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Mara Nima - AI-generated fantasy Character

Mara Nima

Human · Rogue 7 / Pugilist 13 (Inquisitive Rogue / Squared Circle Pugilist) · Level 20 · Entertainer

Mara Nima

Mara is warm, theatrical, physically fearless, and surprisingly observant.
AC16
HP236/236
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 236 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Improvised weapons,
Simple melee weapons used as pugilist weapons

Tools

Disguise kit,
Thieves' tools,
One musical instrument, hand drum

Languages

Common

Features

49 features

Action

  • Ear for Deceit and Eye for DetailLevel 1

    Mara has Advantage on saving throws against being charmed or frightened, and she can use an Action to make a Wisdom (Perception) check to detect hidden creatures or objects.

  • Ability Score Improvement, GrapplerLevel 8

    Mara gains the Grappler feat. She has Advantage on attacks against creatures she is Grappling, can use an Action to pin a creature she is Grappling, and creatures she has restrained this way grant Advantage to attackers within 5 feet.

Bonus action

  • Bonus Unarmed Strike

    When Bonus Action

    Mara makes an Unarmed Strike as a Bonus Action while unarmed or wielding only pugilist weapons and wearing light or no armor without a shield.

  • One-Two Punch

    When Bonus Action

    Mara spends 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

  • Cunning ActionLevel 2

    Mara can use a Bonus Action to Dash, Disengage, or Hide.

  • FisticuffsLevel 1

    Mara can use a Bonus Action to make an Unarmed Strike, and her Fisticuffs die is 1d12. She can use simple melee weapons and improvised weapons as pugilist weapons, and improvised weapons count as having the Sap mastery property for her.

  • Ability Score Improvement, Tavern BrawlerLevel 4

    Mara gains the Tavern Brawler feat. She is proficient with improvised weapons, her unarmed strikes use a d4 if not replaced by her Fisticuffs die, and she can use a Bonus Action to grapple a creature after hitting it with an Unarmed Strike or improvised weapon.

  • Dig DeepLevel 4

    Mara can use a Bonus Action to gain Resistance to Bludgeoning, Piercing, and Slashing damage for 10 minutes and ignore Exhaustion levels below 6. Once used, this requires a Long Rest unless she gains 1 Exhaustion level to restore it.

  • Insightful FightingLevel 3

    As a Bonus Action, Mara can make an Insight check contested by a creature's Deception check. On a success, she can use Sneak Attack against that creature without Advantage if she does not have Disadvantage and can study or hear it.

  • Dig DeeperLevel 13

    Mara can use Dig Deeper as a Bonus Action. For 1 minute she gains the benefits of Dig Deep and can use School of Hard Knocks twice per turn. At her current level, she can use Dig Deeper twice before a Long Rest.

Reaction

  • Bloodied But UnbowedLevel 2

    When Mara takes damage, she can use a Reaction to regain all expended Moxie Points. If Bloodied, she also gains 52 Temporary Hit Points. Once used, this requires a Short or Long Rest.

  • Meat ShieldLevel 6

    While Mara has a creature Grappled, she has Half Cover against attacks from creatures she is not Grappling. When an ungrappled creature misses her, she can spend 1 Moxie Point as a Reaction to force that creature to reroll the attack against a creature she is Grappling.

  • Uncanny DodgeLevel 5

    Mara can use Uncanny Dodge as a Reaction when an attacker she can see hits her, halving the attack's damage.

Always on

  • Stick and Move

    When Bonus Action

    Mara spends 1 Moxie Point to make an Unarmed Strike and then Dash or Disengage.

  • Brace Up

    When Bonus Action

    Mara spends 1 Moxie Point to gain 1d12 plus 13 plus 4 Temporary Hit Points for 10 minutes.

  • Ring Takedown

    When After hitting with an Unarmed Strike

    Mara uses a clinch, throw, or takedown to Grapple or Shove after hitting with an Unarmed Strike. Her DC is 18.

  • Read the Opponent

    When Bonus Action

    Mara can use Insightful Fighting to study a target, then land Sneak Attack against it without Advantage if she succeeds.

  • Slip the Blow

    When Reaction

    Mara can use Uncanny Dodge to halve damage from an attack she can see.

  • HaymakerLevel 5

    When When making an Unarmed Strike or pugilist weapon attack

    Mara can use Haymaker to deal maximum Unarmed Strike damage, regaining the Moxie Point on a hit.

  • Rogue ProficienciesLevel 1

    Mara is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools, and thieves' cant. Her pugilist training also grants proficiency with improvised weapons and simple melee weapons when using them as pugilist weapons.

