Mara Varg
Mara Varg
Sheet
AC 17 · HP 24 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Channel Divinity, Turn UndeadLevel 2
As an action, you present your holy symbol and each undead within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
- Channel Divinity, Preserve LifeLevel 2
As an action, you present your holy symbol and evoke healing energy that restores hit points equal to five times your cleric level, divided among creatures within 30 feet. This cannot heal a creature above half its hit point maximum and has no effect on undead or constructs.
Always on
- Turn Undead
When As an action, once per short or long rest
You present your holy symbol and each undead within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, it is turned for 1 minute or until it takes damage.
- Preserve Life
When As an action, once per short or long rest
You restore a total of 15 hit points divided among creatures within 30 feet. A creature cannot be healed above half its hit point maximum, and undead and constructs are unaffected.
- SpellcastingLevel 1
You can cast cleric spells using Wisdom as your spellcasting ability. You can use a holy symbol as a spellcasting focus. You know three cleric cantrips and prepare a number of cleric spells equal to your Wisdom modifier plus your cleric level.
- Divine Domain, Life DomainLevel 1
You have chosen the Life Domain. Your domain grants additional spells, features, and abilities described below.
- Bonus ProficiencyLevel 1
You gain proficiency with heavy armor.
- Disciple of LifeLevel 1
Whenever you use a spell of 1st level or higher to restore hit points to a creature, that creature regains additional hit points equal to 2 plus the spell's level.
- Channel DivinityLevel 2
You can use a holy symbol to channel divine energy. You gain the Channel Divinity options Turn Undead and Preserve Life. You can use Channel Divinity once between rests, and regain its use after a short or long rest.
- Domain SpellsLevel 3
You gain additional domain spells that are always prepared and do not count against the number of cleric spells you can prepare.
- Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment, and the best and worst are found among them.
- SizeHumanHumans vary widely in height and build. Your size is Medium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- DiscoveryHermit
Mara has discovered a unique and powerful insight during her seclusion. She can communicate the broad meaning of her revelation to others, and her disciplined habits allow her to find food, water, and modest shelter for herself and one other person in ordinary wilderness conditions.
Spells
12 spellsSpellcasting. Mara Varg casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , ,
2nd level (2 slots): , , , ,
Gear
10 itemsWeapons
- MaceA well-balanced iron-headed mace used for protection and ritual blessings.
Armor
- Scale mailScale mail with several scales replaced by hammered brass plates. It imposes disadvantage on Dexterity (Stealth) checks.
- ShieldA sturdy wooden shield bearing Mara's sunburst holy symbol. While wielded, it grants a +2 bonus to AC.
Tools
- Herbalism kitA kit containing mortar, pestle, vials, drying cloths, and tools for identifying and preparing herbs.
Gear
- Holy symbolA silver holy symbol shaped like a rising sun, used as Mara's spellcasting focus.
- Priest's packA leather satchel containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Scroll case with notesA scroll case containing Mara's notes on fever, spirits, medicinal plants, and the limits of divine healing.
- Winter blanketA thick wool blanket suited to cold nights on the road.
- Common clothesPlain, serviceable clothing in muted colors.
Purse
- 5×Gold piecesCoin saved from years of service and travel.
Appearance
Mara is a sturdy human woman of average height, with broad hands, weathered olive skin, and dark brown hair cut just below the jaw. A pale scar crosses her left eyebrow, and her gray-green eyes have the steady, patient focus of someone accustomed to listening before speaking. She wears practical scale mail beneath a faded blue-gray cloak, carries a polished wooden shield marked with a simple sunburst, and keeps a small bundle of dried herbs tied at her belt.
Mannerisms
Mara pauses to examine a person's hands before trusting their words. When thinking, she rubs the edge of her brass sun emblem with her thumb. She speaks plainly and softly, but her voice becomes unexpectedly forceful when defending someone weaker.
Personality
Mara is calm, observant, and practical. She has a dry sense of humor and an instinctive tenderness toward frightened animals, sick children, and anyone trying to hide pain. She prefers useful work to ceremony, but once she gives her word, she treats it as a binding oath.
Ideals
Service. The worth of faith is measured by the suffering it prevents, the wounds it mends, and the vulnerable people it protects.
Bonds
The small hospice where Mara served was destroyed by a fire that began in the temple storehouse. She believes the fire was no accident, and she carries a charred brass sun emblem from the ruins. She will eventually return to rebuild the hospice, but first she intends to learn who caused the disaster and why.
Flaws
Mara is suspicious of institutions, especially temples and authorities that speak of duty while leaving suffering unattended. She can be rigid about rules when frightened, and her need to prove that practical compassion matters more than empty doctrine sometimes makes her dismissive of sincere but inexperienced believers.
Quirks
Background
Mara Varg was born in a riverside human village where illness was treated with boiled linen, bitter roots, and whispered prayers. As a child, she watched her mother die during a winter fever while the local priest argued over whether the family had offered enough to the temple. Mara never forgot the lesson. Faith that demanded obedience but offered no aid seemed empty, so she learned the practical work of healing first, tending wounds, setting bones, and gathering herbs from the hills beyond the village.
“As a child, she watched her mother die during a winter fever while the local priest argued over whether the family had offered enough to the temple.”
- Background
- Hermit
Connections
Species
Human
Media
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