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

Mara Vezhaina

Human · Rogue 7 / Pugilist 13 (Inquisitive Rogue / Squared Circle Pugilist) · Level 20 · Entertainer

Mara Vezhaina

Mara is warm, loudly encouraging, and impossible to ignore.
AC16
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 184 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge29 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Unarmed Strikes,
Improvised weapons,
Pugilist weapons, simple melee weapons and improvised weapons

Tools

Thieves' tools,
Disguise kit,
One musical instrument, chosen as drum

Languages

Common

Features

45 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once when you take the Attack action.

Bonus action

  • Bonus Unarmed Strike

    When After or apart from taking the Attack action

    Make an Unarmed Strike as a bonus action while unarmed or wielding only Pugilist weapons.

  • One-Two Punch

    When Your turn

    Expend 1 Moxie Point to make two Unarmed Strikes as a bonus action.

  • Stick and Move

    When Your turn

    Expend 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.

  • Brace Up

    When Your turn

    Expend 1 Moxie Point to gain 1d8 plus 17 temporary hit points.

  • Cunning ActionLevel 2

    You can use a bonus action to take the Dash, Disengage, or Hide action.

  • Inquisitive: Ear for Deceit and Eye for DetailLevel 3

    You gain proficiency in Insight or Investigation. You can make a Wisdom Insight check contested by a creature's Charisma Deception check to determine whether it is lying. You can use a bonus action to make a Wisdom Perception check to spot a hidden creature or object, or to search for secret doors and traps.

  • Inquisitive: Insightful FightingLevel 3

    When you make a melee attack against a creature, you can use a bonus action to make a Wisdom Insight check contested by its Charisma Deception check. On a success, you can use Sneak Attack against that creature even without advantage, provided you do not have disadvantage and use a finesse or ranged weapon. The benefit lasts for 1 minute or until you use this feature against a different target.

  • FisticuffsLevel 1

    You gain the following benefits while unarmed or wielding only Pugilist weapons, wearing light or no armor, and not wielding a shield. You can make an Unarmed Strike as a bonus action. Your Unarmed Strike or Pugilist weapon damage die is 1d8. You can use mastery properties with improvised weapons, and all improvised weapons count as having Sap mastery for you.

  • Dig DeepLevel 4

    As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels less than 6 for 10 minutes. Once used, it requires a long rest unless you gain 1 exhaustion to restore it.

  • Dig DeeperLevel 13

    As a bonus action, you gain all benefits of Dig Deep for 1 minute and can use School of Hard Knocks twice per turn. At level 20, you can use this feature twice before a long rest.

Reaction

  • Uncanny DodgeLevel 5

    You can use your reaction to halve the damage from an attack that hits you.

  • Bloodied But Not BowedLevel 2

    When you take damage, you can use a reaction to regain all expended Moxie Points. If bloodied when you do so, you also gain temporary hit points equal to 52. Once used, this feature requires a short or long rest.

  • Meat ShieldLevel 6

    While you have a creature grappled, you gain half cover against attacks from creatures you are not grappling. When an outside creature misses you, you can use a reaction and expend 1 Moxie Point to redirect the same attack against a creature you grapple.

Always on

  • School of Hard KnocksLevel 9

    When When you hit with an Unarmed Strike or Pugilist weapon

    Once per turn, deal 1d12 extra damage with an Unarmed Strike or Pugilist weapon, or apply Endanger or Provoke instead.

  • Expertise and Sneak AttackLevel 1

    You have expertise in two of your skill proficiencies, or one skill proficiency and thieves' tools. Your Sneak Attack deals an extra 1d6 damage once per turn when you hit with a finesse or ranged weapon and meet the normal conditions. You can use thieves' tools to disarm traps and open locks.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat.

  • ExpertiseLevel 6

    You can add half your proficiency bonus, rounded down, to any ability check that does not already include your proficiency bonus.

  • Evasion and BlindsenseLevel 7

    You gain proficiency in Wisdom saving throws. You can also sense the presence of invisible creatures within 10 feet of you, provided you are not blinded or deafened.

  • Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, your base Armor Class equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You have 13 Moxie Points, regained on a short or long rest. You can spend them on Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point to roll 1d8 and add it to the check. If the check still fails, you regain the point, and this feature cannot be used again until a short or long rest.

  • Heavy HitterLevel 3

    When you hit with an Unarmed Strike, you can use both its damage and either the Grapple or Shove option.

  • Pugilist SubclassLevel 3

    You gain the Squared Circle Pugilist subclass.

  • Muscle MassLevel 3

    Choose Acrobatics or Athletics. Athletics is chosen, and because you already have proficiency, you gain Expertise in Athletics.

  • GroundworkLevel 3

    When you hit with an Unarmed Strike and do not use a mastery property, you can use both the Grapple and Shove options.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat.

  • HaymakerLevel 5

    When you attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point. On a hit, the attack deals maximum damage and the point is regained.

  • Moxie-Fueled FistsLevel 6

    Your Unarmed Strike and improvised weapon damage can deal Force damage instead of their normal damage type.

  • Down But Not OutLevel 7

    When you use Bloodied But Not Bowed while bloodied, you can add your Constitution modifier plus your exhaustion level to Unarmed Strike and Pugilist weapon damage for 1 minute. Once used, it requires a long rest.

  • HerculeanLevel 10

    Your Strength score is doubled when determining carrying capacity. Unarmed Strikes are critical hits against objects. Your jump distance is doubled.

