Mara Vey
Mara Vey
Sheet
AC 15 · HP 30 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandCHA
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- Scimitar
When Melee weapon attack
Mara makes a scimitar attack using her curved blade.
- Wild ShapeLevel 2
When As an action, twice per short or long rest
Mara transforms into a beast she has seen before, following the limits of Wild Shape.
Bonus action
- Spirit TotemLevel 2
When As a bonus action, once per short or long rest
Mara summons a Bear, Hawk, or Unicorn spirit aura in a 30-foot radius for 1 minute.
Always on
- DruidicLevel 1
You know Druidic, the secret language of druids. You can leave hidden messages in Druidic that only other druids understand, though others can detect their presence with a successful Wisdom (Perception) check.
- SpellcastingLevel 1
You can cast druid spells using Wisdom as your spellcasting ability. You can use a druidic focus as a spellcasting focus.
- Speech of the WoodsLevel 2
You can communicate with beasts and they can understand you. You gain proficiency in the Animal Handling skill. Your speech can influence beasts, and you have advantage on Charisma checks to influence them.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2, or two ability scores by 1. Mara increases Wisdom by 1 and Constitution by 1, reflected in her ability scores.
- TraitHalf-ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHalf-ElfSkill Versatility, you gain proficiency in two skills, Insight and Perception.
- TraitHalf-ElfYou can speak, read, and write Common and Elvish, and choose one additional language, Sylvan.
- DiscoveryHermit
You discovered a unique and powerful truth during your isolation. You know that an ancient network of natural springs beneath the settled lands is being poisoned by a hidden faction, and the corruption is slowly spreading through wildlife and groundwater.
Spells
9 spellsSpellcasting. Mara Vey casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , , ,
2nd level (3 slots): ,
Gear
10 itemsWeapons
- ScimitarA curved blade used by Mara both as a sidearm and as a ritual pruning knife.
Armor
- Leather armorSupple, well-maintained leather armor reinforced with bark plates and stitched with old patrol insignia.
- Wooden shieldA sturdy round shield made from dark wood, bearing the faded emblem of Bellweather's watch.
Tools
- Herbalism kitA small kit containing dried herbs, mortar, pestle, vials, and twine.
Gear
- Explorer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Druidic focusA sprig of holly wrapped in copper wire, used as a druidic spellcasting focus.
- Scroll caseA wooden scroll case containing notes, charcoal rubbings, and maps related to the poisoned springs.
- BlanketA simple wool blanket repaired many times with colored thread.
- Common clothesPlain, durable clothing suitable for travel and gardening.
Purse
- 5×Gold piecesMoney saved from years of frugal living.
Appearance
A weathered half-elf woman with iron-gray hair cropped short on one side and braided down the other, sharp hazel eyes, and a faded scar across her left cheek. She wears practical leather armor beneath a patched green travel cloak, both decorated with tiny wooden badges carved in the shapes of local animals. Her shield bears the nearly erased insignia of an old city watch precinct. Her hands are callused from years of patrol work and gardening, and her expression suggests she is permanently evaluating whether everyone nearby is about to make a bad decision.
Mannerisms
Mara scans every room by habit, silently counting exits and potential witnesses before sitting. She addresses animals as if they were junior officers, calls suspicious strangers "citizen," and taps two fingers against her shield whenever she is preparing to ask an uncomfortable question.
Personality
Mara is dry, observant, and relentlessly practical. She speaks to everyone with the same measured patience, whether they are a duke, a bandit, or a squirrel stealing her breakfast. She claims to be enjoying retirement, but her eyes brighten whenever a mystery appears and she keeps a running mental list of suspicious behavior wherever she goes.
Ideals
Order. Rules exist to protect people, not to shield powerful individuals from consequences. When the law fails, responsibility does not disappear.
Bonds
The surviving members of her old watch patrol are her family, and she will cross any distance to protect them. She also feels responsible for the valley where she found peace, especially its wolves, ravens, and spring-fed villages.
Flaws
She is incapable of leaving an injustice alone, even when doing so would be safer, wiser, or more relaxing. Mara assumes every cheerful official is hiding something and treats casual suggestions as orders that require immediate investigation.
Quirks
Background
Mara Vey served for decades as a watch constable in the river city of Bellweather, where she became known for solving crimes that other officers dismissed as accidents. She could read a disturbed alley like a trail through fresh snow, and she developed an unusual habit of questioning stray dogs, crows, and sewer rats before questioning people. In time, Mara learned enough of the druids' old ways to recognize that many of the city's crimes were connected to poisoned waterways, vanished animals, and a wealthy smuggling ring using corrupted fey magic. When her superiors buried the evidence, Mara resigned rather than sign a false report. She withdrew to a lonely cabin in the hills, intending to spend the rest of her life growing medicinal herbs, avoiding paperwork, and refusing invitations. Years of solitude instead brought her into the care of an elderly circle of druids, who taught her to hear the land's warnings and call upon its spirits. Now Mara is on what she insists is a vacation, though she carries a badge, a shield, and enough investigative notes to fill a satchel. She claims she is merely traveling for rest and scenery. In practice, she cannot pass a suspicious footprint, an injured animal, or an official who says, "Nothing to see here."
“When her superiors buried the evidence, Mara resigned rather than sign a false report.”
- Background
- Hermit
Connections
Species
Half-Elf
Media
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