Skip to content
CreatePricing
Mara Voss - AI-generated fantasy Character

Mara Voss

Human · Fighter (Champion) · Level 20 · Criminal

Mara Voss

Controlled, watchful, and dryly funny, Mara speaks like someone who has already spotted the ambush and is choosing whether to mention it.
AC16
HP104/104
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 104 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools

Languages

Common,
One additional language of your choice

Features

37 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn.

  • Two Extra AttacksLevel 11

    You can attack three times instead of once whenever you take the Attack action on your turn.

  • Three Extra AttacksLevel 20

    You can attack four times instead of once whenever you take the Attack action on your turn.

Bonus action

  • Second WindLevel 1

    When Bonus Action

    As a Bonus Action, regain 1d10 + 20 hit points.

  • Tactical ShiftLevel 5

    Whenever you activate Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Reaction

  • Interception

    When Reaction

    When a creature hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage by 1d10 + 6.

Always on

  • Tactical MindLevel 2

    When Failure on ability check

    When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check instead of regaining hit points.

  • Action SurgeLevel 2

    When Your turn

    On your turn, you can take one additional action except the Magic action.

  • Saving Throw ProficienciesLevel 1

    You gain proficiency with Strength and Constitution saving throws.

  • Weapon ProficienciesLevel 1

    You gain proficiency with simple weapons and martial weapons.

  • Armor TrainingLevel 1

    You gain training with light armor, medium armor, heavy armor, and shields.

  • Fighting StyleLevel 1

    You gain a Fighting Style feat of your choice. Chosen style: Defense, while wearing armor, you gain a +1 bonus to AC.

  • Weapon MasteryLevel 1

    Your training with weapons allows you to use the mastery properties of 6 kinds of simple or martial weapons of your choice. Chosen masteries: longsword, spear, shortsword, dagger, javelin, and handaxe.

  • Fighter SubclassLevel 3

    You gain a Fighter subclass of your choice. Chosen subclass: Champion.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. Chosen feat: Tough.

  • Ability Score ImprovementLevel 6

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. Chosen feat: Skilled.

  • Additional Fighting StyleLevel 7

    You gain another Fighting Style feat of your choice. Chosen style: Interception, when a creature you can see hits a target other than you within 5 feet of you with an attack, you can reduce the damage by 1d10 + your proficiency bonus.

  • Ability Score ImprovementLevel 8

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. Chosen feat: Charger.

  • Tactical MasterLevel 9

    When you attack with a weapon whose mastery property you can use, you can replace that property with Push, Sap, or Slow for that attack.

  • IndomitableLevel 9

    If you fail a saving throw, you can reroll it and add 20 to the roll. You can do this 3 times before a Long Rest.

  • Heroic WarriorLevel 10

    During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.

  • Ability Score ImprovementLevel 12

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. Chosen feat: Savage Attacker.

  • Indomitable (Improved)Level 13

    If you fail a saving throw, you can reroll it and add 20 to the roll. You can do this 3 times before a Long Rest.

  • Studied AttacksLevel 13

    When you miss with a weapon attack against a creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

  • Ability Score ImprovementLevel 14

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. Chosen feat: Defensive Duelist.

  • Superior CriticalLevel 15

    Your weapon attack rolls and Unarmed Strikes can score a Critical Hit on a roll of 18, 19, or 20 on the d20.

  • Ability Score ImprovementLevel 16

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. Chosen feat: Alert.

  • Action Surge and Indomitable ImprovementsLevel 17

    You can use Action Surge twice before a rest, and you can use Indomitable 3 times before a Long Rest.

  • SurvivorLevel 18

    You attain the pinnacle of resilience in battle. You have Advantage on Death Saving Throws, and when you roll 18 to 20 on a Death Saving Throw, it counts as a 20. While Bloodied and at least 1 Hit Point, you regain hit points equal to 5 plus your Constitution modifier at the start of each of your turns.

  • Epic BoonLevel 19

    You gain an Epic Boon feat or another feat of your choice for which you qualify. Chosen feat: Boon of Combat Prowess.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium
  • SpeedHuman30 ft.
  • ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanYou gain proficiency in one skill of your choice.
  • VersatileHumanYou gain an Origin feat of your choice. Chosen origin feat: Skilled.
  • Criminal ContactCriminal

    You know the underworld’s rhythms, safe houses, and secret paths, and you can usually find a criminal contact or information broker when you need one.

