Mara Vey
Mara Vey
Sheet
AC 18 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresBonus action
- Second WindLevel 1
When On your turn when you need healing
You regain hit points equal to 1d10 + your fighter level as a bonus action. You can use this once per short or long rest.
Always on
- Fighting Style: DefenseLevel 1
You adopt a particular style of fighting as your specialty. Mara chooses Defense, gaining a +1 bonus to AC while wearing armor.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one additional language of your choice.
- Military RankSoldier
You retain your rank, insignia, and the respect of soldiers who served alongside you. You can recognize military ranks and organizations, secure simple lodging and aid from friendly military forces, and exert influence over soldiers and veterans.
Gear
11 itemsWeapons
- LongswordA dependable military longsword with a worn leather grip. It deals 1d8 slashing damage, or 1d10 when used with two hands.
- Light CrossbowA light crossbow with a case containing twenty bolts. It deals 1d8 piercing damage and has a normal range of 80 feet and long range of 320 feet.
Armor
- Chain MailHeavy metal armor consisting of interlocking rings, granting an AC of 16 when worn.
- ShieldA sturdy wooden shield reinforced with iron bands. While equipped, it grants a +2 bonus to AC.
Tools
- Gaming SetA set of carved bone dice used for camp games and wagers.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Dungeoneer's PackA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Insignia of RankA symbol of rank or service from Mara's former military unit.
- Trophy Taken from a Fallen EnemyA small piece of a defeated enemy's banner, kept as a reminder of the cost of war.
- Common ClothesSimple, durable clothing suitable for travel and military camp life.
Purse
- 10×Gold PiecesLoose currency saved from military pay and service rewards.
Appearance
A lean, weathered human woman with olive skin, close-cropped dark brown hair, and gray-green eyes that constantly scan the room. A pale scar crosses her left eyebrow, and an old burn mark circles her right wrist. She wears well-maintained chain mail beneath a faded blue surcoat, carries a battered shield marked with a silver tower, and keeps her military insignia sewn inside her collar rather than displayed openly.
Mannerisms
Mara checks every doorway before sitting, keeps her back to a wall whenever possible, and quietly counts exits when entering a new room. She cleans her sword after every fight, even if it is already spotless.
Personality
Reserved and observant, Mara speaks plainly and dislikes boasting. She is patient with frightened civilians, unexpectedly gentle with animals, and fiercely protective of anyone who proves reliable. In conversation, she often asks practical questions before discussing feelings.
Ideals
Duty. A promise made to protect someone is more binding than any order written by a distant superior.
Bonds
I carry the memory of the soldiers I saved and the names of those I could not. I will never abandon people under my protection, no matter the cost.
Flaws
I distrust commanders, nobles, and anyone who gives orders without sharing the risks. When frightened, I become controlling and may treat companions like soldiers under my command.
Quirks
Background
Mara Vey was raised in a frontier garrison where the sound of marching boots was as familiar as church bells. As a human child among soldiers, quartermasters, and camp followers, she learned early that courage was useful, but discipline kept people alive. She joined the army at seventeen, not from patriotic fervor, but because the people she loved needed someone willing to stand between them and the dangers beyond the walls. Her quiet competence earned her the nickname Graywall, after the old fortress where she served through three hard campaigns. During her final campaign, Mara's unit was ordered to hold a mountain pass long after their supplies and reinforcements had failed to arrive. Her commander abandoned the position, leaving the wounded behind. Mara disobeyed orders, organized a retreat, and carried the unit's standard through the snow while enemy raiders closed in. Most of her soldiers survived, but the official report blamed her for the loss of the pass. She left the army with her rank intact but her trust in command shattered. Now she travels as a sellsword and protector, seeking honest causes, dependable companions, and the truth behind the disappearance of the officer who betrayed her.
“As a human child among soldiers, quartermasters, and camp followers, she learned early that courage was useful, but discipline kept people alive.”
- Background
- Soldier
Connections
Species
Human
Media
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