Mara Vey
Mara Vey
Sheet
AC 11 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Eldritch Blast
When When Mara attacks a creature within 120 feet.
Mara fires a beam of crackling violet force at a creature within range. On a hit, the target takes 1d10 force damage.
- Mage Hand
When When Mara needs to manipulate an object within 30 feet.
Mara reaches toward a nearby object or opens an unlocked container with spectral force.
- Pact MagicLevel 1
You have learned how to draw on the magic of an otherworldly patron. You know two warlock cantrips of your choice. Charisma is your spellcasting ability for your warlock spells.
- Eldritch InvocationsLevel 1
You have learned one Eldritch Invocation of your choice. Mara knows Eldritch Mind, allowing advantage on Constitution saving throws made to maintain concentration on a spell.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice, chosen as Perception.
- VersatileHumanYou gain one Origin feat of your choice, chosen as Skilled.
- TraitHumanCommon language and one additional language, chosen as Celestial.
- Shelter of the FaithfulAcolyte
You can usually find shelter, food, and basic aid at a temple or shrine of your faith. Members of your religious community will support you, though they may expect you to assist with temple duties or uphold the faith's values.
Spells
7 spellsSpellcasting. Mara Vey casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (1 slot): , ,
Gear
10 itemsWeapons
- SickleA simple blade used by Mara for both ritual work and self-defense.
- DaggerA small secondary blade with a dark wooden handle.
Armor
- Leather ArmorLight protective clothing reinforced with leather panels.
Gear
- Scholar's PackA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy SymbolA silver-and-iron holy symbol marked with a worn crescent.
- Prayer BookA collection of devotional writings, several pages altered with forbidden annotations.
- 5×IncenseScented sticks used in temple rites and private divinations.
- VestmentsCeremonial clothing from Mara's former shrine.
- Common ClothesPlain clothing suitable for travel.
Purse
- 8×Gold PiecesLoose coins kept in a small belt pouch.
Appearance
A lean, pale human with shoulder-length black hair, storm-gray eyes, and a faint crescent-shaped scar beneath the left eye. Their dark travel coat is stitched with faded silver thread, and a cracked holy symbol hangs beside a polished obsidian arcane focus. Their fingers are stained with ink and incense ash, while a single black glove conceals strange, shifting sigils beneath the skin.
Mannerisms
Mara taps a finger against their holy symbol whenever someone invokes divine authority. They frequently pause before answering, as though listening to a distant voice, and write short notes in the margins of their prayer book while maintaining eye contact.
Personality
Mara is irreverent, observant, and quick to defend people who are ignored by the powerful. They treat sacred rituals with genuine respect but distrust anyone who claims exclusive ownership of truth. Beneath their sarcasm is a deep fear that their patron's influence is changing them in ways they may not notice.
Ideals
Freedom. No creed, temple, monarch, or patron has the right to own another person's conscience.
Bonds
I will protect the humble shrine that gave me shelter, even if the institution that cast me out refuses to acknowledge me.
Flaws
I cannot resist challenging authority, especially when doing so is dangerous or needlessly cruel. I also hide important truths about my pact because I fear that honesty would make me powerless in the eyes of others.
Quirks
Background
Mara Vey was raised in a small roadside shrine where travelers prayed for safe passage through a forest known for swallowing entire caravans. As an acolyte, Mara copied sacred texts, tended the shrine's lamps, and learned to recognize the difference between genuine devotion and fear wearing religious clothing. Their faith was steady until the night the shrine's bell rang by itself, calling Mara into the woods. There, beneath a dead tree, Mara found a black mirror buried in the roots. The reflection did not show Mara. It showed a vast, starless ocean and something watching from beneath its surface. The presence offered protection for the shrine in exchange for a promise that Mara would carry its voice beyond the forest. Mara accepted, believing the bargain would save the people they loved. The shrine survived, but its priests called the pact blasphemy and cast Mara out. Now Mara travels as a reluctant herald, using forbidden power to expose hypocrisy, break oppressive traditions, and discover whether the entity behind the mirror is a god, a fiend, or simply a hungry intelligence that has learned how to pray.
“Their faith was steady until the night the shrine's bell rang by itself, calling Mara into the woods.”
- Background
- Acolyte
Connections
Species
Human
Media
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