Gear

12 items

Weapons

  • Greatsword
    Choice A from fighter starting equipment.
  • Flail
    Choice A from fighter starting equipment.
  • 8×
    Javelin
    Choice A from fighter starting equipment.
  • 2×
    Daggers
    Criminal background equipment.

Armor

  • Chain Mail
    Choice A from fighter starting equipment, the armor and weapon package. The character keeps the listed gold as part of her gear.

Tools

  • Thieves' Tools
    Criminal background equipment.

Gear

  • Dungeoneer's Pack
    Choice A from fighter starting equipment.
  • Crowbar
    Criminal background equipment.
  • 2×
    Pouch
    Criminal background equipment.
  • Traveler's Clothes
    Criminal background equipment.

Purse

  • 4×
    Gold Pieces
    Choice A from fighter starting equipment.
  • 16×
    Gold Pieces
    Criminal background equipment.

Appearance

A hard-eyed human woman with close-cropped dark hair, a long scar through one eyebrow, and the posture of someone who has spent her life expecting doors to be kicked in. She wears polished chain mail over plain black leathers, a wolf-headed helm tucked under one arm, and carries a well-worn shortsword at her hip. Her hands are scarred, steady, and ink-stained from counting coins, cutting locks, and tracing battle maps by lantern light.

Mannerisms

She counts under her breath when stressed, taps two fingers against her sword hilt before making a decision, and unconsciously checks every doorway twice. When she is angry, her voice gets quieter instead of louder.

Personality

Controlled, watchful, and dryly funny, Mara speaks like someone who has already spotted the ambush and is choosing whether to mention it. She respects competence, keeps promises with almost ritual seriousness, and prefers blunt truth to comforting lies. Around children or the desperate, she becomes unexpectedly gentle, as if guarding them is the one thing that never feels like work.

Ideals

Freedom. No law deserves obedience unless it protects the helpless, and no master deserves loyalty unless they have earned it. She believes strength is only honorable when it shields people who cannot shield themselves.

Bonds

She keeps a coded ledger of everyone who sheltered her after she fled the purge, and she repays every debt, no matter how long it takes. She also protects street children and runaways whenever she can, because she remembers what it was like to have nowhere safe to sleep.

Flaws

Mara trusts locks and routines more than people, and that leaves her blind to honest kindness. She can be ruthless when cornered, sometimes choosing the fastest solution instead of the merciful one. She also hoards spare keys, hidden coins, and escape routes, because some part of her still believes every safe place is temporary.

Quirks

She never sits with her back to a door.
She is oddly meticulous about maintaining her weapons and her pockets, but not her boots.
She leaves one coin on windowsills for anyone poor enough to need an unspoken favor.

Background

Mara Voss was born in the alley markets of a river city, where every smile was a bargain and every kindness had a price. She learned early that the quickest way to survive was to be useful, quiet, and gone before the knives came out. As a teenager she ran messages for smugglers, pried open locked doors for thieves, and learned how to read a room faster than most nobles could read a ledger. When a city purge caught her crew, Mara was the one who escaped, not because she was the cleverest, but because she was the one willing to keep moving after everyone else froze. She drifted into soldiery when a dockside militia captain noticed that she never panicked under pressure and could stand in a shield wall long enough for others to retreat. Mara discovered that discipline felt strangely like freedom. The fighter’s drill gave shape to the survival instincts she had always trusted, and each scar became proof that she could choose where her life pointed. By the time she reached the highest ranks of battle, she had become a legend in cramped alleys and open fields alike, a woman who could outlast an ambush, outthink a patrol, and walk away from the wreckage with her secrets intact. She still keeps one eye on every exit, but now it is less fear than habit, and more than a few former enemies have learned that the girl who once stole purses now takes crowns.

“She learned early that the quickest way to survive was to be useful, quiet, and gone before the knives came out.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Mara Voss into a sheet

A high-res, share-ready sheet you can post or print.