  • ExpertiseLevel 1

    Mara chooses Acrobatics, Insight, Investigation, and Perception as rogue skill proficiencies. She has Expertise in Insight and Investigation, doubling her proficiency bonus with those skills.

  • Sneak AttackLevel 1

    Once per turn, Mara can deal an extra 4d6 damage when she hits with a finesse or ranged weapon attack and has Advantage, or when another eligible condition for Sneak Attack is met. Her unarmed strikes do not qualify unless a specific feature makes them weapon attacks with the required properties.

  • Groundwork and Muscle MassLevel 3

    Mara gains proficiency with Athletics. Because of Muscle Mass, she has Expertise in Athletics.

  • Heavy Hitter and Stop and DropLevel 3

    When Mara hits with an Unarmed Strike, she can use both the damage and either the Grapple or Shove option. When she hits without using a mastery property, she can use both Grapple and Shove. Her grapple and shove DC is 18.

  • Iron ChinLevel 1

    While wearing light or no armor and wielding no shield, Mara's base Armor Class equals 12 plus her Constitution modifier.

  • MoxieLevel 2

    Mara has 13 Moxie Points, regained after a Short or Long Rest. She knows Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When Mara fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point and add 1d12 to the check. If it still fails, the point is regained, and this feature cannot be used again until a Short or Long Rest.

  • Pugilist SubclassLevel 3

    Mara gains the Squared Circle pugilist subclass, specializing in professional wrestling, showmanship, clinches, throws, and turning an opponent's body into a liability.

  • Extra AttackLevel 5

    Mara can attack twice whenever she takes the Attack action.

  • Moxie-Fueled FistsLevel 6

    Mara's Unarmed Strike and improvised weapon damage can deal Force damage instead of its normal damage type.

  • Down But Not OutLevel 7

    When Mara uses Bloodied But Unbowed while Bloodied, she can add 4 plus her Exhaustion level to the damage of her Unarmed Strikes and pugilist weapon attacks for 1 minute. This requires a Long Rest.

  • Steady EyeLevel 3

    Mara has Advantage on Wisdom (Perception) and Intelligence (Investigation) checks when she moves no more than half her speed on the same turn.

  • Unerring EyeLevel 7

    Mara can use Unerring Eye to detect magical deception, illusions, shapechangers, and other concealed truths within 30 feet. She can use this feature a number of times equal to her Wisdom modifier, regaining all uses after a Long Rest.

  • School of Hard KnocksLevel 9

    Once per turn, Mara can deal an extra 1d12 damage when she hits with an Unarmed Strike or pugilist weapon. Instead, she can forgo this damage to make the target vulnerable to maximum damage from the next attack that hits it, or give it Disadvantage on attacks against creatures other than her until the end of her next turn.

  • HerculeanLevel 10

    Mara's Strength score counts as doubled for carrying capacity, her Unarmed Strikes automatically critically hit objects, and her jump distance is doubled.

  • Shake It OffLevel 10

    At the start of her turn, Mara can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on herself. Once used, this requires a Long Rest unless she gains 1 Exhaustion level to restore it.

  • UnbreakableLevel 14

    Mara has Advantage on Strength, Dexterity, and Constitution saving throws. When she fails any saving throw, she can expend 1 Moxie Point to reroll it.

  • PugnaciousLevel 15

    When Mara rolls Initiative, she can remove one Exhaustion level and regain her uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a Long Rest.

  • Ability Score Improvement, ToughLevel 12

    Mara gains the Tough feat, increasing her hit point maximum by 40.

  • Ability Score Improvement, AthleteLevel 16

    Mara gains the Athlete feat, increasing her Strength by 1, allowing her to stand from prone with 5 feet of movement, and improving her climbing and jumping movement.

  • Compression Lock, Inescapable, and HeavyweightLevel 3

    While Mara has one or more creatures Grappled, she can deal 1d12 plus 4 Bludgeoning damage to each Grappled creature at the start of her turn. Creatures attempting to resist her grapple or shove have Disadvantage if she spends 1 Moxie Point. She can move a creature her size or smaller without extra movement and counts as one size larger for Grapple and Shove options.

  • EvasionLevel 7

    Mara can take no damage on a successful Dexterity saving throw against an effect that normally deals half damage, and half damage on a failure.

  • Thieves' CantLevel 1

    Mara speaks Common and thieves' cant.

  • Ability Score IncreaseHuman+1 to all six ability scores, reflected in the final scores.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one language of choice. Mara speaks Common and uses thieves' cant through her rogue training.
  • VersatileHumanHuman adaptability allowed Mara to develop both investigative rogue talents and specialized pugilist techniques.
  • By Popular DemandEntertainer

    Mara can always find a place to perform, usually in a tavern, festival ring, fighting pit, or public square. Admirers provide food, lodging, and introductions, while fellow performers and former fans can often offer information or temporary shelter.

