time she was cornered in a service tunnel by men older, meaner, and better armed than she was. Something inside her answered with impossible force, a silent shove that sent them into the brick walls like rag dolls. After that, she stopped being a petty criminal and started becoming a rumor. The tattoos came later, each line inked behind bars or etched during the years she spent moving through black markets, combat pits, and backroom deals where every handshake was a threat. Some marks record names she refuses to forget, some map the scars on her body, and some are mnemonic sigils tied to techniques only she understands. She is currently imprisoned for a crime she did not fully commit, though she will freely admit she committed enough others to make the charge stick. In prison, she has become a hard-edged legend, half knife fighter, half telekinetic nightmare, the woman who can break a riot without laying a hand on anyone.

“Her mind opened the first time she was cornered in a service tunnel by men older, meaner, and better armed than she was.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

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