Mara Venn
Mara Venn
Sheet
AC 10 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresAction
- Eldritch Blast
When When a hostile creature is within 120 feet
Mara fires a crackling lance of eldritch energy at a creature within range, making a ranged spell attack.
- Mage Hand
When When she needs to manipulate something within 30 feet
Mara sends a spectral hand to manipulate objects, open unlocked containers, or perform simple tasks at a distance.
Always on
- Eldritch InvocationsLevel 1
You have unearthed one eldritch invocation. Mara has chosen Eldritch Mind, giving her Advantage on Constitution saving throws made to maintain Concentration.
- Pact MagicLevel 1
You know two Warlock cantrips and have two prepared Warlock level 1 spells. You have one level 1 Pact Magic spell slot, and all expended Pact Magic slots return when you finish a Short or Long Rest. Charisma is your Warlock spellcasting ability.
- TraitAir GenasiDarkvision, allowing her to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitAir GenasiElemental Legacy, granting resistance to one damage type associated with her elemental lineage. As an air genasi, she has resistance to lightning damage.
- TraitAir GenasiUnending Breath, allowing her to hold her breath indefinitely while not incapacitated.
- TraitAir GenasiMingle with the Wind, allowing her to cast Levitate once without material components, regaining the ability after a Long Rest. Constitution is her spellcasting ability for this trait.
- TraitAir GenasiMedium size and a walking speed of 30 feet.
- TraitAir GenasiShe can speak, read, and write Common and Primordial.
- ResearcherSage
You spent your formative years traveling between manors and monasteries, performing odd jobs in exchange for access to their libraries. You can usually locate a library, scholar, scribe, or academic institution willing to provide access to basic research resources, assuming you offer a reasonable service or payment.
Spells
7 spellsSpellcasting. Mara Venn casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (1 slot): , ,
Gear
9 itemsWeapons
- SickleA simple curved blade used for cutting reeds, rope, and occasionally enemies.
- 2×DaggerSmall blades suitable for throwing or close combat.
Armor
- Leather ArmorLight armor made from hardened leather.
Gear
- Arcane FocusA crystal prism mounted in a brass frame, used as an arcane focus.
- Scholar's PackA pack containing a backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, and a small knife.
- History BookA book recording regional history and disputed genealogies.
- 8×ParchmentClean parchment suitable for notes, rubbings, and copying spells.
- RobeA practical scholar's robe, retained as part of her starting equipment but rarely worn.
Purse
- 23×Gold PiecesUnspent starting currency.
Appearance
A striking adult woman of mixed Black and Filipina heritage with subtle air-genasi traits. Her skin is warm brown with a faint blue-gray sheen in certain light, her dark curls lift in a constant unseen breeze, and her eyes gleam pale silver-blue. She has an hourglass figure and wears a dark blue bikini top and a short black mini skirt, with no additional clothing. Tiny motes of dust and loose strands of hair drift around her as though she is always standing in a gentle wind.
Mannerisms
She taps the edge of a book three times before opening it, pauses to listen whenever the wind changes, and speaks more quickly when discussing a subject she has researched deeply.
Personality
Mara is observant, dryly humorous, and intensely curious. She treats every ruin as a question and every confident stranger as a potentially unreliable source. Although she seems reserved at first, she becomes animated when discussing history, magical theory, navigation, or obscure cultural traditions. She wants to be kind, but her academic habits often make her sound like she is examining people rather than speaking with them.
Ideals
Truth. Knowledge is a lantern, not a treasure. It belongs in the hands of anyone willing to carry it responsibly.
Bonds
She carries the damaged journal that first connected her to her mysterious patron, and she will risk almost anything to recover its missing pages.
Flaws
She cannot resist correcting inaccurate claims, even when doing so is tactically foolish or socially disastrous.
Quirks
Background
Mara Venn was raised in a coastal archive where her human mother catalogued trade records and her father, an air genasi navigator, mapped currents that no ordinary compass could explain. Mara inherited her father’s restless breath and her mother’s patience for ink, dust, and difficult questions. She grew up among monastery libraries and noble collections, learning dead languages, ancient histories, and the careful art of proving that a story was true before repeating it. Her life changed when she discovered a sealed journal describing a voice that lived between moments, a consciousness hidden in the silence before a storm. When Mara read the final passage aloud, the air in the archive stopped moving, then answered her. The entity offered knowledge in exchange for service, and Mara accepted before she understood the cost. Now she travels as a scholar and warlock, pursuing fragments of the journal’s missing pages while trying to determine whether her patron is guiding her toward the truth or arranging her life like an experiment.
“Mara inherited her father’s restless breath and her mother’s patience for ink, dust, and difficult questions.”
- Background
- Sage
Connections
Species
Air Genasi
Media
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