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Mara Vek - AI-generated fantasy Character

Mara Vek

Tiefling · Rogue · Level 1 · Hermit

Mara Vek

Mara is observant, dryly funny, and more compassionate than she wants strangers to know.
AC10
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 7 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Herbalism kit,
Thieves' tools

Languages

Common,
Infernal,
Draconic

Features

9 features

Always on

  • Sneak Attack

    When When Mara hits with a qualifying finesse or ranged weapon attack

    Mara can deal extra damage once per turn when attacking with advantage or when an ally is beside her target, provided she uses a finesse or ranged weapon.

  • ExpertiseLevel 1

    Choose two of your skill proficiencies, or one skill proficiency and thieves' tools proficiency. Your proficiency bonus is doubled for any ability check using the chosen proficiencies. Mara has expertise in Stealth and Investigation.

  • Sneak Attack, 1d6Level 1

    Once per turn, Mara can deal an extra 1d6 damage to one creature she hits with an attack if she has advantage on the attack roll, or if an enemy of the target is within 5 feet of it and Mara does not have disadvantage. The attack must use a finesse or ranged weapon.

  • Thieves' CantLevel 1

    Mara knows the secret mix of dialect, code, and gestures used by rogues to convey hidden messages.

  • TraitTieflingDarkvision, Mara can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she sees darkness in shades of gray.
  • TraitTieflingHellish Resistance, Mara has resistance to fire damage.
  • TraitTieflingInfernal Legacy, Mara knows the thaumaturgy cantrip. Charisma is her spellcasting ability for this spell.
  • TraitTieflingLanguages, Mara can speak, read, and write Common and Infernal.
  • DiscoveryHermit

    Mara has discovered a unique and powerful truth during her seclusion. She can identify signs that point toward a hidden supernatural pattern, ancient secret, or forgotten danger, though she does not yet understand the full meaning of what she found.

Spells

1 spell

Spellcasting. Mara Vek casts with Charisma (spell save DC 10, to hit with spell attacks).

Cantrips (at will):

Gear

10 items

Weapons

  • Rapier
    A finesse melee weapon suitable for precise attacks.
  • Shortbow and arrows
    A light ranged weapon with a quiver containing 20 arrows.
  • 2×
    Daggers
    Light finesse weapons kept for close work and emergencies.

Armor

  • Leather armor
    Light armor made from supple, worn leather.

Tools

  • Herbalism kit
    A kit for identifying, preparing, and applying medicinal herbs.

Gear

  • Burglar's pack
    A compact kit containing a bedroll, mess kit, tinderbox, rations, rope, and other useful travel supplies.
  • Scroll case of notes
    A collection of field notes recording Mara's discovery, written in cramped shorthand.
  • Winter blanket
    A warm blanket suitable for sleeping outdoors.
  • Common clothes
    Plain, patched clothing for travel and work.

Purse

  • 5×
    Gold pieces
    The coins saved from travel and odd jobs.

Appearance

Mara Vek is a lean, small-horned tiefling with weathered crimson skin, blunt black horns polished smooth by years of work, and pale amber eyes that rarely hold still. Her dark hair is cut close around the ears and tied at the nape with a strip of faded blue cloth. She wears scuffed leather armor beneath a patched gray traveling coat, with a dagger at each hip and a bundle of dried herbs tucked into one pocket.

Mannerisms

Mara rubs the edge of her left horn whenever she is thinking, speaks in a low practical voice, and pauses before entering any room to count its exits.

Personality

Mara is observant, dryly funny, and more compassionate than she wants strangers to know. She prefers useful conversations, quiet corners, and people who keep their promises. She notices illness, hunger, and fear before she notices clothing or rank, then pretends she was not paying attention.

Ideals

Mercy. Knowledge is only worthwhile when it is used to keep the vulnerable alive.

Bonds

I will return to the hill shrine where my mother died and uncover who withheld the medicine that could have saved her.

Flaws

Mara assumes every kindness has a hidden cost, and she sometimes ruins genuine friendships by testing them until they fail.

Quirks

Names every knife and changes the names when they chip.
Keeps a pinch of dried lavender in her glove for stressful situations.
Cannot sleep without placing her boots within arm's reach.
Collects broken buttons from places where she has survived danger.

Background

Mara Vek was born in a roadside settlement where tieflings were tolerated when useful and watched when idle. Her mother gathered medicinal plants for caravan workers, while her absent father was remembered only through a set of infernal words Mara was forbidden to repeat. As a child, Mara learned to move quietly through crowded markets, not from criminal ambition, but because quiet movement drew fewer stares and fewer stones. When her mother died during a fever season, Mara left the settlement with a stolen knife, a blanket, and enough dried roots to survive a month.

“When her mother died during a fever season, Mara left the settlement with a stolen knife, a blanket, and enough dried roots to survive a month.”
From their backstory
Background
Hermit

Connections

Species

Tiefling

Media

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