Mara Vale
Mara Vale
Sheet
AC 18 · HP 185 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- HistoryINT
- InvestigationINT
- StealthDEX
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Second WindLevel 1
When Bonus action
She regains hit points using a bonus action, with the amount scaling by level.
Always on
- Action SurgeLevel 2
When On her turn
She can take an additional action on her turn, twice per short or long rest.
- Protective FieldLevel 3
When Reaction
She can reduce damage to herself or another creature she can see by interposing telekinetic force.
- Psionic StrikeLevel 7
When When she hits with a weapon attack
She can add force damage to a hit and manipulate the target with unseen power.
- Telekinetic MovementLevel 7
When Action
She can move objects or willing creatures with concentrated psionic power.
- Bulwark of ForceLevel 10
When Action
She can fortify an area with psionic force, turning the battlefield into a bastion.
- Fighter TrainingLevel 1
She gains proficiency in all armor, shields, simple weapons, and martial weapons, along with the full martial training expected of a veteran combatant.
- Fighting StyleLevel 1
She can choose a fighting style that reflects her battlefield technique. Her style emphasizes precision and agility, making her a deadly duelist and skirmisher.
- Weapon MasteryLevel 1
She can shift a weapon’s property toward a style she prefers, representing deep mastery of arms and battlefield adaptation.
- Tactical MindLevel 2
She can draw on tactical insight to patch a bad roll by expending a use of Second Wind after seeing the d20 result, turning uncertainty into competence.
- Martial Archetype, Psi WarriorLevel 3
She chooses the Psi Warrior martial archetype, unlocking telekinetic combat techniques fueled by psionic energy.
- Psionic PowerLevel 3
She gains a pool of Psionic Energy dice, which she can spend on subclass features and regain after a long rest. These dice fuel her telekinetic feats in battle.
- Telekinetic MasterLevel 15
Her telekinetic talent becomes more refined, allowing her to perform her psionic movement and manipulation more effectively and with greater control.
- Action Surge ImprovementLevel 17
She gains a third use of Action Surge and further mastery of battlefield endurance, making her almost impossible to exhaust in a decisive fight.
- IndomitableLevel 9
She can endure death itself through sheer discipline, restoring herself from ruin once per long rest by force of will. She can also use Indomitable three times per long rest.
- Fighter CapstoneLevel 20
She gains the fighter’s late-career combat mastery, including further improvements to resilience, tactical freedom, and the ability to keep fighting through punishment that would break lesser warriors.
- TraitHumanResourceful, gain Heroic Inspiration when you finish a Long Rest.
- TraitHumanSkillful, gain proficiency in one skill of your choice. Chosen skill, Investigation.
- Versatile, gain an Origin featHumanChosen feat, Tough.
- Criminal ContactCriminal
She knows how to survive in the underworld, maintain contacts, and work the hidden channels of prisoners, smugglers, and fence runners. She can usually identify who is paying, who is lying, and who can be leaned on for information.
Spells
Spellcasting. Mara Vale casts with Intelligence (spell save DC 19, to hit with spell attacks).
Gear
9 itemsWeapons
- RapierA reliable sidearm carried for close work, duels, and quick escapes.
- LongbowA long-range weapon kept for ambushes, prison-yard intimidation, and silent overwatch.
- 2×HandaxeA pair of weighted throwing axes for sudden violence at short range.
Armor
- ShieldA well-used shield, scuffed and marked, often kept more as a symbol than as visible armor in prison.
- Chain MailHeavy mail issued long ago, kept folded with her effects even if she no longer wears it inside the cell block.
Tools
- Thieves' ToolsA set of lock picks and specialist tools for opening secured doors, chests, and cuffs.
Gear
- 20×ArrowA quiver fitted for the longbow.
- Common ClothesPlain modern prison clothes, altered and reinforced where she can manage.
- Keepsake TokenA token from a former accomplice, kept hidden and never shown to guards.
Appearance
A human woman with a shaved head, lean but powerful build, and a body covered from neck to ankle in intricate prison tattoos, many of them hidden circuits, broken chains, psionic sigils, and coded marks. She dresses in modern street clothes when she can, but still carries the posture of someone who has learned to survive behind bars. Her eyes are sharp, unreadable, and bright with restless intelligence.
Mannerisms
She speaks in short, measured sentences and rarely wastes words. When thinking, she taps one tattooed finger against her wrist as if counting invisible locks. In tense moments, she tilts her head slightly, like she is listening to something no one else can hear.
Personality
Controlled, observant, and fiercely self-reliant, Mara has the calm of someone who has already survived the worst room in the building. She can be unexpectedly kind to the weak and startlingly ruthless toward liars, bullies, and anyone who treats captivity as entertainment. She hates being cornered, but she is at her most focused when there is only one exit and one target.
Ideals
Freedom is a right, not a privilege. The strong have a duty to protect the trapped, the silenced, and the discarded, because she knows exactly how easy it is to become invisible behind locked doors.
Bonds
She will not abandon the one person who smuggled medicine into her cell when no one else would, and she keeps a hidden tally of every debt owed to her by guards, inmates, and officials. Somewhere outside the prison walls is the only living sibling she still cares about, and she intends to see them safe again.
Flaws
She trusts patterns more than people, and when she thinks she has predicted a situation, she can become reckless. She also struggles to let an insult pass, especially from authority figures. If someone reminds her of the betrayal that sent her to prison, her calm can vanish instantly.
Quirks
Background
Before the iron doors closed around her, she was a broker of stolen things and forbidden information, a woman who could disappear into any crowd and emerge with a vault key, a confession, or a secret weapon. Her talent was never merely for breaking locks, it was for breaking expectations. She learned early that the fastest way out of a trap is to know how the trap was built, and that made her dangerous long before anyone learned she could move a blade with her mind. The tattoos that cover her body began as gang marks and prison tallies, but over time she turned them into a map of every wound, victory, and betrayal she has ever survived. Her arrest came after a spectacular betrayal, one that left a magistrate dead, a smuggling ring exposed, and half the city convinced she had sold them all out. Whether she was framed or not depends on who tells the story, and she has stopped correcting people. In prison, her psionic gifts became more refined, sharpened by confinement, anger, and hours spent studying the minds of guards and inmates alike. She now moves through her cell block like a ghost in expensive shoes, training every night in the narrow space between the bed and the wall, preparing for the day she either buys her freedom, breaks out, or tears down the entire system that caged her.
“Her talent was never merely for breaking locks, it was for breaking expectations.”
- Background
- Criminal
Connections
Species
Human
Media
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