Gear

12 items

Tools

  • Disguise kit
    A disguise kit for changing her appearance between performances and investigations.
  • Thieves' tools
    Thieves' tools inherited from the investigator who trained her.
  • Small hand drum
    A musical instrument used for show entrances and crowd work.

Gear

  • Reinforced wrestling boots
    A pair of reinforced wrestling boots, suitable for ring performances and street fights.
  • Chained ring gear
    Scanty professional ring gear with decorative chains connecting its reinforced sections.
  • 4×
    Hand wraps
    Leather hand wraps and athletic tape used for bouts, training, and injury support.
  • Admirer's token
    A favor from an admirer, kept as a reminder of her connection to audiences.
  • Brass championship ring
    A brass championship ring awarded after Mara's first legitimate professional bout.
  • Entertainer's pack
    A small travel pack containing ordinary adventuring necessities.
  • Costume
    A costume used for performances and public appearances.
  • Belt pouch
    A pouch containing coins earned from performances and investigations.

Purse

  • 15×
    Gold pieces
    Coins carried as starting adventuring funds.

Appearance

Mara is a powerfully built human woman with a buxom, heavily muscled physique, a prominent bubble-shaped lower body, and sharply defined six-pack abs. She wears very scanty professional ring gear reinforced with decorative chains connecting the top, hip wraps, and boots. Her straight dark hair falls past her shoulders, with blunt straight bangs hanging across and partly past her eyes. Several silver piercings accent her eyebrow, nose, lower lip, and ears. Her hands and forearms are wrapped for competition, and her skin bears a collection of faded bruises, old scars, and colorful wrestling-style paint marks. Her expression is usually confident, amused, and ready for the next challenge.

Mannerisms

Mara rolls her shoulders before speaking, taps two fingers against her sternum when thinking, and casually tests the balance of nearby objects as if deciding whether they could become improvised weapons. She announces especially important conclusions as though introducing the main event.

Personality

Mara is warm, theatrical, physically fearless, and surprisingly observant. She treats strangers like a potential audience and opponents like puzzles with poor posture. Beneath her jokes and swagger is a patient protector who notices who is being ignored, who is being lied to, and who is standing too close to the exit.

Ideals

Dignity belongs to everyone. The powerful do not get to decide who is disposable, and every bully deserves the chance to be publicly humbled.

Bonds

The traveling troupe that raised Mara is her family, and she will risk nearly anything to protect its members. She also keeps the first brass ring she ever won, a reminder that freedom is something she must keep choosing.

Flaws

Mara cannot resist answering a challenge, especially when someone questions her courage or strength. She performs confidence even when frightened, takes insults personally, and sometimes escalates a manageable problem because a dramatic entrance feels better than a quiet solution. She also has a deep distrust of authority, particularly anyone who insists that rules matter more than people.

Quirks

Names each signature wrestling maneuver after a local landmark or tavern.
Keeps a private notebook rating suspicious people by how often they blink.
Collects broken chair legs, bottles, and other memorable improvised weapons from important matches.
Apologizes to furniture before breaking it.
Refuses to enter a room without first identifying the best place to make a dramatic entrance.

Background

Mara Nima grew up among traveling human performers who moved from town to town with a patched canvas stage, a collection of battered props, and a talent for turning hard living into applause. She learned tumbling, crowd work, comic timing, and the practical art of knowing when a friendly bout had become a real fight. By adolescence, she was performing staged wrestling matches in taverns, then winning unscripted ones when gamblers, bruisers, or local toughs refused to accept the show was over. Her natural gift was not elegant swordplay, but the intimate violence of a clinch, a trip, a shoulder throw, and a fist that found the exact place where confidence ended. After a promoter tried to sell her troupe to a criminal syndicate, Mara fought her way out and spent several years dismantling the syndicate's network from within. Her sharp eye for lies, hidden motives, and suspiciously clean alibis attracted the attention of an inquisitive investigator, who taught her to read a room as carefully as she read an opponent's stance. Mara eventually became both a professional wrestler and a detective-for-hire, using spectacle as cover for investigations and investigations as material for her performances. She now travels under her own name, taking cases that involve exploited performers, crooked promoters, missing people, and anyone who believes strength gives them the right to own someone weaker.

“She learned tumbling, crowd work, comic timing, and the practical art of knowing when a friendly bout had become a real fight.”
From their backstory
Background
Entertainer

Connections

Species

Human

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