Mara Ironjaw
Mara Ironjaw
Sheet
AC 17 · HP 149 · 40 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- RageLevel 1
You can enter a rage as a bonus action. While raging, you gain advantage on Strength checks and saving throws, a bonus to melee weapon damage, and resistance to bludgeoning, piercing, and slashing damage. At level 13, your rage damage bonus is +3, and you can rage 5 times per long rest.
- TraitOrcAggressive, as a bonus action you can move up to your speed toward a hostile creature you can see
Always on
- Unarmored DefenseLevel 1
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Reckless AttackLevel 2
When you make your first attack on your turn, you can decide to attack recklessly. You gain advantage on melee weapon attack rolls using Strength for the turn, but attack rolls against you have advantage until your next turn.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. To gain this benefit, you cannot be blinded, deafened, or incapacitated.
- Fast MovementLevel 5
Your speed increases by 10 feet while you are not wearing heavy armor.
- Feral InstinctLevel 7
You cannot be surprised while raging, unless you are incapacitated. If you are surprised at the start of combat and not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.
- Brutal CriticalLevel 9
Your weapon attacks deal one extra weapon damage die when you score a critical hit with a melee weapon attack.
- Persistent RageLevel 11
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. Your rage no longer ends early if you have not attacked a hostile creature or taken damage since your last turn.
- Relentless RageLevel 11
When you are reduced to 0 hit points while raging, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. The DC increases by 5 each time you use this feature after the first until you finish a long rest.
- Brutal Critical ImprovementLevel 13
Your critical hits with melee weapon attacks deal two extra weapon damage dice instead of one.
- TraitOrcDarkvision, 60 feet
- TraitOrcMenacing, proficiency in Intimidation
- TraitOrcPowerful Build, count as one size larger when determining carrying capacity and the weight you can push, drag, or lift
- WandererOutlander
She can find food, water, and shelter in the wild, and can usually recall the lay of unfamiliar land after a short study. Even in cities, she navigates by instinct, reading routes, rooftops, and bad exits like a hunter reads tracks.
Gear
4 itemsGear
- 2×Boxing hand wrapsModernized fighting wraps, worn tight for bare-knuckle combat. Replaces traditional weapon use in her daily life.
- Explorer's packA battered duffel filled with trail rations, a bedroll, cookware, a waterskin, rope, and survival gear, representing the practical pieces of an explorer's pack.
- Totem charmA keepsake from the road, used to mark camps and remind her of home.
- Travel clothesWeathered street clothes, sleeveless hoodie, cargo joggers, boots, and tape for her hands.
Appearance
A towering female orc with green-gray skin, a shaved undercut, heavy knuckles wrapped in worn white tape, and a broad smile that arrives seconds before the punch. She dresses in modern streetwear built for movement, a sleeveless hoodie over fitted joggers, scuffed boots, and a battered gym bag slung over one shoulder. Her frame is thick with scar tissue and dense muscle, and her calm amber eyes make her look more like a friendly bouncer than a living battering ram.
Mannerisms
She cracks her neck before speaking, rolls her shoulders when thinking, and taps her taped knuckles together when she is trying not to laugh. In conversation she stands slightly too close, not from aggression but from habit, and she often answers serious questions with a calm grin and a surprisingly gentle voice.
Personality
Warm, direct, and disarmingly polite, Mara treats people like fellow travelers until they give her a reason not to. She likes tea, sunrise runs, and honest work, and she has the baffling habit of complimenting opponents for a good strike even as she knocks them flat. Her kindness is sturdy rather than soft, the sort that puts itself between danger and whoever is in danger without asking for applause.
Ideals
Freedom. Nobody gets to own her body, her labor, or her fury. She uses her strength to break cages, literal and social, and believes the strongest person in any room should be the one who protects others from predators.
Bonds
She keeps every old fight wrap in a cedar box, one for each person who taught her something true about surviving. She sends money home to the younger orc kids who want gloves instead of knives, and she has sworn that no one will ever use her as a symbol for fear again.
Flaws
She cannot resist proving she is the strongest person in the room, even when restraint would be wiser. She sometimes mistakes endurance for invincibility and will stay in a bad situation far too long just to avoid looking afraid. Compliments about her strength can make her reckless, while insults can make her stubborn enough to pick a fight she had no need to start.
Quirks
Background
Born on the edge of nowhere, she learned early that the world respects force before it respects words. Her clan expected a raider, a laborer, or a casualty, but she became a fighter with a strange gift, a talent for turning pain into momentum. In back alleys, dockside gyms, and backroom contests, she discovered that a clean jab and a stubborn heart could beat steel when the crowd was hungry enough. She never learned to hate the people who feared her, but she did learn how to smile through it while cracking their guard with a bare fist. When the fight circuit went from local trouble to organized money, she walked away rather than become somebody else's weapon. The road pulled her in like a promise, and the Outlander life fit her better than any apartment ever could. She still camps when she can, still cooks over a fire when the weather is kind, and still likes the honesty of bruises over the politics of people. Now she travels city to city as a modern wandering brawler, testing herself against anything that thinks size, skill, or cruelty can make a stronger case than she can.
“Her clan expected a raider, a laborer, or a casualty, but she became a fighter with a strange gift, a talent for turning pain into momentum.”
- Background
- Outlander
Connections
Species
Orc
Media
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