Mara Vek
Mara Vek
Sheet
AC 10 · HP 7 · 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
- 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 spellSpellcasting. Mara Vek casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will):
Gear
10 itemsWeapons
- RapierA finesse melee weapon suitable for precise attacks.
- Shortbow and arrowsA light ranged weapon with a quiver containing 20 arrows.
- 2×DaggersLight finesse weapons kept for close work and emergencies.
Armor
- Leather armorLight armor made from supple, worn leather.
Tools
- Herbalism kitA kit for identifying, preparing, and applying medicinal herbs.
Gear
- Burglar's packA compact kit containing a bedroll, mess kit, tinderbox, rations, rope, and other useful travel supplies.
- Scroll case of notesA collection of field notes recording Mara's discovery, written in cramped shorthand.
- Winter blanketA warm blanket suitable for sleeping outdoors.
- Common clothesPlain, patched clothing for travel and work.
Purse
- 5×Gold piecesThe 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
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.”
- Background
- Hermit
Connections
Species
Tiefling
Media
0 imagesNo images yet.
Turn Mara Vek into a sheet
A high-res, share-ready sheet you can post or print.