Mara Hock
Mara Hock
Sheet
AC 17 · HP 196 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
40 featuresBonus action
- Bonus Unarmed Strike
When After taking the Attack action or when otherwise eligible for a Bonus Action attack
Mara can make a Bonus Action Unarmed Strike while unarmed or using only Pugilist weapons.
- One-Two Punch
When On her turn while she has Moxie
Mara can make two Unarmed Strikes as a Bonus Action by spending 1 Moxie Point.
- Stick and Move
When On her turn while she has Moxie
Mara can make an Unarmed Strike and Dash or Disengage as a Bonus Action by spending 1 Moxie Point.
- Cunning ActionLevel 2
As a Bonus Action, take the Dash, Disengage, or Hide action.
- Inquisitive FeaturesLevel 7
Ear for Deceit lets Mara determine whether a creature is lying by comparing its Charisma check with a minimum result of 8 plus her proficiency bonus. Eye for Detail allows her to use a Bonus Action to make a Wisdom (Perception) check to spot a hidden creature or an Intelligence (Investigation) check to uncover clues.
- Insightful FightingLevel 7
As a Bonus Action, make a Wisdom (Insight) check contested by a creature's Charisma (Deception). On a success, Mara gains Sneak Attack against that creature even without Advantage, provided she does not have Disadvantage and can see the target. The benefit lasts for 1 minute or until she successfully uses Insightful Fighting against another target.
- FisticuffsLevel 1
While unarmed or wielding only Pugilist weapons, wearing light or no armor, and not wielding a Shield, Mara can make an Unarmed Strike as a Bonus Action, use a 1d10 Fisticuffs die for Unarmed Strikes and Pugilist weapons, and use mastery properties with improvised weapons. Improvised weapons count as having Sap mastery for her.
- 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. Brace Up grants temporary hit points equal to 1d10 plus her Pugilist level and Constitution modifier. One-Two Punch allows two Unarmed Strikes as a Bonus Action. Stick and Move allows an Unarmed Strike plus Dash or Disengage as a Bonus Action.
- Dig DeeperLevel 13
As a Bonus Action, Mara can Dig Deeper for 1 minute, gaining all Dig Deep benefits and using School of Hard Knocks twice per turn. At level 20, she can use this feature twice before a Long Rest.
- Dig DeepLevel 4
Mara can take a Bonus Action to Dig Deep for 10 minutes, gaining Resistance to Bludgeoning, Piercing, and Slashing damage and ignoring Exhaustion levels below 6. Once used, this requires a Long Rest unless she accepts 1 Exhaustion level to restore it.
- Multiclass Combat MasteryLevel 20
Mara can use a Bonus Action to make a Grapple or Shove attempt after hitting with an Unarmed Strike, can Dash or Disengage as a Bonus Action through Cunning Action, and can make an additional Unarmed Strike with One-Two Punch or her Fisticuffs feature.
Reaction
- Uncanny DodgeLevel 5
When When an attack hits her
Mara can use a Reaction to halve the damage of an attack from a creature she can see.
- Meat ShieldLevel 6
When When a non-Grappled attacker misses her while she has a creature Grappled
Mara can use her Reaction and 1 Moxie Point to redirect a missed attack against her to a creature she is Grappling.
Always on
- Ring Control
When When an Unarmed Strike hits
Mara can make a Grapple or Shove attempt after hitting with an Unarmed Strike, and Groundwork can allow both options together when no mastery property is used.
- Rogue Proficiencies and Sneak AttackLevel 1
Gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. Gain proficiency with thieves' tools. Sneak Attack deals an extra 4d6 damage once per turn when the requirements are met.
- Roguish Archetype, InquisitiveLevel 3
Choose the Inquisitive rogue archetype. Gain Ear for Deceit, Eye for Detail, and Insightful Fighting.
- Ability Score ImprovementLevel 4
Gain one Ability Score Improvement. Mara chooses the Mobile feat, allowing her to move through difficult terrain without extra movement, avoid opportunity attacks from creatures she attacks, and increase her speed by 10 feet.
- ExpertiseLevel 6
Gain Expertise in two additional proficient skills or tools. Mara chooses Investigation and Insight.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a Shield, Mara's base Armor Class equals 12 plus her Constitution modifier.
- Bloodied But UnbowedLevel 2
When Mara takes damage, she can use her Reaction to regain all expended Moxie Points. If Bloodied, she also gains 52 temporary hit points. Once used, this feature requires a Short or Long Rest.
- Swagger StreakLevel 2
When Mara fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point, roll 1d10, and add the result. If the check still fails, the point is regained and this feature cannot be used again until a Short or Long Rest.
- Heavy HitterLevel 3
When Mara hits with an Unarmed Strike, she can deal its damage and also choose the Grapple or Shove option.
- Extra AttackLevel 5
Mara can make two attacks instead of one whenever she takes the Attack action.
- HaymakerLevel 5
When Mara makes an Unarmed Strike or Pugilist weapon attack, she can expend 1 Moxie Point to swing with wild abandon. On a hit, the point is regained and the attack deals maximum damage with its damage dice.
- Moxie-Fueled FistsLevel 6
Damage from Mara's Unarmed Strike or improvised weapon attacks can be Force damage instead of the normal damage type.
- Down But Not OutLevel 7
When Mara uses Bloodied But Unbowed while Bloodied, she can add her Constitution modifier plus her Exhaustion levels to the damage of Unarmed Strikes and Pugilist weapon attacks for 1 minute. Once used, this requires 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 the damage to make the next hit against the creature deal maximum damage with its damage dice, or to impose Disadvantage on attacks against creatures other than Mara until the end of her next turn.
