Mara Ordu
Mara Ordu
Sheet
AC 13 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresAlways on
- Fire Bolt
When An enemy is within 120 feet
Mara launches a bolt of crackling lightning at a creature within 120 feet. The target makes a ranged spell attack, taking 1d10 lightning damage on a hit.
- Shocking Grasp
When An enemy is within 5 feet
Mara reaches toward a creature within 5 feet. On a hit, the target takes 1d8 lightning damage and cannot take reactions until the start of its next turn.
- Light
When A dark area needs illumination
Mara creates a small magical light that illuminates a nearby object or space.
- Mage Hand
When A small object is within 30 feet
Mara manipulates or moves a small unattended object at range.
- Shield
When Mara is hit by an attack or targeted by magic missile
Mara surrounds herself with a shimmering field of force. Until the start of her next turn, she gains a +5 bonus to AC, including against the triggering attack, and takes no damage from magic missile.
- Thunderwave
When Several enemies are within 15 feet
Mara releases a concussive burst of thunder in a 15-foot cube. Creatures in the area must make a Constitution saving throw, taking 2d8 thunder damage on a failed save or half as much on a success. A failed save also pushes a creature 10 feet away.
- SpellcastingLevel 1
Mara can cast sorcerer spells using Charisma as her spellcasting ability. She knows four cantrips and two 1st-level sorcerer spells, and she uses a crystal as her arcane focus.
- Sorcerous Origin: Draconic BloodlineLevel 1
Mara's innate magic comes from a blue draconic bloodline, reflected by the faint scales along her torso and her affinity for thunder and lightning.
- Draconic ResilienceLevel 1
Her hit point maximum increases by 1 at 1st level. While unarmored, her AC equals 13, calculated as 13 plus her Dexterity modifier.
- DarkvisionHalf-ElfMara can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- Fey AncestryHalf-ElfMara has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- Skill VersatilityHalf-ElfMara gains proficiency in two additional skills, Insight and Perception.
- LanguagesHalf-ElfMara can speak, read, and write Common and Elvish, and she speaks one additional language, Draconic. Her Outlander upbringing also exposed her to Giant.
- WandererOutlander
Mara has an excellent memory for maps, terrain, and natural landmarks. She can always find food and fresh water for herself and up to five other people each day, provided the land offers ordinary sources of sustenance.
Spells
6 spellsSpellcasting. Mara Ordu casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
9 itemsWeapons
- QuarterstaffA stout quarterstaff used for both travel and close combat.
- 2×DaggerSimple blades balanced for throwing or emergency defense.
Tools
- Hunting TrapA metal trap used to catch small or medium beasts.
Gear
- Crystal Arcane FocusA clear crystal mounted in a simple iron setting, used as an arcane focus.
- Explorer's PackA bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- StaffA wooden staff suitable for walking, hunting, and striking.
- Trophy from an AnimalA small blue jay feather preserved in resin, taken from the first creature Mara caught after being abandoned.
- Traveler's ClothesRough but serviceable clothes suited to long travel through the wilderness.
Purse
- 10×Gold PiecesStarting currency granted by the Outlander background.
Appearance
Mara is a broad-shouldered half-elf woman with weather-browned skin, dark brown hair cut unevenly at the jaw, and pale blue eyes that spark with silver light when she casts. A faint pattern of blue scales traces her left collarbone and ribs, the mark of her draconic bloodline. Her hands are callused from years of climbing, hunting, staff drills, and relentless physical training. She dresses in practical forest leathers beneath a weather-stained gray cloak, carrying a polished quarterstaff reinforced with bands of blue iron.
Mannerisms
Mara rolls her shoulders before speaking, as if preparing for a fight, and rests one hand on her quarterstaff whenever she enters an unfamiliar room. She rarely sits with her back to a wall. When thinking, she taps the staff three times against the ground and quietly counts her breaths.
Personality
Mara is blunt, watchful, and intensely practical. She respects people who keep their promises and distrusts anyone who speaks in grand abstractions about destiny or blood. Despite her hard exterior, she is quick to shelter frightened animals, exhausted travelers, and anyone who reminds her of the girl she used to be. She treats physical training as a form of prayer and considers every difficult task a conversation with the god who saved her.
Ideals
Strength is responsibility. Anyone given the power to survive must use it to protect those who were left behind, not to become another person who abandons the weak.
Bonds
Azhur the First Spark saved my life, and I will answer any summons he sends, no matter the danger. I also keep the broken leather cord my clan used to bind my wrists, as a reminder that I survived without their mercy.
Flaws
I assume kindness is usually a trap, and I become needlessly hostile when someone tries to care for me. I also cannot resist proving that I can endure more pain, cold, hunger, or exhaustion than anyone around me.
Quirks
Background
Mara was born among a secluded half-elven woodland clan that feared anyone whose magic appeared without permission from the elders. When lightning answered her anger during a winter hunt, her people decided that she was dangerous. They took her deep into the forest, stripped her of food and weapons, and left her beneath the trees with the expectation that the cold would finish what they had begun. Mara survived three nights by eating pine nuts, chewing leather, and following the distant sound of thunder. On the fourth night, Azhur the First Spark found her. The old god of sorcerers did not offer comfort. He gave her a staff, a mountain path, and a command to climb. For years, he trained her without pause, teaching her to strike with her whole body, brace against impact, and shape raw magic through breath and muscle instead of fear. He taught her that sorcery was not a fragile gift meant to be hidden, but a living force that could stand toe to toe with any blade. Mara eventually returned to the mortal world carrying his lessons, her clan's abandonment, and a stubborn desire to prove that power does not have to make a person cruel.
“When lightning answered her anger during a winter hunt, her people decided that she was dangerous.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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