Mara Vey
Mara Vey
Sheet
AC 18 · HP 144 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresAlways on
- Divine Smite
When After hitting with a melee weapon attack
When she hits with a melee weapon attack, she can expend a spell slot to deal 2d8 radiant damage for a 1st-level slot, plus 1d8 for each slot level above 1st, to a maximum of 5d8. The damage increases by 1d8 against fiends or undead.
- Conquering Presence
When As an action, once per short or long rest
She frightens creatures of her choice within 30 feet that can see or hear her. Each target must succeed on a Wisdom saving throw or become frightened for one minute, repeating the save at the end of each turn.
- Guided Strike
When After making an attack roll
After making an attack roll but before knowing whether it hits, she can add +10 to the roll.
- Lay on Hands
When As an action by touch
She restores up to 100 total hit points among creatures she touches, spending points from her healing pool. Five points can cure one disease or neutralize one poison.
- Divine Sense
When As an action, up to five times per long rest
For one minute, she can perceive the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. She knows the creature's type but not its identity.
- Divine Sense and Lay on HandsLevel 1
Divine magic fuels her paladin abilities. She can sense the location of celestials, fiends, and undead within 60 feet, and she can expend one use to detect their presence for one minute. She also uses a pool of 100 hit points to restore health through Lay on Hands.
- Fighting Style and Divine SmiteLevel 2
She gains a Fighting Style. She has chosen Defense, gaining a +1 bonus to AC while wearing armor. She can also use Divine Smite when she hits with a melee weapon attack, expending a spell slot to deal radiant damage.
- Divine HealthLevel 3
She gains Divine Health and is immune to disease.
- Sacred Oath, Oath of ConquestLevel 3
She gains the Oath of Conquest, including oath spells and Channel Divinity options. Conquering Presence frightens creatures in a 30-foot radius, and Guided Strike grants a +10 bonus to an attack roll after seeing the roll.
- Ability Score ImprovementLevel 4
She can use Ability Score Improvement or a feat.
- Extra AttackLevel 5
Her Extra Attack feature allows her to attack twice whenever she takes the Attack action.
- Aura of ProtectionLevel 6
She gains an additional use of Channel Divinity between rests.
- Aura of CourageLevel 7
She gains Aura of Courage, making herself and friendly creatures within 10 feet immune to being frightened. At 18th level, the range increases to 30 feet.
- Ability Score ImprovementLevel 8
She can use Ability Score Improvement or a feat.
- Aura of ConquestLevel 7
She gains the 3rd-level Oath of Conquest feature Aura of Conquest. Frightened enemies within 10 feet have their speed reduced to 0 and take psychic damage at the start of their turns. The aura range increases to 30 feet at 18th level.
- 3rd-Level SpellcastingLevel 9
She gains access to 3rd-level paladin spells.
- Improved Divine SmiteLevel 11
Her Divine Smite damage increases with access to higher-level spell slots, and she gains access to 4th-level paladin spells.
- Ability Score ImprovementLevel 12
She can use Ability Score Improvement or a feat.
- Scornful RebukeLevel 15
She gains the 15th-level Oath of Conquest feature Scornful Rebuke. Whenever a creature hits her with an attack, that creature takes psychic damage equal to her Charisma modifier plus her paladin level.
- 5th-Level SpellcastingLevel 17
She gains access to 5th-level paladin spells.
- Invincible ConquerorLevel 20
She gains the 18th-level Oath of Conquest feature Invincible Conqueror. Once per long rest, she can transform for one minute, gaining resistance to all damage, an additional attack when taking the Attack action, and critical hits on rolls of 19 or 20.
- Oath of ConquestLevel 3
Her oath is permanent unless she willingly breaks it or chooses to pursue redemption. As an Oath of Conquest paladin, she uses fear, domination, and overwhelming force to impose order.
- TraitAasimarDarkvision, 60 feet.
- TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage.
- TraitAasimarHealing Hands, once per long rest, restore hit points to a creature by touch equal to her level.
- TraitAasimarLight Bearer, she knows the Light cantrip, using Charisma as its spellcasting ability.