- HerculeanLevel 10
Mara's Strength score is doubled for carrying capacity, her Unarmed Strikes are Critical Hits against 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 accepts 1 Exhaustion level to restore it.
- UnbreakableLevel 14
Mara has Advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can expend 1 Moxie Point to reroll it and must use the new roll.
- PugnaciousLevel 15
When Mara rolls Initiative, she can remove one Exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a Long Rest.
- GroundworkLevel 3
When Mara starts her turn with one or more creatures Grappled, she deals 1d10 plus her Strength modifier Bludgeoning damage to each Grappled creature without an action. She can expend 1 Moxie Point to impose Disadvantage on a saving throw or ability check against her Grapple or Shove DC. When she hits with an Unarmed Strike without using a mastery property, she can Grapple and Shove as part of the same attack.
- Muscle MassLevel 3
Mara gains Expertise in Athletics through Muscle Mass.
- HeavyweightLevel 11
Mara counts as one size larger for Grapple and Shove options. She does not spend extra movement to move a creature Grappled by her if it is her size or smaller.
- MobileLevel 4
Mara has Advantage on initiative rolls from the Mobile feat and can move through difficult terrain without extra movement. Creatures she attacks cannot make opportunity attacks against her for the rest of that turn.
- Ability Score IncreaseHuman+1 to all six ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- TraitHumanOne additional language of choice, represented here as Common only because no second language was specified
- By Popular DemandEntertainer
By popular demand, she can always find a place to perform, usually an arena, tavern, festival, fair, or traveling show. Admirers, fellow performers, and former fans will usually provide modest food and lodging in exchange for a performance.
Gear
11 itemsWeapons
- RapierA rapier used when a formal duel or a precise Sneak Attack is more appropriate than a fistfight.
- ShortswordA short blade concealed in her ring gear.
- Light crossbowA light crossbow with twenty bolts, carried for situations where closing distance is unwise.
- Championship beltA wrestling championship belt, valuable as a symbol and useful as an improvised weapon.
Armor
- Studded leather armorStudded leather armor, selected to preserve mobility while maximizing protection.
Tools
- Thieves' toolsA set of thieves' tools used for locks, traps, and examining suspicious stage equipment.
- Disguise kitA disguise kit for changing ring personas and infiltrating criminal organizations.
Gear
- Entertainer's packAn entertainer's pack containing a backpack, bedroll, two costumes, five candles, five days of rations, waterskin, and disguise supplies.
- Belt pouchA belt pouch containing 15 gp from the Rogue starting equipment and 15 gp from the Entertainer background.
- Ring gearReinforced wrestling boots, hand wraps, elbow pads, and flexible ring gear.
- Entertainer's coin pouchA pouch containing 25 gp from the Entertainer background.
Appearance
A strikingly attractive human woman with a powerful, heavily muscled physique, broad shoulders, defined six-pack abs, strong arms, a buxom build, and an athletic bubble-shaped lower body. She wears practical but scantily clad professional wrestling ring gear, reinforced boots, elbow pads, wrist wraps, and a championship-style belt used as a prop and symbol of her career. Her outfit is designed for mobility and spectacle, with no explicit nudity. Her expression is confident and amused, and her posture suggests she is always ready to enter the ring or start a fight.
Mannerisms
Mara rolls her shoulders before difficult conversations, taps two fingers against her palm while sizing someone up, and announces her own entrances with a theatrical bow even when nobody is watching. She calls particularly dangerous attacks by wrestling names and compliments an opponent immediately after knocking them down.
Personality
Mara is warm, charismatic, and intensely competitive. She treats strangers like a potential audience and enemies like future drinking companions, at least until they prove cruel. She is observant beneath the bravado, quick to notice who is frightened, who is lying, and who is pretending not to need help. She loves applause, but she loves making a frightened person laugh even more.
Ideals
A fair fight is not always an equal fight. The strong are responsible for making sure the desperate are not crushed by people who abuse power, rig contests, or hide behind wealth.
Bonds
Her old wrestling troupe is her family, and she will risk almost anything to find the people scattered after the rigged fighting circuit was exposed. She also keeps her mother's first pair of embroidered performance gloves, repaired so many times that almost none of the original fabric remains.
Flaws
She cannot resist answering a challenge, especially if someone questions her strength or courage in public. Mara also confuses confidence with invulnerability and tends to keep fighting long after retreat would be wiser. She enjoys humiliating bullies so much that she occasionally gives them the opening they need.
Quirks
Background
Mara Hock was born in a crowded riverside district where people learned early that a quick tongue and quicker hands could keep hunger away. Her father repaired wagons, her mother sang for coin, and Mara grew up hauling equipment for street performers, wrestling drunks for bets, and turning every alley into an improvised training ground. She discovered that the crowd loved a clean slam even more than a clever song, so she built a career around theatrical bouts, tavern challenges, and staged rivalries that were only sometimes staged. Her ring persona became famous for laughing while being knocked down and standing up before the applause stopped. Behind the spectacle, Mara became a careful observer of people. She learned to read a rival's breathing, a promoter's hesitation, and the instant before a crooked opponent reached for a hidden blade. Her work as an entertainer brought her into contact with thieves, gamblers, nobles, and adventurers, and she began taking discreet investigative jobs between performances. She exposed a rigged fighting circuit that was trafficking desperate competitors, but the victory cost her troupe its venue and scattered several friends into hiding. Now Mara travels from city to city, wrestling for crowds by night and dismantling crooked schemes by day. She wants fame, but more than that, she wants every frightened newcomer in the crowd to believe that getting knocked down is never the same as being beaten.
“Her ring persona became famous for laughing while being knocked down and standing up before the applause stopped.”
- Background
- Entertainer
Connections
Species
Human
Media
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