Mara
Mara
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Second WindLevel 1
On her turn, Mara can use a bonus action to regain hit points equal to 1d10 + her fighter level. She must have at least 1 hit point to use this feature, and she can use it once per short or long rest.
Always on
- Black Widow's Twin Blades
When When Mara attacks with both light weapons on her turn.
Mara fights with a scimitar in one hand and a shortsword in the other, using speed, feints, and unfair openings rather than honorable exchanges.
- Fighting Style: Two-Weapon FightingLevel 1
Mara chooses Two-Weapon Fighting. When she engages in two-weapon fighting, she can add her ability modifier to the damage of the second attack.
- TraitDrowDarkvision out to 120 feet.
- Fey AncestryDrowadvantage on saving throws against being charmed, and magic cannot put Mara to sleep.
- TranceDrowMara does not need to sleep and completes a long rest in four hours through meditation.
- Drow MagicDrowMara knows the dancing lights cantrip. At 3rd level, she can cast faerie fire once per long rest. At 5th level, she can cast darkness once per long rest. Charisma is her spellcasting ability for these spells.
- Drow Weapon TrainingDrowproficiency with rapiers, shortswords, and hand crossbows.
- Sunlight SensitivityDrowMara has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when she, the target of her attack, or whatever she is trying to perceive is in direct sunlight.
- Shelter of the FaithfulAcolyte
Mara and her companions can expect free healing and care at temples, shrines, and other established religious communities devoted to Lolth or, at the DM's discretion, a related faith. She may also request modest assistance from clergy who recognize her service.
Spells
1 spellSpellcasting. Mara casts with Charisma ( to hit with spell attacks).
Cantrips (at will):
Gear
12 itemsWeapons
- ScimitarA curved, single-edged martial blade favored by Mara's interpretation of surface-world samurai practice. It deals 1d6 slashing damage and has the finesse and light properties.
- ShortswordA straight, narrow off-hand blade used for close work and concealed attacks. It deals 1d6 piercing damage and has the finesse and light properties.
- Light CrossbowA ranged weapon for opening attacks or striking from darkness. It deals 1d6 piercing damage and has a range of 80/320 feet.
Armor
- Chain MailInterlocking metal rings worn beneath her robes. The armor provides AC 16.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Dungeoneer's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other travel necessities.
- Holy Symbol of LolthA spider emblem cast in black iron, used as her divine focus and proof of devotion.
- Prayer BookA small collection of prayers and ritual instructions dedicated to Lolth.
- 5×Incense SticksUsed during daily rites and offerings.
- VestmentsCeremonial clothing worn during temple service.
- Common ClothesA plain set of clothing for travel and labor.
Purse
- 15×Gold PiecesRemaining personal funds and temple-issued travel money.
Appearance
Mara is a lean, long-limbed drow woman with deep violet-black skin, silver-white hair cut bluntly at the jaw, and pale red eyes that rarely blink. Her face is narrow and severe, marked by a thin scar crossing the bridge of her nose. She wears chain mail beneath layered crimson, violet, and saffron robes, tied for movement rather than ceremony. A spider-shaped iron holy symbol hangs at her throat, and her paired blades are curved, narrow, and kept unnervingly clean.
Mannerisms
Mara keeps her hands folded loosely at her waist whenever she is listening, as though waiting to receive a ceremonial blade. Before entering a room, she studies the ceiling and corners for spiders. She speaks softly to servants, loudly to equals, and never raises her voice at someone she intends to kill.
Personality
Mara is disciplined, observant, and intensely practical. She has the quiet confidence of someone who believes every relationship is a contest whose rules have not yet been revealed. She admires competence wherever she finds it, even in enemies, but admiration only makes her more determined to discover the precise weakness that will bring them down.
Ideals
Devotion. Lolth does not demand goodness, only usefulness. Every betrayal, wound, and victory must strengthen the Spider Queen's web.
Bonds
The spider-marked blade at her side belongs to Lolth before it belongs to her. She will recover it at any cost if it is ever taken, and she will kill anyone who claims to understand its purpose better than she does.
Flaws
Mara cannot resist correcting another person's interpretation of Lolth, even when silence would serve her better. She mistakes cruelty for clarity and often assumes that anyone offering kindness is preparing a trap.
Quirks
Background
Mara was born beneath a house name she now refuses to speak. As a child, she was trained to obey, flatter, and survive, then sent to the temple when her elders noticed an unusual devotion to Lolth. She embraced the priesthood with a working person's seriousness, learning the prayers, the sacrificial rites, and the patient cruelty expected of a servant of the Spider Queen. She did not seek comfort from faith. She sought instructions. For years she waited for a sign that she had been noticed.
“As a child, she was trained to obey, flatter, and survive, then sent to the temple when her elders noticed an unusual devotion to Lolth.”
- Background
- Acolyte
Connections
Species
Drow
Media
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