  • Shake It OffLevel 10

    At the start of your turn, you can remove one exhaustion level or end blindness, charm, deafness, fear, paralysis, poison, restraint, or stun. Once used, it requires a long rest unless you take 1 exhaustion to restore it.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or feat.

  • UnbreakableLevel 14

    You have advantage on Strength, Dexterity, and Constitution saving throws. When you fail a saving throw, you can expend 1 Moxie Point to reroll it.

  • PugnaciousLevel 15

    When you roll initiative, you can remove one exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, it requires a long rest.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement or feat.

  • Squared Circle: Compression Lock, Inescapable, Stop and DropLevel 3

    When you start your turn with one or more creatures grappled, you can deal 1d8 plus 3 bludgeoning damage to each creature grappled without using an action. You count as one size larger for grapple and shove effects, and moving a grappled creature your size or smaller does not cost extra movement.

  • HeavyweightLevel 11

    When you use a Grapple or Shove option, you count as one size larger. You do not spend extra movement to move a grappled creature your size or smaller.

  • Epic Boon EligibilityLevel 20

    You gain an Ability Score Improvement or feat.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • LanguagesHumanCommon and one additional language, selected here as Goblin
  • TraitHumanVersatile and adaptable human heritage
  • By Popular DemandEntertainer

    By popular demand, she can usually find a place to perform, earn modest food and lodging, and attract attention from people who enjoy spectacle. Her reputation as a professional wrestler opens doors in taverns, festivals, fighting halls, and traveling shows.

Gear

7 items

Tools

  • Thieves' tools
    A set of thieves' tools used for locks, traps, and backstage sabotage.
  • Disguise kit
    A disguise kit containing cosmetics, wigs, false facial hair, and adhesives.

Gear

  • Ring gear
    A set of reinforced leather wrestling clothes with decorative chains connecting the pieces, designed for mobility and spectacle.
  • Entertainer's costume
    A belt, cloak, and other entertainer's costume pieces used for entrances and performances.
  • Brass costume buckle
    A small keepsake from her first wrestling troupe.
  • Belt pouch
    A pouch containing her accumulated professional winnings and travel money.

Purse

  • 120×
    Gold pieces
    Coin carried from starting wealth and years of performances, amount subject to campaign wealth rules.

Appearance

A powerful human woman with a buxom, heavily muscled physique, a pronounced rounded backside, and sharply defined six-pack abs. She wears very scanty professional wrestling ring gear made from reinforced crimson and ivory fabric, with decorative chains connecting the top, waist, and hip pieces. Her straight dark-brown hair falls past her shoulders, with blunt straight bangs hanging just past her eyes. Her face is marked by several silver piercings through one eyebrow, her nose, lower lip, and ears. She carries no weapons, relying entirely on her fists, grapples, improvised attacks, and theatrical presence.

Mannerisms

She rolls her shoulders before speaking, taps her knuckles against her sternum when thinking, and announces her own entrances even when entering an ordinary room. When suspicious, she squints through her bangs and quietly counts the exits.

Personality

Mara is warm, loudly encouraging, and impossible to ignore. She treats every conversation like a performance with an audience, yet her theatrics conceal a keen eye for lies, hidden motives, and frightened people pretending to be brave. She praises effort more readily than talent, remembers the names of tavern staff, and has a soft spot for anyone who has been cheated by a powerful person.

Ideals

No one should be powerless in a rigged contest. Strength matters most when it is used to give the frightened a fair chance to stand.

Bonds

The young performers she rescued from the old troupe are her found family, and she sends them money, letters, and occasional stern training advice. She also keeps the cracked brass buckle from her first wrestling costume, a reminder that every great entrance begins with someone willing to step into the ring.

Flaws

She cannot resist answering an insult with a challenge, even when discretion would serve her better. Mara also believes she can carry everyone else's burdens, and becomes defensive or reckless when someone tries to help her.

Quirks

Names each major wrestling maneuver after a local person or landmark.
Keeps a running mental tally of exits, balconies, loose floorboards, and throwable furniture.
Compliments opponents immediately after knocking them down.
Collects broken signboards and tavern tokens from memorable matches.

Background

Mara Vezhaina grew up in the crowded pleasure districts of a large human city, the daughter of a seamstress and a dockside strongman. Her parents could not offer wealth, but they taught her two enduring lessons. First, a person survives by making themselves useful. Second, when someone tries to put you down, make certain they remember how hard you rose. Mara learned to fight in alleys, taverns, and behind market stalls, first for coins and later to protect performers who had no one else to stand between them and violent patrons. She discovered professional wrestling when a traveling troupe needed someone strong enough to carry scenery and brave enough to take a fall. Mara became the troupe's star, combining flamboyant showmanship with practical street fighting, deceptive footwork, and punishing grapples. Her bouts were carefully staged, but the danger was real, especially when corrupt promoters, criminal patrons, or angry nobles demanded that she lose. After exposing a ringmaster who was trafficking performers, Mara left the troupe with its frightened apprentices and built a new career as a wandering champion. She now investigates rigged matches, protects entertainers from exploitation, and accepts challenges from anyone arrogant enough to mistake spectacle for weakness.

“Her parents could not offer wealth, but they taught her two enduring lessons.”
From their backstory
Background
Entertainer

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Mara Vezhaina into a sheet

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