- TraitAasimarCelestial heritage, she is descended from celestial beings and is naturally suited to divine service.
- Position of PrivilegeNoble
If she is not in direct danger, she can secure an audience with local nobles, courtiers, guild leaders, or other influential figures. Common folk may also accommodate her because of her noble status.
Spells
12 spellsSpellcasting. Mara Vey casts with Charisma (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (3 slots): , ,
3rd level (3 slots): ,
4th level (3 slots): ,
5th level (2 slots):
Gear
10 itemsWeapons
- LongswordA martial melee weapon used with both hands when she does not use her shield.
- 5×JavelinA simple melee weapon kept as a backup and symbol of her formal authority.
Armor
- Chain mailChain mail armor, AC 16.
- ShieldA shield bearing the worn crest of House Vey, +2 AC.
Tools
- Gaming setA set of weighted bone gaming dice used during courtly negotiations.
Gear
- Holy symbolA holy symbol of a stern celestial judge, mounted on a black iron chain.
- Fine clothesFine clothes suitable for court appearances and formal negotiations.
- Signet ringA signet ring bearing the crest of House Vey.
- Scroll of pedigreeA scroll of pedigree proving her noble lineage.
Purse
- 25×Gold piecesA purse containing 25 gp from her noble starting wealth.
Appearance
A tall, broad-shouldered aasimar woman with bronze-brown skin, close-cropped black hair, and pale gold eyes that glow faintly in darkness. Her celestial heritage appears as subtle bands of silver light beneath the skin of her hands and throat. She wears well-maintained chain mail beneath a dark blue surcoat bearing a tarnished noble crest, and carries herself with the rigid poise of someone raised to command while expecting betrayal.
Mannerisms
She speaks softly in formal settings, forcing others to lean closer, and becomes even quieter when angry. She addresses enemies by their full names whenever possible, as though recording their judgment. Before issuing an order, she adjusts the position of her shield by a fraction of an inch.
Personality
Mara is composed, observant, and relentlessly practical. She remembers every slight, every debt, and every promise. She can be gracious to servants and terrifying to peers, because she views courtesy as a tool for establishing rank rather than expressing warmth. She respects competence wherever she finds it, but she has little patience for innocence that has not yet been tested.
Ideals
Order. Freedom without discipline is merely the right to make others suffer. A strong hand, applied without hesitation, creates the peace that lesser souls are too frightened to build.
Bonds
Her family estate and title are hers by right, and she will destroy anyone who attempts to take them from her. She also secretly protects a younger cousin who still believes that Mara is a hero.
Flaws
She confuses obedience with virtue and assumes that anyone who resists her must secretly deserve punishment. She cannot forgive humiliation, especially in public, and will accept enormous risks to restore her reputation. Her belief that she alone can maintain order makes genuine cooperation almost impossible.
Quirks
Background
Mara Vey was born into a minor noble house whose fortunes rested on contracts, debts, and carefully arranged marriages. Her aasimar blood was treated as a family asset, a sign that the gods had marked her lineage for greatness. Mara learned early that mercy was praised in public but weakness was punished in private. When her elder brother inherited the estate, he attempted to marry her to a neighboring lord and use her celestial reputation to legitimize increasingly cruel policies. Mara answered by exposing his secret dealings, then seized control of the household through a mixture of blackmail, legal maneuvering, and one very public duel. Her divine calling came afterward, not as a comforting revelation but as a weapon placed in her hands. A radiant presence appeared to her in a dream and demanded that she become a shield for the worthy. Mara interpreted worthy to mean obedient, disciplined, and useful. She swore the Oath of Conquest, believing that fear creates order more reliably than kindness. Now she travels as a paladin who offers protection to those who submit and ruin to those who resist. Her noble manners remain impeccable, but beneath them is a cold conviction that peace is merely the name people give to a hierarchy they accept.
“Her aasimar blood was treated as a family asset, a sign that the gods had marked her lineage for greatness.”
- Background
- Noble
Connections
Species
Aasimar
Media
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